skerns wrote:
It's a ROLEplaying, not a RULEplaying, or ROLLplaying game.
Dude, what exactly does that mean?
_________________
~Adaen of Bridgewater, www.highadventuregames.com
skerns wrote:
It's a ROLEplaying, not a RULEplaying, or ROLLplaying game.
jfall wrote:
...snip...
adaen, maybe I'm dense but, I'm not comprehending how your system emulates skills. I've read your earlier thread (via link in previous post) and have gone over each of your posts in this thread, but still, no joy.
adaen wrote:
Dude, what exactly does that mean?
Treebore wrote:
This is what it means when they "earn" the feat defined ability, they noo longer roll a SIEGE check to attempt to cleave, power attack, change the energy type fo the spell, etc...
Before awarding it they have to make a SIEGE check, with the CL typically being the HD of the opponent they are making it against.
So a 6HD/lvl opponent would be CL 6 for a total TN of 18.
After I say they have mastered it I award it and they no longer roll to make the attempt, they just do it, and go straight to a roll to hit, when called for like cleaves.
In the case of spells, to change energy type (fire to ice, etc...) I just have the CL=spell level. For something like maximizing damage CL=spell level+3.
So to maximize spell damage of a fireball would be CL 3+3 for total CL of 6. so total TN of 18.
One thing I do in addition, these individual abilities are only good against creatures no more than 3 HD/lvls above the character. So if the PC is 10th level and fighting a 14 HD dragon they would have to once again roll SIEGE checks. On 13th level or lower they just perform the action without a SIEGE check.
If not I'll try and word it differently.
Traveller wrote:adaen wrote:
Dude, what exactly does that mean?Quote:
In a nutshell, the rules should not get in the way of the role playing. That is what I believe he means.
That's pretty much it!
First, I want to mention that we do this (play these games) for FUN, right?
So whatever it takes to make it fun is acceptable. Some of us need a lot of detail, which may be the campaign setting, or a very rich rule set may provide the anchor for our style of play.
On the tactical versus strategic aspect, I think that takes out (much, anyway) of the ROLEplay aspect of this type of gaming. Miniatures games like Warhammer 40K may be better suited to this gaming need.
We use minis in our game, but they are more of a visual aid than a tactical one.
At a local comics/game shop, I've watched 3rd ed. games with a stack of 8-10 ($20-40 each, hmmm, cash cow?) books beside EACH player! That's a RULEplaying game. In my opinion the only person at the table that needs ALL (or some fraction of) the material MIGHT be the GameMaster. In those games, the entire table seemed to spend more time leafing through their books than they did actually playing. Not a good time, IMO.
I've seen games where each player had HUGE piles of dice that actually get rolled regularly. I've never been able to figure out why you'd need 20d20. How can you possibly have that many attacks in one round? Letting the dice dictate the ebb and flow of the game is obviously...
My point is, what we're tallking about is a ROLEplaying game. It's purpose is to become a different CHARACTER, to let out that inner actor in all of us.
Books and dice aren't REQUIRED to accomplish that. Neither are stats/ skills/feats/ or much else other than the desire to try the above sentence.
One of the best roleplaying experiences I ever had included a SINLGE die roll during the ENTIRE 7 1/2 hour session.
If you want/need/enjoy using books/rules/dice go for it! It all comes down to how you need to play to achieve the result you're after.
That's the appeal of C&C for my group and I, it's flexibility. It provides (for us) a familiar, but streamlined framework for us to do what we've been doing since 1979.
As far as the whole "GM fiat" concern, maybe my game is not the norm, but I rarely fall back on "that's my ruling" kinds of decision. My players work very well as a team, and rarely do something that needs that kind of decision. If it does come up, I will refer to the rulebook (if necessary) and read aloud the pertinent info, and let my players give their interpretation then make a decision using their input if possilbe.
This may seem like gaming by committee, but it works much better (and faster) than you might think.
_________________
Meet me at Stonehenge at Midnight. I'll bring the goat.
adaen wrote:
There are merits to both rules light systems like C&C AND rules heavy systems like d20/Rolemaster/HERO/GURPS/what-have-you. They do different things well....and both of them are equally role-playing.
Fizz wrote:
I think you're correct that heavy-rules systems don't preclude role-playing, but in my experience (3.5E in particular) that's what has happened. People end up focusing not on the story or character development, but rather on getting that next new power, and it becomes a pure manipulation of numbers.
I'm not saying everyone is like this- i've played with some good roleplayers in 3E. I'm not saying it's not possible.
But i think rules-heavy system (3.5E at least) is more likely to produce players who rely on numerical crutches and care more about min-maxing numbers, trying to `win' the game rather than taking a part in a story.
-Fizz
BASH MAN wrote:
Well in BD&D for years, we all had very individualized characters.
1. We used weapon mastery rules
2. We used the skill proficiencies option
3. We used GURPS advantages & disadvantages! Essentially the list was taylored so that it could not step on the toes of another class-- so you couldn't take levels in Magical aptitude, and some didn't fit D&D (every D&D character has "high pain threshold") but for others, it worked great-- and a lot more fun than the feat system (which I like the call the ever expanding list of things characters who don't have them cannot ever do)
skerns wrote:
My point is, what we're tallking about is a ROLEplaying game. It's purpose is to become a different CHARACTER, to let out that inner actor in all of us.
skerns wrote:Traveller wrote:
That's pretty much it!
First, I want to mention that we do this (play these games) for FUN, right?
So whatever it takes to make it fun is acceptable. Some of us need a lot of detail, which may be the campaign setting, or a very rich rule set may provide the anchor for our style of play.
On the tactical versus strategic aspect, I think that takes out (much, anyway) of the ROLEplay aspect of this type of gaming. Miniatures games like Warhammer 40K may be better suited to this gaming need.
We use minis in our game, but they are more of a visual aid than a tactical one.
At a local comics/game shop, I've watched 3rd ed. games with a stack of 8-10 ($20-40 each, hmmm, cash cow?) books beside EACH player! That's a RULEplaying game. In my opinion the only person at the table that needs ALL (or some fraction of) the material MIGHT be the GameMaster. In those games, the entire table seemed to spend more time leafing through their books than they did actually playing. Not a good time, IMO.
I've seen games where each player had HUGE piles of dice that actually get rolled regularly. I've never been able to figure out why you'd need 20d20. How can you possibly have that many attacks in one round? Letting the dice dictate the ebb and flow of the game is obviously...
My point is, what we're tallking about is a ROLEplaying game. It's purpose is to become a different CHARACTER, to let out that inner actor in all of us.
Books and dice aren't REQUIRED to accomplish that. Neither are stats/ skills/feats/ or much else other than the desire to try the above sentence.
One of the best roleplaying experiences I ever had included a SINLGE die roll during the ENTIRE 7 1/2 hour session.
If you want/need/enjoy using books/rules/dice go for it! It all comes down to how you need to play to achieve the result you're after.
That's the appeal of C&C for my group and I, it's flexibility. It provides (for us) a familiar, but streamlined framework for us to do what we've been doing since 1979.
As far as the whole "GM fiat" concern, maybe my game is not the norm, but I rarely fall back on "that's my ruling" kinds of decision. My players work very well as a team, and rarely do something that needs that kind of decision. If it does come up, I will refer to the rulebook (if necessary) and read aloud the pertinent info, and let my players give their interpretation then make a decision using their input if possilbe.
This may seem like gaming by committee, but it works much better (and faster) than you might think.
I agree with what your saying, however I see few and far between players who know how to do what your talking about. To be honest I am not great at doing it and I have been gaming for well over two decades non stop.
Plus I acted in high school plays, I was even Macbeth. I would find it easier, and have, when two or more of us at the table "get into character".
So what I have come to see the rules as being are tools to help the many who do not know how to, or simply don't wish to get into, ROLE playing.
Many are simply very uncomfortable with it, so am I unless I have at least one other at the table to "play off of".
For them having the dice decide most, or everything, about their character is enough.
Which is just another reason why I love C&C. It works for some, and when it doesn't I can refer them to 3E rules, etc...
The skills and "feats" I use just help people flesh out the character concept they have in mind, and then the mechanics allow the character to be "roll" played because the player doesn't like to "role" play.
Thats how I see it anyways.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
adaen wrote:
That would assume that my system is fully matured and actually in play (alas, not yet....free time is fairly scarce in these parts for the time being).
The way I would use skills for C&C would go something like this:
1) Allow standard Seige Engine checks for character abilities as written
2) Allow certain areas of knowledge (that may not be standard for your class, but are a part of the characters background, concept, whatever). Depending on how
relevant they were to the character in actual play, I would allow for the character to add either their level or half their level to the Seige check.
3) For all my defending of them, I'm really not all that fond of D&D 3.x feat system. I would allow special abilities and would treat them like any other special ability that's already attached to a class. Perhaps making a custom class by swiping out an exisiting ability for another.
4) I may also allow for the "purchase" of additional abilities with XPs or increasing an existing class's XP cost progression for abilities that scale with level.
That's really about it. My C&C game will likely be online with somewhat casual players who don't want a heavy system, so I'll keep in pretty simple. In person games, I have crunchier heavier options in development (some of my HAGUS projects, Aega Mythea, and esp. Shadows of Reality are heavier/more involved).
I hope this helps. My defense of non-C&C stuff is based on my distaste for the "one true way" mentality which is really nothing more than "fanboy-ism" to my mind. I like C&C, but does it do everything well? No. It does what I need it to do for certain applications well. For other applications, there are better options.
~AoB
Treebore wrote:
The only "true way" in C&C is "your own true way". So even though it may sound like we are saying "there is only one true way", it is because we are talking about "our own true way".
So the way I run C&C is "my own true way", so I talk about it as "the one true way". However all I am doing is just putting out there how I do it, because this site is all about sharing our ideas.
So it definitely can seem like we are saying there is only "one true way", but we are really saying there are tons of ways to do things and this is how I put it all together to be "my one true way".
jfall wrote:
I've used the terms roll play and role play in the past as well... but in all honesty, I agree w/ adaen. I do think that we're needlessly fracturing a hobby that needs no interior conflicts. It's all dependent upon the type of players.
...snip....
Now please take all this w/ a grain of salt. This is all based on my perceptions and is in no way meant to offend anyone.
Treebore wrote:skerns wrote:
I agree with what your saying, however I see few and far between players who know how to do what your talking about. To be honest I am not great at doing it and I have been gaming for well over two decades non stop.
Plus I acted in high school plays, I was even Macbeth. I would find it easier, and have, when two or more of us at the table "get into character".
So what I have come to see the rules as being are tools to help the many who do not know how to, or simply don't wish to get into, ROLE playing.
Many are simply very uncomfortable with it, so am I unless I have at least one other at the table to "play off of".
For them having the dice decide most, or everything, about their character is enough.
Which is just another reason why I love C&C. It works for some, and when it doesn't I can refer them to 3E rules, etc...
The skills and "feats" I use just help people flesh out the character concept they have in mind, and then the mechanics allow the character to be "roll" played because the player doesn't like to "role" play.
Thats how I see it anyways.
From your comments, and others in this and other threads, I apparently am a very lucky CK (and former player). The core group of people I've been doing this with for almost 30 years (with a break) are amongst the best roleplayers I've ever met. I participated in, or observed, hundreds if not thousands of roleplaying sessions of one game or another.
The people I started playing AD&D with and several that I still do, are seemingly the best amateur actors I've ever been around. These players can inhabit the character they play more quickly and completely than just about all the others I've ever seen.
One of my players is the only one I've ever seen that can play two characters at once, and have an argument between the two and keep it in the right order, and make valid points with both, AND have it come out roll-on-the-floor paralytically funny all at the same time!! It's a joy to behold (sometimes)!
I play these games for the ROLEplay. I hate to keep using the term, and adaen is right, the terms are ill-defined at best. but they are useful.
I played in a few 'power' games, and hated it. The roleplay nerds(?) that spent all the time they weren't actually 'playing' analyzing the rules and doing complex and arcane math (remember me, the guy that's bad at math?) to determine the optimal stats slash class to use to maximize the probablilites in their favor. Then they spend the entire session proving their knowledge of the rules is deeper than the guy running the game. Way to kill my buzz, dudes.
I've also played with the RaNGers, the ones that roll some bizarre mix of dice (a d12 and a d20) and seemed to follow some strange octal/binary system of result decoding. ROLL. "I throw the party cleric into the Vampires grasp". WTF? Are you on the funny pipeweed?
Obviously I prefer a more hapy medium, one where the rules don't have to checked every melee round, one where the dice don't dictate the results, and one where the players and the gamemaster have fun.
I award XP if you can make me bust out laughing.
_________________
Meet me at Stonehenge at Midnight. I'll bring the goat.
adaen wrote:
Thanks J. For a bit, I was feeling like maybe I was being a jerk by proselytizing on this, but even those who don't agree with me have ranged from extremely civil to down right friendly. To be sure, I think this discussion has been a feather in the cap of these boards on the tolerance of differing ideas.
On some boards, I may have been tared and feathered by this point. I am finding again and again on the C&C boards that what appear to be irreconcilable differences arise....and then rather than drawing lines in the sand and duking it out, people are reasonable and look for common ground. I think we've found a lot of that...mostly in a core concept that I always talk about on my page: Fun. We're all about the fun on the HAG page and I see that here.
It warms my heart, even after the holidays.![]()
Thanks All,
~AoB
gideon_thorne wrote:
I can think of a movie where a 'wizard' like character DaVinci, used an interpretation of a STR check to open a door.
"I shall go down in history as a man who opened a door!"
In this case, a "STR" check suggested a means to apply strength a bit differently.
And, naturally, as one grows in experience, natural aptitude would decline in importance, while still being a factor.
old school gamer wrote:
I have to admit that when D&D 3E came out I was impressed with all the options it created for me. I always felt that earlier versions of D&D were too restrictive. Then after about 5 years of playing first 3E and 3.5 I felt that I had had enough of the of all the splatbooks and complete this and complete that. Then on top of that I was running a rather long standing Champions/Hero System game that was steadily getting more complicated and more work and then play.
So one day I am cruising the web and I stumble upon C&C, I think I was looking up something on castles, went the FLGS and bought a copy of Castles and Crusades. I fell in love with it. In its own simple way it actually allowed for more flexiblity. It took away all the things I didn't like about D&D and put back what I liked.
Unfortunately one my most vocal players finds that he cannot specialize his character enough in C&C because there is on feat of skill system for him so he refuses to play. But then he's a self-confessed powergamer so there you are.
So we are playing Star Wars Saga right now which is a more streamlined version of D20. And everyone likes it. But still I don't see myself doing any fantasy that isn't C&C.
Treebore wrote:
When are people going to get that the SIEGE engine allows characters to attempt to do anything the Ck is willing to allow? It astounds me how much people demand things be written in black and white for them. Whats so hard about, "If you think of it, I'll tell you what TN you have to beat to do it."?
moriarty777 wrote:
I played AD&D for years before coming to 3rd edition, and I think certain aspects of 3rd edition might have spoiled us.
M