Search found 25 matches
- Thu Sep 27, 2007 11:37 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: My C&C house rules
- Replies: 8
- Views: 1286
- Wed Sep 26, 2007 12:52 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: My C&C house rules
- Replies: 8
- Views: 1286
Quote: Personally, I don't mind using what's already in place. I understand what you're getting at though but I don't have an issue with certain thieves being good with traps and others not so good. One thing you can do is make them do a Traps check with the appropriate ability. If a trap will requ...
- Wed Sep 26, 2007 10:59 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: My C&C house rules
- Replies: 8
- Views: 1286
Code: Yes, please. I am especially interested in other people's experience with making BtH a damage bonus as well as a bonus to hit. Also, what do people think about a class being able to treat an attribute as a Prime when using the corresponding ability (but only when the corresponding ability use...
- Tue Sep 25, 2007 2:00 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: My C&C house rules
- Replies: 8
- Views: 1286
My C&C house rules
<t>A few notes: I have pillaged many of these rules from across the internett. Currently, there are only four classes in my campaign (Fighter, Thief, Cleric, Magic-User). They use the same XP table. Also, English is not my native language, as you may have noticed. <br/> Level Range: Level 8 is consi...
- Fri Apr 20, 2007 2:21 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: House-ruled fighter class
- Replies: 4
- Views: 1284
House-ruled fighter class
<t>FIGHTER<br/> Prime Attribute: Strength<br/> Alignment: Any<br/> Weapons: Any<br/> Armour: Any<br/> Weapon Specialization (1st level): The fighter chooses one type of weapon (longsword, short bow, spear, etc). He gains a +1 bonus to hit with the selected weapon. This increases to +2 at 6th level, ...
- Fri Mar 23, 2007 1:39 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: A quick question
- Replies: 16
- Views: 2048
Quote: Perhaps its not so much how much stronger the character is, but how effectively they have learned to apply their strength? The prime bonus could indicate a certain trained awareness of leverage and the like? My question still stands: A character with 18 Strength cannot lift the rock, but a c...
- Fri Mar 23, 2007 1:25 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: A quick question
- Replies: 16
- Views: 2048
A quick question
<t>Very often, our group tends to ditch rolling ability checks and such in favour of a more direct approach. For example: A character states that he wishes to move a rock. The DM notes the character's strength score (in this case 13) and says that the player character is unable to move the rock by h...
- Mon Jan 22, 2007 11:03 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Ability Checks & Ability Modifiers
- Replies: 83
- Views: 11309
- Mon Jan 22, 2007 9:07 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Ability Checks & Ability Modifiers
- Replies: 83
- Views: 11309
Quote: Vicar, just so you know, I have calculated that an average value of 14 is obtained by rolling 1d20 twice and dropping the lowest. If we consider that a prime attribute is, in fact, a +6 bonus on the roll to get a CB of 18 (compared to +0 for a secondary attribute), this would mean that an av...
- Mon Jan 22, 2007 6:48 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Ability Checks & Ability Modifiers
- Replies: 83
- Views: 11309
Quote: I think it would work fine, just give a prime the best choice of two rolls, this will increase their chances of succeeding while still making it possible to fail at all times. Good idea, this might just work for me. Quote: I would only ask for a strength check when attempting actions that re...
- Mon Jan 22, 2007 5:55 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Ability Checks & Ability Modifiers
- Replies: 83
- Views: 11309
- Mon Jan 22, 2007 4:19 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Ability Checks & Ability Modifiers
- Replies: 83
- Views: 11309
Ability Checks & Ability Modifiers
<t>One thing I find frustrating about C&C, is how little impact a character's actual ability score (or modifier) has in an ability check. For example, Traldar the 12th level fighter wants to force open a portcullis. Traldar is extremely strong (Strength 18), however the portcullis is exceptional...
- Tue Jan 16, 2007 1:57 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Invisibility
- Replies: 23
- Views: 1042
- Fri Oct 13, 2006 7:11 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: More deadlier combat
- Replies: 21
- Views: 3775
<t>Thanks for the ideas and suggestions, I appreciate it. Lately I've found myself drifting away from the thought of open-ended damage rolls, however I still like class-based damage (based on HD). However, I still wanted there to be a noticable difference between using a one-handed weapon (along wit...
- Wed Sep 20, 2006 2:36 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Old School Character Sheet Preview
- Replies: 32
- Views: 7914
- Wed Sep 20, 2006 2:15 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: More deadlier combat
- Replies: 21
- Views: 3775
More deadlier combat
<t>Hi, I've been thinking of adding a rule to C&C that I enjoyed while playing Savage Worlds: open-ended damage rolls. In the case of C&C, these would only apply to non-magical, physical damage (balancing issue, spellcasters are powerful enough as is). In addition, I'm thinking of importing ...
- Sat Aug 19, 2006 12:15 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: High-level characters and XP progression
- Replies: 18
- Views: 5069
<t>Thanks for the input, guys. I've decided to implement the following house-rule: <br/> All the classes need 300,000 XP to advance each level beyond 12th level. EXCEPTIONS: The druid and the illusionist need 325,000 XP, the cleric and the wizard need 350,000 XP.<br/> <br/> This may not be a perfect...
- Fri Aug 18, 2006 10:35 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Old School Character Sheet Preview
- Replies: 32
- Views: 7914
- Fri Aug 18, 2006 9:33 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: High-level characters and XP progression
- Replies: 18
- Views: 5069
- Thu Aug 17, 2006 2:55 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: High-level characters and XP progression
- Replies: 18
- Views: 5069
High-level characters and XP progression
<t>Hi, I'm thinking of running Return to the Tomb of Horrors as my first C&C campaign. I noticed something when I prepared for the first session (the campaign itself won't starting until a month or so). The campaign is balanced for characters of levels thirteen to sixteen (2nd edition AD&D)....
- Tue Aug 15, 2006 12:31 pm
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Some house-ruled classes
- Replies: 2
- Views: 1882
The barbarian
<t>BARBARIAN<br/> Prime Attributes: Strength and Constitution<br/> Hit Die: d12<br/> Bonus to Hit: +0, +1, +2, +3, +4, +5, etc<br/> Alignment: Any nonlawful<br/> Armour Allowed: Light, medium + buckler, shield<br/> Weapons Allowed: Any<br/> SPECIAL BENEFITS<br/> 1. The barbarian can fly into a rage ...
- Tue Aug 15, 2006 10:56 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Some house-ruled classes
- Replies: 2
- Views: 1882
The paladin
<t>PALADIN<br/> Prime Attributes: Charisma and Strength<br/> Hit Die: d10<br/> Bonus to Hit: +0, +1, +2, +3, +4, etc<br/> Alignment: Lawful good<br/> Armour Allowed: Any<br/> Weapons Allowed: Any<br/> SPECIAL BENEFITS<br/> 1. The paladin can detect evil at will with a range of 60 feet. The paladin m...
- Mon Aug 14, 2006 11:24 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Some house-ruled classes
- Replies: 2
- Views: 1882
Some house-ruled classes
<t>Hi, I could use some input on my house-ruled classes. A few things to keep in mind: We use the armour and weapon rules from D&D 3.5 (armour check penalty, threat ranges, critical hits, arcane spell failure, etc). We use the 10/15 Secondary and Prime attribute numbers. We use D&D 3.5 abili...
- Fri Aug 11, 2006 11:58 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Secondary Skills? What is the point?
- Replies: 25
- Views: 7130
- Fri Aug 11, 2006 10:14 am
- Forum: Castles & Crusades Open Discussion: General, The Rules, The Law & the Chaos
- Topic: Removing Constitution modifier to HP at levels 10+
- Replies: 8
- Views: 4478
Removing Constitution modifier to HP at levels 10+
<t>The title says it tall. I want high-level characters to have less hp in order to reduce the "I'm a high-level superhero who can jump off cliffs" vibe. However, the loss of hp is slightly compensated by the fact that I'm using 3rd edition ability modifier numbers (16-17 = +3, 18-19 = +4, etc). The...