Search found 25 matches

by Vicar In A Tutu
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

Quote: Maybe I'm not understanding you here, but why would you want a "dumb" rogue? They aren't required to choose Intelligence as a second prime, and could choose wisdom if they wanted a rogue really good at spying, since listen checks use wisdom. I don't want a "dumb" thief. I...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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, ...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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

Quote: Really? That's what I like about C&C. I like that Prime and Level play a much bigger part of who you are than the stats you're "born" with. It's about the choices you make, and the training you pursue. If I wanted to play (or DM) an RPG where it was all about the choices one ma...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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

Sure, using the "roll below or equal to your attribute score" can be problematic as far as saving throws, but my primary concern was not saving throws, rather ability checks (and how little the ability score actually counts when it comes to ability checks).
by Vicar In A Tutu
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...
by Vicar In A Tutu
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

<t>In my campaign, invisibility has a duration of 1 minute per level. When cast by an illusionist however, the spell has a duration of permanent (as described in the C&C PHB). I wanted to give the illusionist a bit more firepower and give it something that radically makes it different from the w...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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

Any progress on the character sheet?
by Vicar In A Tutu
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 ...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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

This sheet looks great, keep up the good work!
by Vicar In A Tutu
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

Quote: I wouldn't give them all equal XP. Old school not everyone got XP for monsters and such, so Thieves needed less to advance because of it. The party levels should be about equal with the "cheaper" classes being maybe +1 level. I agree that the less XP-intensive classes should be 1 o...
by Vicar In A Tutu
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)....
by Vicar In A Tutu
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 ...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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...
by Vicar In A Tutu
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

I agree, the secondary skills are severly overpriced. Maybe it would be better simply letting a character gain a bonus number of secondary skills at 1st level equal to his or her Intelligence modifier (minimum 1).
by Vicar In A Tutu
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...