Emryys wrote:
I see the Dexterity problem... (Super Stat). Not sure if this is the way... must think about it. GFYG and C&C usually have simple solutions... maybe DEX as a super stat isn't all that unrealistic...
Oh, it's very realistic. The problem is, any player of any class would be crazy not to put his "18" into Dexterity. It is so useful in everything. The result is everyone is a super ninja!
Emryys wrote:
perhaps make INT affect Initiative and DC instead. The clever Gunfighter new what his enemy was going to do...
That's a nice idea. Makes Intelligence more valuable. Have to check my GFYG if that would make some INT class too powerful .
"Not only smart as a whip, he could slap that smile off your face before ye knew what hit ye, ah reckon"
Emryys wrote:
Most of the rules you propose seem to be of a desire to add realism, while not a bad idea (in fact some are quite clever and recognizable as I have most western RPG's), but since this is an online game, keep streamlined in mind whenever you make changes. I think they can work (damage is kinda cinematic), so give them a try
That is my thought as well. Making new rules is all well and good, but don't lose the genius of C&C: simple quick resolution of success/failure. Adding a whole bunch of fiddly makes the game more responsive, but may slow it down. We shall see what works, but also what the players like/don't like.
As for taking things from other western RPGs, I did read through the old Boot Hill rules but as for the others, I don't know if I have read any. I bought Sidewinder? (not sure, maybe another one) but I have not even looked at it. Some of the ideas (like the death as disability malarkey, or even some of the damage rules ) are ripped straight from my own C&C house rules stuff (which I have never inflicted on players...yet).
Interesting to see, for example that GFYG divided up attributes (P,S,T) into three categories. I did something similar, in relation to class skills only, in my C&C house rules a while back
Thanks for the comments
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