CKG Question regarding Adjuncts feats

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Frost
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CKG Question regarding Adjuncts feats

Post by Frost »

Will the Adjuncts, C&C's answer to Feats, included in the upcoming CKG be more or less clones of 3rd edition Feats? Or will they be unique?

Just curious for possible conversion purposes.
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Post by GameOgre »

They were in Crusader and although they did remind me of feats in some ways they were MUCH more tailored to your PC and what that pc does. In our games I as the Castle Keeper decide what Adjuncts the pc's get based on what the pc's do.

If a character is always fighting with a sword and shield and its time to award a combat adjuct then i make up one based on what the character wants/needs and what he has been doing.

About 50% of the Adjucts I award are combat oriented. The rest of the Adjuncts are based on roleplaying things the characters do.

example from my game.

A gnome PC fighter starting at first level picks weapons that are just way to friggin big. he wields HUGE two handed swords ect with a pretty huge penalty. To be honest it was just funny as all get out to picture this little guy dragging these wepons everywhere he went.

After levels of doing this and the pc finding the best ways to carry these weapons and fight with them I gave him the following Adjunct.

Too Damn Big to throw away- This adjuct lets the pc wield wepons that are normally rated as not useable for his size. The penalty is reduced by 2 and this ability can be used to set any weapon of large size or greater to recieve a charge for X2 damage on the first round of combat only.

This way all based on the past history of that pc. not on some abstract list of possible things the player might want to pick for his pc.

Hope this helped show how I use them.
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Post by Omote »

The Crusader article certainly did make Adjuncts seem more tailored to specific characters than being mostly general in nature. However, that Crusader article did not really go too indepth with a ton of these adjuncts. I guess we'll just have to wait and see what the CKG does with these.

I don't think we should anticipate hundreds of adjuncts. Perhaps, maybe there will only be a couple dozen. I just don't see the Trolls making a huge deal out of this alternate mechanic.

~O
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Post by Sir Ironside »

Omote wrote:
I don't think we should anticipate hundreds of adjuncts. Perhaps, maybe there will only be a couple dozen. I just don't see the Trolls making a huge deal out of this alternate mechanic.

The concept of feats seemed to be like a decent one, but then proved to be easy to bloat. I'm not going to say, unrealistic, because these are games and not real life. I'm anti-bloat, and if adjuncts are more like what GameOgre says, then is sounds more like it is a mix of feats and Basic Role-playing system. Which would make me much happier to use than dismiss all together.
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Post by Frost »

Omote wrote:
The Crusader article certainly did make Adjuncts seem more tailored to specific characters than being mostly general in nature. However, that Crusader article did not really go too indepth with a ton of these adjuncts. I guess we'll just have to wait and see what the CKG does with these.

I don't think we should anticipate hundreds of adjuncts. Perhaps, maybe there will only be a couple dozen. I just don't see the Trolls making a huge deal out of this alternate mechanic.

~O

Omote, your Talents write-up is damn handy. I may end up just using that.
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Post by Frost »

Just FYI, I'm asking about this because I'm considering converting my 3.5 campaign to C&C. 3.5 is just too damn slow, especially with a group the size I DM.

Having some sort of Feat-like add-on would make conversion easier. And, really, I do like feats. Once you drop all the Attack of Opportunity nonsense, they are much more manageable.
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Post by Omote »

Frost wrote:
Omote, your Talents write-up is damn handy. I may end up just using that.

Thanks Frost. It's gotten loads of playtesting and works for most games. If you can use it, all the better. best.

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Post by Treebore »

Feats are simply guidelines as to what kind of SIEGE checks a CK can allow players to make in their game. That is all they are. If you want them to be able to do these types of actions without a feat you can do what I do (which has been written up in my house rules for about 5 years now), which is allow them to earn what is called a "signature move" in my house rules, which essentially takes that specific type of check, and require it to be successfully made 25 times in play. Once they succeed at it that many times I no longer require them to roll.

Yes, this requires a little extra book keeping, but I want it too. This is because if the player is willing to do it they are also earning it as a player while their PC earns it. Plus when they do earn it my players feel far more "customized" than they would in 3E where feats are handed out more like candy than as earned awards. Plus PC's, and NPC's for that matter, that have signature moves, are FAR more unique in my games than they would be in 3E where everyone back to their 10th cousins can have any number of feats.

So that is how I do it, so I will never need the "adjunct" rules as anything more than another example of what I am saying in my house rules.
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Post by serleran »

"Feats" are amazing things a character does, like slaying a dragon or learning how to cast wish... they are not attacking in circles or using Charisma to improve Armor Class.

I won't be using any such rule or guideline, though I can see why some enjoy that.
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Post by Joe »

Feats used to be and still are, a wonderful part of Celtic myth.

They "could' have been implemented in a way that remained true to mythology but no...

Now they are identified with a type of gaming I abhor.

By whatever name they are called...I truly hope that is NOT the direction TLG takes it.
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