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Proficiencies/Differentiation 
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Hlobane Orc

Joined: Wed Jun 05, 2013 10:27 pm
Posts: 195
Post Proficiencies/Differentiation
Finally have been able to play Adventurer Conqueror King.

I made a human fighter as I've never ever played human fighter.

Part of ACKS is that you get Proficiencies, so I ended up with:
Proficiencies (General): Adventuring, Navigation
Proficiencies (Class): Weapon Focus - Sword

These actually helped me fill in a bit of his backstory, etc and I really enjoyed having them.

I used the exact same #'s and made a human fighter in C&C. By comparison, the C&C fighter seemed somewhat "plain".

Proficiencies are obviously a way to differentiate your race X class Y character from another race X class Y character.

Are there "tools" for this in C&C I'm just not seeing or perhaps they are in the Castle Keepers Guide under some alternate rules (like the Secondary Skills or Advantage stuff I haven't dived into)?

Does anyone here use these alternate rules or some other system to add some differentiation?


Sat Aug 26, 2017 10:28 pm
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Mogrl

Joined: Mon May 01, 2006 7:00 am
Posts: 20660
Location: Arizona and St Louis
Post Re: Proficiencies/Differentiation
I take it you mean aside from how much varying your Primes differentiates each character? Officially, yes the skill and Advantage system in the CKG would give you similar, or you could just steal the rules your using from ACKS. One of the biggest reasons I stick with C&C is because I can steal any rules idea I like from pretty much any other D&D style RPG and adapt it to use in my C&C games.

Of course, the trick is to not adopt so many rules that my C&C games stop being rules lite.

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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Sun Aug 27, 2017 7:42 am
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Hlobane Orc

Joined: Wed Jun 05, 2013 10:27 pm
Posts: 195
Post Re: Proficiencies/Differentiation
I like this comment in the CKG for Advantages:

General advantages are open to any class, offering non-characters further ways to customize their character.

What pray tell is a "non-character"? :)


Sun Aug 27, 2017 1:08 pm
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Mogrl

Joined: Mon May 01, 2006 7:00 am
Posts: 20660
Location: Arizona and St Louis
Post Re: Proficiencies/Differentiation
capmarvel wrote:
I like this comment in the CKG for Advantages:

General advantages are open to any class, offering non-characters further ways to customize their character.

What pray tell is a "non-character"? :)



They are what the Trolls get to eat.

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Sun Aug 27, 2017 6:18 pm
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Hlobane Orc

Joined: Wed Jun 05, 2013 10:27 pm
Posts: 195
Post Re: Proficiencies/Differentiation
C&C seems to have most if not everything ACKS does (and more)...but it's not as "up front" about many things as ACKS is. You have to dig through the CKG to get to much of the "good stuff".


Sun Aug 27, 2017 8:15 pm
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Greater Lore Drake
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Joined: Sun Dec 29, 2013 10:37 pm
Posts: 2176
Location: North Coast
Post Re: Proficiencies/Differentiation
We allow skills and professions outside or over and above both race and class. Use the CKG for many lists of professions which come with a general bag of things outside class/race. Then we allow something like 3d2+ highest bonus in 'specific" skills. For swimming, riding elephants, sailing small ship, playing the lute, etc. Things that require true training to master or at least lots of time and are not class or race obvious. SEIGE is fine. But a successful SEIGE check to play flight of the bumble bees on a tuba by an untrained fighter is not the same as a skilled musician, specializing in tube making their seige check. Swim seige check keeps you from drowning, or a dwarf on a horse with no skill simply is "hanging on" and if his roll is good enough swearing in dwarven as he goes.

2nd ed PH skills we find a nice list of "guidelines". Usually its all about character backstory and concept. The profession and skills help flesh out that character concept and to your point, make them unique and special.

We also use racial and local languages, all getting 2d3 + INT bonus over and above racial or mother tongue and common. Yep Dwarves choose from their list, they are not the linquists of the world.. OH.. yeah, a skill "linguist" lets you learn more languages... Bards, get that for free!

Just little stuff mainly for flavor not combat/gaming "advantages" but there is some of that too.

If a party of 8 have to hop on camels.. most are going to "hang on for dear life" and someone will roll bad and fall off. Same for jumping over something tough or climbing a cliff... rolls of over 5 characters usually result in a failure.. so having skills to help and guide PC knowledge can help from time to time but its never supposed to eclipse a class or race ability.

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Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.


Sun Sep 03, 2017 1:05 pm
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Mogrl

Joined: Mon Oct 13, 2008 7:00 am
Posts: 13831
Post Re: Proficiencies/Differentiation
I find, for myself and those I game with, that systems which do not have a codified "skill system" allow us to more distinctly identify the character's abilities as they come up through play rather than being picked from a shopping list. For example, my wife once "discovered" that her dwarf priest was pretty good at glassblowing. We decide a limit before the game starts, like 5 "slots" (there can be modifiers, at most up to a +2) that get filled in as the game plays out.

Not for everyone but I like games that don't tell me what's possible in them.


Tue Sep 05, 2017 8:32 pm
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