The Pink Fink's house rules

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
Lisa Nadazdy
Skobbit
Posts: 10
Joined: Sat Sep 23, 2006 7:00 am

The Pink Fink's house rules

Post by Lisa Nadazdy »

Task Resolution- Of all of C&C's systems, I really do like the SIEGE engine for broad task resolution. However, I feel that it could be more flexible, and handle general tasks a bit better.

Instead of using the TN of 12 for Prime and TN of 18 for non-Prime, I'm going to use the +6 modifier for Prime attribute and no bonus for non-Primes. For tasks, I'll use this chart:

TN 12- Easy

TN 15 Moderate

TN 18 Difficult

TN 21 Tough

TN 24 Heroic

TN 27 Legendary

TN 30 Mythical

To succeed at a task, roll d20, add in the +6 if it's a Prime, add the appropriate attribute modifier, and the level bonus if it's a class ability, and if it beats the assigned TN, the character succeeds at the task.
Skills- I feel that one of the gaps in the game (for me) is a lack of skills in which to give the characters a bit more flavour. A small selection of skills might give a character a bit more background or colour instead of just being 'Generic Human Fighter #4".

To this end, I've borrowed the basic skill system from the D&D Cyclopedia. At first level, all characters get 4 skill picks, +1 per point of Int bonus they have. Each skill pick is treated as a class ability, in that they gain a level bonus in task resolution. I use the Cyclopedia, but other CKs are free to use the Non-weapon Proficiancies out of AD&D 2e or the like. Characters can learn a new skill every 3 levels after the first (levels 4, 7, 10, 13, etc.) and CKs may require the characters to take special training that involves time, money, etc.

Some skills may be used without a skill pick, but characters won't get the level bonus and the CK may give additional penalties to the skill and so forth. In addition, many skills simply cannot be used untrained (like Alchemy, Planer Geography, etc.)
Weapons and Armour Training- This is an optionja system that can give characters more 'bite' in a game. It is assumed that all characters have basic knowledge of the weapons listed in the class description, and it is also assumed that chracters have ability to wear any armor (sometimes with penalties to class abilities and the like). With this system, characters can gain more proficiancy with chosen weapons and armour.

At certain level intervals, characters can 'upgrade' their skills in armour and weapons.

-Fighters get a pick at levels 3, 6, 9, 12, etc. Fighters get a better system, because they more than other classes work to master their chosen weapons and armour.

-Rangers, Barbarians, Knights, Paladins, and all other 'heavy' combat types get a pick a levels 4, 8, 12, 16, etc.

-Rogues, Assassins, Monks, Clerics, Bards and any other 'light' combat types get a pick at levels 5, 10, 15, 20, etc.

-Wizards, Illusionists, Druids and any other 'non-combat' types get a pick at levels 6, 12, 18, 24, etc.

The character can get one pick from the following list:
Weapons Training- New weapon training. The character can gain basic proficiancy in new weapon that isn't on their class list. Thus, a Wizard can pick up basic skill in the Broad Sword if they so wish.

-Weapon Expert- a character can upgrade one weapon type from Basic skill to Expert. With that chosen weapon, they get a +1 to hit, and +2 to damage.

-Weapon Master- a character that is already an Expert can become a Master. The character gains +1 attack in thet chosen weapon. A weapon skill cannot be improved further.
Armour Training- Although all characters can wear armor of any kind (with the penalty of reduced or denied abilities to wearing armor innapropriate to class), there is a skill to wearing armor that improves the characters combat skills while wearing it. A pick from this category gains the character a +2 AC bonus for a specific armor type, and a -1 bonus to Encumburance. This can only be taken once per armor type.
_________________
Majic-XII -Much Ado About Nothing.

Ghul
Ulthal
Posts: 575
Joined: Fri May 05, 2006 7:00 am

Post by Ghul »

I like your idea of using the RC skill system, and it meshes nicely with C&C -- far better than the 2e version, IMO. Since primes reflect the training of the character and actual attributes represent the physical + mental talent (or lack thereof) of a character, I'd consider limiting skill choice to prime correspondence.

I may very well add this idea IMC, as I believe this provides just that extra bit of flavour as you cite. Nice work.
--Ghul

joewolz
Ungern
Posts: 82
Joined: Fri May 05, 2006 7:00 am
Location: Joliet, IL

Post by joewolz »

I don't own the RC. So I can't comment on the skill list.

I don't use one, but I'll share what I do in my games:

I make the player justify the roll if it's pertaining to what would normally be considered a skill. If the player gives a really good reason, the group and I vote on it and maybe assign a bonus.
_________________
-JFC Wolz

HISTORIAN

Korgoth
Ungern
Posts: 78
Joined: Tue Sep 26, 2006 7:00 am

Post by Korgoth »

Interesting ideas and a scary avatar.

re: Skills - I'll just do what we did in AD&D 1st edition: you have a background that describes your origin and/or apprenticeship. Like "woodsman" or "town guard" or "sailor", etc. You can do whatever somebody with that background could do. You don't have to roll if it is a routine task - if it is hard you have to make a roll. In the SIEGE Engine I'd let them add their level to the roll if it is within their background.
_________________
"I despise all weavers of the black arts. Speaking of which, can you pass the gravy?"

----------

"I didn't know there would be this much talking."

User avatar
moriarty777
Renegade Mage
Posts: 3735
Joined: Fri Jul 07, 2006 7:00 am
Location: Montreal, Canada

Post by moriarty777 »

I use a +6 for prime attributes as well and I do have the Cyclodpedia but haven't had much of any issue will skills or skill backgrounds as of yet. Like many others, I basically help develop (or at least encourage) backgrounds for characters.

Any serious checks, I pretty much go by the book (CL 0 would mean a TN of 18) but I'm also leniant for a variety of checks that are easy and usually don't bother making a check (or purposely set a much lower TN for that check).

There has been long threads on the subject of checks before but haven't really seen much of a problem with the system as is for now.

Thanks for sharing though!

Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"

Partner to Brave Halfling Publishing
http://www.arcanacreations.com
Image

Philotomy Jurament
Ulthal
Posts: 428
Joined: Thu May 11, 2006 7:00 am

Post by Philotomy Jurament »

Korgoth wrote:
I'll just do what we did in AD&D 1st edition: you have a background that describes your origin and/or apprenticeship. Like "woodsman" or "town guard" or "sailor", etc. You can do whatever somebody with that background could do. You don't have to roll if it is a routine task - if it is hard you have to make a roll. In the SIEGE Engine I'd let them add their level to the roll if it is within their background.

This is exactly what I do, too. Easy, no fuss, and no muss.

rabindranath72
Lore Drake
Posts: 1102
Joined: Wed May 17, 2006 7:00 am

Post by rabindranath72 »

Lisa,

nice house rules, I too used the RC skills exactly as you do, but I assigned one every 4 levels.

Another good option I worked with (for the 3.x die-hards) is to use the d20 SRD skills, and consider the class skills as class abilities (level is added) and cross-class skills as non-class abilities (level is not added). Every three levels, a cross-class skill can be "upgraded" to a class skill, or a new cross-class skill can be bought (similar to a rule in Unearthed Arcana d20).

Under this system, all classes have 2+int modifier starting skill choices, and all skills which look like existing class abilities are removed (so, no Listen, Spot, Move Silently, etc.)

I found this system useful to adapt d20 settings to C&C.

Regarding the SIEGE engine, setting up a scale is not different in practice from consistently using CL. You should see 12 and 18 just as two "reference points", to which the CL is added.

Cheers,

Antonio

Ghul
Ulthal
Posts: 575
Joined: Fri May 05, 2006 7:00 am

Post by Ghul »

Philotomy Jurament wrote:
This is exactly what I do, too. Easy, no fuss, and no muss.

Me too. A character in my campaign is a woodcutter. When they are in the wilderness, he finds the firewood. I don't think I've ever said, "Make me a roll to see if you find firewood." If I did, I think I should stab myself in the eye.

What I like about the RC list is that it is a list of skills. I just want something for my players to look at and say, "I'd like to have some experience with that." I don't think I would follow the resolution of skill use quite like RC does, but I like the list and the descriptions.

Joe -- I don't own it either, but I downloaded it from Paizo for $ 3 or $ 4.

--Ghul

Post Reply