Page 1 of 1
CKG Option: Advantages
Posted: Tue Mar 25, 2014 11:02 pm
by moriarty777
Simple poll questions because I am likely introducing them in my next session. At first I found them intriguing as a concept (before the CKG was released) but thought they resembled Feats a bit. But since I have some whiny players, I am reconsidering my previous stance. Also, with the mention of them in the Book of Familiars, I thought it a good time to re-examine them.
If you use them, could you provide your experiences with them?
M
Re: CKG Option: Advantages
Posted: Tue Mar 25, 2014 11:48 pm
by kreider204
Only a little, and not as a regular thing. For example, they might earn one as a blessing from a deity / priest for completing a mission that helps the religion, that sort of thing. For my current player, who has never played anything but 1st ed., it's not a big issue either way.
Re: CKG Option: Advantages
Posted: Tue Mar 25, 2014 11:51 pm
by Arduin
Don't use them. One of the reasons I play/run C&C is to get away from stuff like that. Whiny players get stuffed into the broom closet until they stop whining...
Re: CKG Option: Advantages
Posted: Wed Mar 26, 2014 12:05 am
by Litzen Tallister
Arduin wrote:Don't use them. One of the reasons I play/run C&C is to get away from stuff like that. Whiny player get stuffed into the broom closet until they stop whining...
Ditto. Even with including the Book of Familiars material, I'm using the XP point buy system rather than the advantage system.
Re: CKG Option: Advantages
Posted: Wed Mar 26, 2014 12:54 am
by Omote
Yes I use them. Some of my players demanded such things to mechanically diversify their characters before they started playing. Been playing that way for 3 years or so. However, I had to rewrite many of them to be a bit more specific. The authors had the right idea when they put them into the CKG, but to add that element to the game the "old-school approach" of do-what-seems-right didn't play perfectly with my players. I had to rewrite many of them to be as specific as possible within the rules of the game.
If you are interested, my rewritten advantages can be found in the link in my sig. Perhaps they may help if your players are very demanding.
After years of playing with them, they are no big deal. It does add a certain element of min-maxing, or power-gaming to C&C games that is already present, but not as well defined until you add in advantages. The good thing about the ones in the CKG is that (and thank God for this) is that they are not as far-reaching, and core-mechanically changing as the most of the feats found in 3E/v3.5E. My thoughts on advantages are pretty close to the ones used in the CKG, do not create new rules with advantages, only enhance pre-existing rules. This may play better with you as CK.
Best luck!
~O
Re: CKG Option: Advantages
Posted: Wed Mar 26, 2014 12:58 am
by Treebore
I have my own House Rule system for earning something similar enough, so no, I do not use them.
Re: CKG Option: Advantages
Posted: Wed Mar 26, 2014 3:17 am
by moriarty777
Omote wrote:After years of playing with them, they are no big deal. It does add a certain element of min-maxing, or power-gaming to C&C games that is already present, but not as well defined until you add in advantages. The good thing about the ones in the CKG is that (and thank God for this) is that they are not as far-reaching, and core-mechanically changing as the most of the feats found in 3E/v3.5E. My thoughts on advantages are pretty close to the ones used in the CKG, do not create new rules with advantages, only enhance pre-existing rules. This may play better with you as CK.
Thanks Omote. I am very wary of them since they are essentially Feats -- even if they are lesser powered. I am of two minds about them. On the one hand, as a player, I did enjoy the aspect of giving a character a bit more of a mechanical differentiation and, these players don't have the same kind of gaming background that I have. On the other hand, I was never fond of the type of min max power gaming that Feats devolved into. I suppose it's all relative. Seeing your list did give me a smile as the attribute increases was also something I considered as a one-time only benefit with a particular attribute.
May give it a go.
M
Re: CKG Option: Advantages
Posted: Thu Mar 27, 2014 3:40 am
by Fiffergrund
I haven't even read that section of the CKG. On the great planar wheel of gaming, my game alignment is directly opposite of the one that thinks such things are needed, so I leave it in the CKG for others to enjoy if they wish.
Re: CKG Option: Advantages
Posted: Fri Mar 28, 2014 12:07 am
by Ancalagon
I make no use of them. Part of why I play C&C is to stay away from the entangling mess of "Feats" and other 3.Xisms / PFisms.
Re: CKG Option: Advantages
Posted: Fri Mar 28, 2014 12:23 pm
by lobocastle
I use the advantages section of the CKG. I do not want characters as powerful as D&D 3.5 but I do want a little more flexibility than just the C&C classes as presented. As a CK it would be a good idea to provide a list of allowed advantages and allow players to only select from that list. That way no advantage taken should impact the CK game in an unexpected way. In the future I am making a basic C&C with just four classes; Mentalist from AA renamed Mystic, Fighter renamed Warrior, Wizard renamed Mage, and Rogue. I intend to allow advantages renamed feats just for Warriors. the other Classes will have sufficient abilities built into their class.
I like Omote’s list of advantages, he did a lot of work on them. I also like the feats for fighters per Delta's D&D Hotspot house rules.
Re: CKG Option: Advantages
Posted: Fri Mar 28, 2014 3:57 pm
by Treebore
I should mention, especially since I can't tell if he voted, but we do use them in Kayolan's C&C game.
Re: CKG Option: Advantages
Posted: Sat Mar 29, 2014 3:17 am
by Lord Dynel
lobocastle wrote:I intend to allow advantages renamed feats just for Warriors. the other Classes will have sufficient abilities built into their class.
That's an interesting point, one I thought about for C&C, actually. A few weeks back, I posted some alternate options for the fighter class but after thinking about it, I might allow advantages for fighters (only). I think that might work pretty well.
Re: CKG Option: Advantages
Posted: Sat Mar 29, 2014 6:34 am
by jdizzy001
I use them in pathfinder, 3.5 and 4e. I dont need them for cnc, especially with the seige engine. One can easily replicate advantages with clever application of the seige engine. If I were to use advantages, I would award them as story bonuses. For example, instead of finding a magic weapon, a fighter my find an ancient scroll depicting an esoteric fighting style. After some training time I would award the fighter with cleave.
However, there is 1 advantage I use very regularly, it is the magic user advantage called magic blast or something like it. For an action the magic user can cast a missle spell that deals 1d2 + level dmg. Dex save halves. I do this so low level magic users dont feel worthless after expending their 2 magic missiles and 1 burning hands.