More than just a conversion to a new system, the new d20 Call of Cthulhu shows its Pagan parentage in its emphasis on taking the Mythos out of Lovecraft Country into new frontiers.
Post originally by Yamo at 2003-04-10 13:30:24
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...but unless you add a house rule so that hit points never increase after 1st level, the whole game just feels...wrong. At least if you have any experience with "regular" CoC.
Luckily, adding such a rule is just as easily done as said.
Post originally by Buzz at 2003-04-10 13:42:06
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FWIW, I'm another one of the CoCd20 reviewrs, and I have to say that your review is spot-on. The big difference between the two version isn't so much the rules (as I mention in my review, BRP adn d20 actually have a lot in common), but that the original presents the Mythos as a setting, and the d20 version presents it as more of a *tool*. I'm not saying one way is better than another, but it's a difference few other reviews (mine included) addressed.
AFAIC, the GM sections of COCd20 are required reading for anyone interested in horror RPG-ing. Tynes is the man.
Post originally by Yamo at 2003-04-10 13:56:31
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...but when players with mid-high level characters know that they don't have to worry about taking "just one" (or two, or three, or...) shotgun blasts from deranged cultists, you have a game that feels very different from the original.
Not wrong, necessarily, but very different.
The massive damage rule is obviously intended to alleviate this, but mostly fails since the 15 DC save is far too easy to make for an experienced character.
Post originally by Buzz at 2003-04-10 14:18:54
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A better way to think of it (as others have probably said) is like <i>Spycraft</i>: level is less an indicator of a PCs experience than of the kind of campaign you're planning to run. Classic CoC = 1st - 5th. <i>Dark*Matter</i>/<i>Delta green</i> = 5th - 10th, Indiana Jones = 10th and up. Pick the style of campaign you want, and then slow (or speed up) advancement appropriately.
A typical CoC campaign begun at 1st level is most likely going to see TPK before anyone gets to "pulpy" levels. Even if they do, it's time for them to face some more serious foes... and no one lives long when facing serious Cthulhu foes.
Post originally by Seanchai at 2003-04-10 19:46:29
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>>...but when players with mid-high level characters know that they don't have to worry about taking "just one" (or two, or three, or...) shotgun blasts from deranged cultists, you have a game that feels very different from the original.<<
Couple of things.
An attacker beating an target's AC isn't indicative of a solid hit. It can just as easily represent a pellet or two grazing one's elbow...
A shotgun blast deals 3d6 points of damage to targets within 25 ft.. Thus an average damage roll will trigger a Massive Damage Save every time.
An average 10th level character might have a Fort Save of +4 or +8 - a three in four or two in four chance of automatically dying when hit.
An average 15th level character might have a Fort Save of +6 or +10 - about a two in five or one in three chance of dying.
These aren't fantastic odds, particularly when even a slightly less than average shotgun blast will trigger a check.
Of course, none of this addresses the fact that the highest level NPC I've been able to find in a published product thus far is 10th level.
Also, the odds of surviving to reach 10th level - much less 15th level - are quite, quite low.
I have years of experience with BRP CoC. I also have run d20 CoC. The latter doesn't feel wrong because of my experience with the former -I've done the math and watched d20 after d20 character die at the hands of NPCs and Mythos beasties.
Post originally by Drew at 2003-04-10 23:18:56
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I wanted to avoid a long debate on the mechanics of d20 in my review. I was honestly more interested in trying to convey the other characteristics that distinguish it from its predecessor. However, I do think it should be said that some people (I am not one of them, by the way) want a more action-horror game. It's easy to say that such a thing is not Lovecraft, but the point is that the Mythos is a shared gestalt and has been since its inception. Everyone tackles it differently. So to those who want "Indian Jones and the Temple of the Mi-Go," I say "more power to 'em."