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What is a GOOD rules light system?

Votan

Explorer
Our gaming group has been experimenting with Risus. It hasn't been ideal but it has one major advantage over 3E D&D (and most d20 systems) in that the rules are much less detail oriented. It gives a lot of freedom to the imagination.

However, to be frank, the combat system sucks! This is annoying as it is a good game for putting NPCs together quickly and for being able to give a lot of freedom both for roleplaying and concept freedom.

The problems with combat is twofold.

1) The dice system makes it awful deterministic. A Ninja (4) will aways beat a Soldier (2) not matter what the circumstances are. This is despite the appropriateness of the cliches. This means the long dice rolling sessions of combat are pretty much settled -- either in the first couple of rolls or rapidly thereafter if the cliches are close.

2) What a cliche can do isn't well described. This is very tough in a fantasy game with spellcasters as a cliche can cover a lot of territory or, arbitrarily, be completely useless if the situation is deemed inapplicable.

What are the other options? Something that gives the player a chance to have his or her character shine as they execute actions during combat. But which doesn't have the high level of complexity and details that feats give in d20. Classic D&D was an option but maybe something else would work better?

Ideas? Suggestions?
 

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All I can tell you is that I have been using the Castles and Crusades system for about 8 months now and loving it. I don't know where these "bad rules", and "too lite", comments come from. We're having a blast, focusing on the story, getting a lot done, and the rules are solid. So unless you just hate archetype classes I think lots of people who want rules lite should be loving C&C. Plus I can use my stockpile of stuff from every edition with conversion so easy I can do it in my head, as I read it, and as I am running it. With the exception of higher level monsters in 3E, those take some thinking, but not too much.
 

Here is a couple of pastes from other boards where people have asked me about C&C, maybe they will help you decide to give it a look. So far the two who have made the jump are loving it, and a third one said today that they are going to give it a try. Or was it two more? I'll have to go back and look at that forum/messageboard again. Yes, I hope I convert you too. I think this is a really good system when people actually try it out and see how well it actually works. Anyways, the copied posts:

C&C starts simple but does not have to stay that way if you don't want it to.

Like feats and skills are not in the "official" rules of C&C. However the rules imply you can have them. The way I implemented them was to say that any feat that is a combat maneuver, such as cleave or whirlwind, can be attempted with a roll, based on whatever stat I think is most appropriate for the conditions under which they are being attempted. Usually DEX or STR. The other feats I don't allow, except for spell mastery, I allow that as written, and the player just has to make a successful INT check for each spell they want mastered.

I added a defined skills system to my C&C game by simply saying that the skills listed in the 3E PH for the class that most closely relates to your C&C class are skills your character can have. The only thing I had to "add" was a limitation on knowledge skills, equal to your INT bonus. Just recently I realized I needed to do the same thing for crafting skills.

My players only need to keep track of what knowledge and craft skills they have. Otherwise it is covered by the 3E list. Plus the full list is available to them. Oh, I also made Spot and Listen available to all classes except the Wizard and illusionist. They have spells to make them super human in those areas.

So what I am trying to illustrate is that C&C starts relatively very simple, but the SIEGE system is versatile enough to let you add whatever you miss or want. So the game will never become more complex than you, the DM, wants it to.

Future books are going to cover adding stuff on and suggestions on how to do it, but the books will strongly stress the fact that these rules additions are solely added if the CK wants to add them. Plus these books, as I understand it, are aimed at the CK, not the players. Which further illustrates that this stuff is the CK's stuff to use or ignore, not the players.

So the whole attitude and flavor of C&C is very relaxed and simplistic and "do whatever you want".

I have been CKing for about 8 months now. I have no motivation whatsoever to go back to DMing 3E. I play it, with my wife and kids taking turns DMing, but I have no desire to DM again. My wife and kids are also getting aggravated with DMing 3E and often say, "lets handle this the way we do in C&C!"

What I find funniest is they keep insisting on sticking with 3E because of all the cool feat builds. Forgetting the obvious, that all these feat builds are available to their characters in the C&C game, with no "builds" whatsoever. They are available for them to attempt from level 1 on.

I have pointed this out to them again and again as they use feat rolls in the C&C game, but for some reason the "logic" hasn't stuck. So I think I am going to have to point out every time the "cool new feat" is gained and bragged about I'll have to point out that the "so and so C&C character has been able to attempt this since level 1."

The only cool feats that cannot be added, simply, are the metamagic feats of the wizards and clerics. My brain has been working on that and I think my flash of inspiration will arrive soon. Now C&C already gives the item creation feats at certain levels, just like in 2E. It is the other feats, like energy substitution, maximize, sudden maximize, energy admixture (my personal favorite), Lord of the Uttercold, etc... that are hard to implement. In fact, I am thinking it will be best if I add them on at specific high levels as straight class abilities.

The other idea bouncing around is to handle them just like the other feats but have them only be able to be attempted after specific levels. I like this idea better, because it is simplest, but I am not sure about power abuse.

Anyways, I have rattled on enough. I hope you have actually read all this and been convinced to give C&C a look. Or another look if you have already looked at it.

The C&C mechanic is d20, just like 3E. where it deviates is the SIEGE Engine. All your saves and skill type actions are resolved with the SIEGE engine. What does this mean? Well, hopefully I can explain it as simply and clearly as the system itself is.

First off, during character creaton the players designate 2 or 3 stats as Primes. Humans get 3, every other race gets 2. What does a Prime stat do for you? Several things. Essentially it gives you a +6 modifier to any saving throw or action taken that is based off of that stat. Plus, if the stat is high enough to give an attribute bonus, you add that to.

The other advantage to the Prime system is that even if you roll a lousy stat, being Prime will still make the character superior in everything related to that stat. At least compared to any other character that doesn't have ti as a Prime as well.

Another thing to remember about C&C, every stat has some type of save based on it. For example STR has paralyzaton and constriction saves based off of it.

Here is another key point ot understanding the SIEGE engine. There are two levels of saves, or DC's in C&C. 12 if the save/roll is based off of a Prime stat, 18 if it is not.

Modifiers: Positive modifiers (being in the PC's favor) come from class level, stat bonuses, and magic items or spells. Plus if it is Prime or not.

Negative modifiers come from the CK/DM, and their determination of difficulty. Usually, if it is a creature, you use their Hit Dice/Level. Plus any exceptional stat modifier they may have.

For example:

Wizard and fighter are going at it. The fighter is 40 feet away. The fighter is screwed if he can't get to the wizard and do a hand to hand pounding on him. So while moving towards the wizard he will shoot his bow in hopes of messing with the wizards spellcasting.

The wizard, being the smart dude that he is, realizes that a fighter is probably weak willed and casts a charm person on him. The fighter shoots an arrow at the mage and hits him for 4 points. The wizard, being smart, has his CON as a Prime, so his concentration check to keep his spell starts at a 12. His level is 5th and he even has a +1 stat bonus to his Con, for a total of +6. So his base TN is 6 (TN 12 -6=6). Now the fighter only gets to modify this Con check by the damage done, which was 4, so this adjusts the TN back up to 10. A 50/50 chance the wizard loses or keeps his spell and gets it off. He rolls an 11 and keeps the spell and casts it.

Now the fighter needs to make a save. The wizard is wrong, he is strong in will, he has alwaqys been a leader and his force of will and personality ahs led his companions through many ordeals. His Charisma is a Prime stat, and spells that attempt to control a persons will are countered by charisma.
So the fighters base TN is also 12 for his save versus charm. He is a 6th level fighter, but his charisma stat is low enough to give him a -1 stat modifier so his base TN is a 7. The level of the Wizard is 5, and he is exceptionally intelligent and has a stat bonus of two, so he increases the fighters TN up to 14.

The fighter rolls a 6 and becomes charmed. Suddenly he no longer desires to kill the wizard. He wonders why he wanted to in the first place.

End Example.

As you can see (assuming I have managed to be sensible) their are a lot of similarities to how you do things in 3E. The biggest differences are that every stat has saves attached to it, so there are no throw away stats, and that there are two TN's, determined by whether the related stat is designated a Prime or not.

Combat goes much like 3E, you have positive AC's and a Base to Hit (BtH), just like 3E. C&C is a d20 OGL product after all. Perhaps the best thing about C&C is that there are no AoO's.

In a lot of ways C&C is lower powered than 3E, then again spells are very dangerous, especially when it is versus a non-prime based save. That TN for the fighter would have been a 20 if his CHA hadn't been Prime.

There are some sites you should check out. The main one being cncplayer.net. There are a lot of house rules there, and if Grey Elfs site is linked off of there (I'm pretty sure it is) he has downloads available to explain converting monsters from 3E to C&C and I believe the older versions of D&D as well.

If after that, you are still interested check out the troll forums linked through their new board.

Also take advantage of the Trolls $10.00 sale, ALL of Gygax's books are on sale, and ALL of the C&C hardbacks, except the $95.00 special editions and a few others, are on sale for $10.00 each. Shipping is $3.50 + $1.00 for each additional book. So 3 books would be $5.50 in shipping. The modules would be cheaper at your LGS, but I strongly recommend them. Combined with the C&C rules these modules remind me so much of playing and DMing back in the OD&D/1E days it isn't funny. I believe Danger Dwarf posted he feels the same way somewhere in this thread or on these boards.


Anyways, give C&C a try. I don't play bad game systems, and I sure as heck wouldn't recommend one. The only question is will C&C fit your style and desires for a game. If simplicity with as much complexity as you want to add, and having the story/adventure being the primary focus, sounds like what you are looking for then you can make it happen with the C&C rules set.
 



I've been looking at FATE for a week or so, now. It's not as light as Risus is, but I can see it being just as easy to set up. One problem you mention in your post, the lack of descriptions, is always going to be a problem in rules-lite games. That vagueness and reliance on the GM is the reason they're rules-lite.

You might want to look at the slightly more 'rulesy' FUDGE. The hardback out now has a lot more options, explanations and support than the free pdf but they are basically the same game.

This is very tough in a fantasy game with spellcasters as a cliche can cover a lot of territory or, arbitrarily, be completely useless if the situation is deemed inapplicable.

Look at it this way: that's more like a book works. Characters in fiction are rarely well balanced against each other, and most rules-light games throw out the concept of 'balanced encounters' completely. Yeah, you can sometimes kill that onrushing monster with one blow but the same thing might happen to you in return.

There are a number of free and/or rules lite games out there; RPG.net might be a better place to look some up. They seem to really love Dogs in the Vineyard and My Life With Master over there. I've not played either of those, but several people here also seemed to like Dogs.

You might also want to look up the older Everway (very light), SAGA Dragonlance (medium light), or True20/Blue Rose (somewhat lighter than d20).
 

Definitely check out fate, it is very story oriented. Some of the reasons I didn't go with it: It is too abstract on the combat, there is actually more "paperwork" (than C&C), and I don't like how the magic system worked. Again, too abstract, not enough definition. Character development also took over an hour. With C&C it took 17 minutes our first time, 8 the second.

There is a lot of positive things to be said about how you develop your characters, though. If your looking for something very strong on story fate/fudge is it.
 




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