C&C has been out for quite a few years now and every now and then, I check in to see how new people are fairing with the game. It's always refreshing to see the enjoyment and 'magic' that some of these players find when discovering C&C. By 'magic', I mean the rush and enjoyment a lot of us experienced when we where first embarking into the hobby. Invariably though, time and time again, the same nagging little issues are brought up with regards to C&C. But hey, what game system is perfect right?
That said, I wonder why so many of these concerns are centered around the Siege mechanic and task resolution in the game. Like any game worth its salt, the rules presented are basically guidelines which can be used if the the GM chooses to. Personally, I think it's brilliant for a few very basic reasons:
- It bakes in and ties Saves to every stat (no more dump stats)!
- It presents a system for task resoultions without the need for a detailed and itemized skill list
- It does away with opposed rolls for task/saves (though easily put in if felt it is required)
Best of all, it is really a compromise between a system which had no skills (like original D&D) and those which put them in (2nd Edition and 3.x). The thing here is that it really doesn't have to be complicated. If people doen't like the way it constantly scales up with tougher opponents -- don't use that as the modifier! I mean, when it comes to locks and a party is breaking into a tower owned by a 20th level wizard, does it *have* to mean, he put in the lock himself? No! Of course not! He's got either got lackies or bought the lock from a local locksmith. Same things does with a variety of traps and hazards put in place. If you want opposed rolls -- just do away with with the challenge base altogether and just roll!
More imprtant that all of that, keep these kind of checks to a minimum! Third Edition and d20 derived games tought us some very bad habbits by getting us to roll for skill checks every chance we get. Ask yourself if the roll is actually needed. More importantly, is the roll the ONLY way to get passed a challenge and, if it is, CHANGE IT.
The Siege system presents a simple way to handle task resolution without burdening the game system with unnecessary complexity. It's not meant to be perfect, it is meant to be simple enough so that people can focus more on the story -- much like any decent rules-light game. If it is not 'ideal' -- just tweak it!