Advice/Help

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
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obatron
Ungern
Posts: 59
Joined: Sun Apr 04, 2010 7:00 am

Advice/Help

Post by obatron »

Hello All!

Okay, I've had the group play through A0 and are now part way through A1. All in all, about 5-6 sessions now...there may be some spoiler's inmy questions (I'm trying to keep them somewhat generic, so read at own risk...)

Sorry, I have lots of questions and I did try searching but couldn't find obvious answers in the results...

My questions:

-- The ranger wants to build his own long bow. I figure first he needs to find the wood (survival/Wis), one to come up with his plan (Int), and maybe 2-3 to make it (Dex). Is there anything different you would recommend?

-- Is there any advice on the cost of henchmen hired, crusader article, thread here, will that be in the CKG? If the latter, any advice prior to release?

-- Pacing on the modules...so far, we've had two 3-4 hour sessions in module A1. They've encountered the Stirges and Kruggle (latter they made a treaty on behalf of the village, opted to avoid the Cauldren encounter, and are headed to the goblin encampment. Am I going to slow or too fast with them? They seem to feel XP is a little stingy (they're starting to brush up against level 2...)

-- Are there rules for applying poison? The ranger wants to apply mild poisons to his arrows, and I see the statement about risk if you're not an assassin, but couldn't find the actual rules about it.

-- Languages - Do the characters start with all the racial languages and have the ability to learn more based off their Int bonus, or is it common, plus Int bonus from the list, or just GM discretion.?

-- I bought the GM screen, is there two versions of this now, and if so, how do I tell if I have the older one?

Phew, I think that's it for now...

Thansk up front!

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Breakdaddy
Greater Lore Drake
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Joined: Tue Aug 15, 2006 7:00 am

Post by Breakdaddy »

I will try to give you a couple of answers but am a bit time-strapped right now so can't address all of it (sorry!):

Let the Ranger build his own longbow. Don't worry about rolling stuff. C&C is not meant to be about rolling. Ask him what kind of wood he wants to use, maybe do a little research on google about how long it takes to make a quality bow out of that wood, and make him stick to a schedule on manufacturing the bow. He may have to sit out an adventure or two, so give him the ability to play an NPC. If you don't want to have him sit out the adventure, then just let him make the bow. Just remember it takes time to collect materials and make the bow, so he should be prepared to commit to the task at hand. If you feel that a roll is absolutely necessary then make it a single WIS roll.

Poison: If he just wants to apply a mild poison to his arrows then he should have to collect the materials after researching (or hiring an herbalist/alchemist) the proper reagents for the concoction. Listen, if I wanted to put a mild poison on a knife or arrow tip I could do so easily, and I am no ranger. There are varieties of plant that can mess you up just by touching them, and some are fairly fast-acting. If you have access to a survival handbook like the SAS Survival Handbook you will see some fine examples. Let him do it. In the heat of battle if he is in a hurry to apply them then maybe a dex check is in order, but otherwise why not?

You can kind of see where I am coming from. This is how I game, but it may not suit your style and that is ok. There will be others that come along and hopefully offer suitable advice. Good luck!
"If you had not committed great sins, God would not have sent a punishment like me upon you."
-Genghis Khan

obatron
Ungern
Posts: 59
Joined: Sun Apr 04, 2010 7:00 am

Post by obatron »

I ended up just having the Ranger roll periodically to see if he completed the bow during the middle of the session but told him he'd have it by the end of it (a few weeks game time passed in session.) He seemed pleased.
Breakdaddy wrote:
I will try to give you a couple of answers but am a bit time-strapped right now so can't address all of it (sorry!):

Poison: If he just wants to apply a mild poison to his arrows then he should have to collect the materials after researching (or hiring an herbalist/alchemist) the proper reagents for the concoction. Listen, if I wanted to put a mild poison on a knife or arrow tip I could do so easily, and I am no ranger. There are varieties of plant that can mess you up just by touching them, and some are fairly fast-acting. If you have access to a survival handbook like the SAS Survival Handbook you will see some fine examples. Let him do it. In the heat of battle if he is in a hurry to apply them then maybe a dex check is in order, but otherwise why not?

That was pretty much his argument, but I recall some table for appy poison, but that could be AD&D or D&D 3.5...after a time, it all intertwines in my head. I just thought it might be an issue for niche protection since it's an assassin skill. What you said will be pretty much what I would expect to do.

Overall, I generally say yes to the players (a la them setting snares and pit traps all around their campsite and holing up in a tree. They killed a couple of scouting parties that way before some escapees alerted everyone to the deadly area.

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