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Re: Will-O'-Wisp
Posted: Wed Sep 19, 2012 11:01 pm
by serleran
One design philosophy of C&C was to provide flexibility to how the game is interpreted by each group playing, the final arbitration of a rule resting with the Castle Keeper of that game, highly relying on the unwritten Rule 0.
And, 2nd edition was never referenced, at least by me, for anything as it regards C&C's core elements -- I have converted things afterward, mostly spells and a few magic items. In fact, d20 was also ignored, except as it pertained to specific requirements for OGL compliance.
Re: Will-O'-Wisp
Posted: Wed Sep 19, 2012 11:11 pm
by Traveller
Lord Dynel wrote:
As far as encumbrance goes, I honestly haven't looked at it yet, but I'll have to get on top of it before the next game. The maze spell changed? That's interesting, I'll have to check that out, too.
Encumbrance has been simplified when it comes to capacity objects. There is no more worn items modifications.
It's no longer possible to "wait out" a maze spell by sitting there and doing nothing for ten minutes. The only means of escape is to navigate the maze. Having that escape clause in there severely weakened what is supposed to be a powerful spell.
Re: Will-O'-Wisp
Posted: Wed Sep 19, 2012 11:19 pm
by Lord Dynel
Traveller wrote:Lord Dynel wrote:
As far as encumbrance goes, I honestly haven't looked at it yet, but I'll have to get on top of it before the next game. The maze spell changed? That's interesting, I'll have to check that out, too.
Encumbrance has been simplified when it comes to capacity objects. There is no more worn items modifications.
It's no longer possible to "wait out" a maze spell by sitting there and doing nothing for ten minutes. The only means of escape is to navigate the maze. Having that escape clause in there severely weakened what is supposed to be a powerful spell.
I'm down with those two changes, especially the
maze one. I always thought that was a cheesy tactic.

Re: Will-O'-Wisp
Posted: Thu Sep 20, 2012 1:13 am
by mbeacom
serleran wrote:One design philosophy of C&C was to provide flexibility to how the game is interpreted by each group playing, the final arbitration of a rule resting with the Castle Keeper of that game, highly relying on the unwritten Rule 0.
This is quite possibly the best single design philosophy I've ever read. It's no wonder I love the end results.
