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Old 05-24-2005, 01:45 PM
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RE: Abilities modifiers

Post originally by Scott Driver at 2005-05-24 12:45:05
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I apologize for not having gone into more depth on the rules. One mitigating factor is that there really aren't all that many rules.

A good chunk of the book is either class and race description -- pages 9-37 -- or spell description -- pages 54-101. That's about 75 or so pages out of a 128-page book. Add in the bits about roleplaying, mood setting, equipment lists, etc., and there's not much room for actual rules.

The basic task resolution system -- target numbers on d20 -- is used for nearly everything. Rolling high is always good, higher target numbers are always harder. Add in a spellcasting system, encumbrance, and some guidelines for combat maneuvers and modifiers, and that's pretty much it.

To be truthful, though, the main reason I didn't go into more depth is that the review was already showing up as 15 pages or something similarly ridiculous, and I figured that was about as much as anyone cared to read about anything other than the Game That Shall Not Be Named.

I like the C&C attribute modifiers very much, as they help lessen the negative impact of using straight-up 3d6 attribute generation. Along with the Primary attribute mechanic, this makes it possible to play viable characters with low stats.
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