Has anyone added feats & SRD-type skills?

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Barrataria
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Has anyone added feats & SRD-type skills?

Post by Barrataria »

I know, I know. But, let's say you have players who demand to "customize" their characters. (I know there are a few of you out there).

Has anyone tried to add the 3.5 SRD feats/skills onto C&C? I've seen some similar projects, like Ray Allen's Warriors and Wizards, and as I read through the SRD it hit me that, as many of you have long claimed, you could easily tack those onto C&C.

So, if anyone's done so, I'm curious which things you may have omitted or changed to be consistent with C&C (since some skills and feats are included in classes). Some of the feats don't seem to make sense in C&C (metamagic- barf) and some are in the default rules (some of the special attacks).

And, how did you work the skill check mechanic? In CZ the skill check mechanic does not add class level, so opposed checks don't either, but ability checks/saves do. I don't want untrained people to be better than trained people, so I'm still kicking this idea around.

BB

PS. For DM sanity purposes, I think I'd have a default skill/feat progression to use for each class to make life easier when random encounters involve NPCs.

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Omote
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Post by Omote »

I also have demanding players, and have been in that exact situation.

I used skills, but they are more like the 2E proficiency system.
http://www.fpqonline.com/MsgBoard2/topi ... IC_ID=1703

I also use custom feats that I designed specifically for the C&C game. They are, of course, derived from the v3.5 SRD to be C&C specific. I've also added a few more in that were not close to the SRD.
http://www.fpqonline.com/MsgBoard2/topi ... IC_ID=1477

Check 'em out if you are interested. They have all worked well in my game so far with no real problems to speak of.

One day I'll get these converted to .pdf, fully described and put up on my C&C page.
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rabindranath72
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Post by rabindranath72 »

I tried (with some success) using the SRD skills (just the ones which are not class abilities in C&C) by adapting the UA rules for simplified skill handling.

Basically, it works this way:

1) Each character class has a list of class skills (more or less as per SRD)

2) Each class can choose 3+int modifier skills among the skills in his list and those in the other classes lists.

3) The ones in his list are treated as class abilities (i.e. level is added to the checks). The other ones are treated as cross-class (i.e. level is not added).

4) Every X levels (e.g. 3) a new skill can be acquired, within the above rules. Or a cross class skill can be "promoted" to class skill.

5) If you allow some sort of multiclassing, allow one free skill choice for the new class added. Plus, the lists for the classes are merged. Note that even if before adding the new class some skills were cross class, that for the new class are class skills, they do not get the promotion.

6) A character can attempt to use skill even if he has not it, however all checks are treated as if the relevant attribute was not Primary.

That's all. It is quite easy to use, and does not require any computation of ranks or whatnot. You can create even an high level character with skills in a few minutes.

Cheers,

Antonio

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Post by johns »

I'm thinking of using the skills in the Rules Cyclopedia. You get four "slots" at 1st level, plus one slot per point of Intelligence bonus. Every four levels thereafter (5th, 9th, etc) you get an additional slot. Each slot you put into a skill gives you a +1 bonus to that skill (or maybe go with +2, per Gygax's system in Castle Zagyg.) I'll either use the actual skills from the Rules Cyclopedia, or just let the players define their own skills (with my approval).

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Post by Metathiax »

I let my players roll for secondary skills (2ed style) to add some flavor and depth to their character. I have also included some of the major feats (3ed style) in the form of class abilities but mainly as combat manoeuvers which are available to all classes. You can look at all of this in my house rules on my page if you are interested in any of those approaches...
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Post by Treebore »

Feats: In my game anyone can attempt any feat, so I don't have a list of feats that must be selected.

I just tell them any feat they want to use (that is combat related or spellcasting related, no skill or hit/damage bonus feats are bothered with)

can be attempted.

Meaning they have to beat TN12+ the HD of the opponent against whom they want to perform the action. Success means they get to roll to hit or the action is successful if no rolll is needed.

The only limits I have imposed is any level requirement mentioned in the 3E rules. Plus when they make 6th level I allow them to make these rolls to get an "extra" attack in a round, irregardless of class. I have been allowing this to stack with "Cleave" attempts. I just don't allow any such rolls on charge attacks. Except for Knightly charges. I allow for additional attacks against targets that are in their "line of the charge" after their primary target.

The other limit is that I look at these attmepts as "chains", they fail any check they are done for the round, the chain is ended. This will come into play more often at even higher levels.

Skills: I have never found skills to "break a game". So all skils on their class equivelant list in the 3E PH are skills that they have. Skills like knowledge/craft/profession they have to designate 1+ their INT modifier for EACH of these skill categories. So if their INT bonus is +3 they can have 4 skills within each of these categories.

Yeah, they have a ton of skills, but I don't care, it doesn't ruin my games, the bad guys are just as good.

Plus it does help differentiate classes a little bit in terms of who gets their class level added to jump, climb, and balance checks etc...

Oh, their rank in their skills is equal to their level + any applicable stat modifier. nothing else. Use Magic Device is available to Thief and Bard. That is the only way Bards can do spells in my games. Other than that I use the Bard exactly as written in the PH. The Thief I have mdofied a bit.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Maliki
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Post by Maliki »

Here is my list for my next campaign, feats given at 1, 4, 8, 12, etc.
General Feats

Favored Weapon* +1 bonus to attack rolls with a chosen weapon.

Weapon Focus* +1 Damage with chosen weapon.

Shield Focus* +1 AC bonus when using a shield.

Improved Initiative +2 to initiative rolls.

Improved Strength* Raise strength score by 1 point

Improved Intelligence* Raise intelligence score by 1 point.

Improved Wisdom* Raise wisdom score by 1 point.

Improved Constitution* Raise constitution score by 1 point.

Improved Dexterity* Raise dexterity score by 1 point.

Improved Charisma* Raise charisma score by 1 point.

Toughness Gain 1 extra HP per level

Dodge +1 AC (unless held or helpless)

Fast Learning Gain a 10% bonus to all earned XP (excludes bonus XPs)

Mighty Swing Add 2X your strength bonus to damage when using a 2 handed weapon

Weapon Finesse Use dexterity in place of strength, in melee combat using a light weapon.
Class Feats
Fighter

Improved Critical Score a critical hit on either 19 or 20. With a chosen weapon.
Ranger

Skill Focus* Gain a +2 bonus to any one class skill (conceal, delay/neutralize poison, move silently, scale, traps, or survival)
Berserker

Die Hard Does not die until reaching -10 HP + constitution modifier.
Monk

Improved Dodge* Gain an additional +1 to AC (as dodge)
Wizard/Illusionist

Favored Spell* Choose one spell and cast it as if you were 1 level higher

Bonus Spell* Choose one spell off your current spell list (once chosen it may not be changed) and it may be cast for free 1/day.
Cleric

Improved Turn Undead* Turn undead as a cleric 1 level higher.

Combat Undead* Gain +1 to hit and damage when fighting undead

Bonus Spell* Choose 1 spell from your current spell list, and cast it 1/day. This spell does not count against the spellcasters daily allotment.

Spell Focus Choose 1 spell and cast it as if you were 1 level higher
Druid

Naturalist* Gain a +2 to any Nature Lore checks.

Totem Healing Player adds his charisma bonus to all healing when assuming a totem shape.

Bonus Spell* Choose 1 spell from your current spell list and cast it once per day without it counting against your daily allotment.

Spell Focus Choose 1 spell and cast it as if you were 1 level higher
Knight

Improved Horsemanship* +1 to all Horsemanship checks.

Improved Mount (1st level only) Begin play with a light warhorse in place of standard riding horse.

Enhanced Steed The knights main mount at the time he advances a level gains HPs equal to the knights charisma modifier.
Paladin

Improved Lay on Hands Heals 3 HP/level

Improved Turn Undead* Turn undead as if 1 level higher

Combat Undead* Gain a +1 to hit and damage verses undead foes
Bard

Loremaster* +2 bonus to all Legend Lore checks.
Rogue

Skill Focus* Choose 1 skill (climb, decipher script, hide, listen, move silently, open lock, pick pocket, or traps) and gain a +2 bonus to any check with that skill.
Archer

Improved Critical Bows only, score critical on a 19 or 20
Priest

Improved Turn Undead*

Bonus Spell*

Spell Focus*
Witch

Bonus Spell*

Spell Focus*
Bladesinger

Improved Critical

Bonus Spell*

Spell Focus*
Arcane Bard

Bonus Spell*

Spell Focus*
Sorcerer

Bonus Spell*

Spell Focus*

* Feats may be taken more than once, and the effects may stack.
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Treebore
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Post by Treebore »

I really like that "Enhanced Steed" feat.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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JediOre
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Post by JediOre »

Several of my friends simply was not interested in trying C&C unless I ported a mess of feats to provide the "each PC is unique via rules feel" that 3.X delievers.

Thus I had to come up with something before this third edition sucked the life out of me completely.

Here is a link to a thread where I posted my "fix" to the problem:
http://www.freeyabb.com/phpbb/viewtopic ... ames#15142
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gideon_thorne
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Post by gideon_thorne »

Something folks might try. One could award players for continued use of an ability developed through role play. Is the character one for using TWF often? Do they do so as part of their character despite penalites? No reason why the continued use of the ability couldnt enable the character to buy off the penalties with experience.

This could be an 'extra' award for good character development.

Does a thief use one set of abilites more often than others? Why not let the rate of advance on the abilties become more uneven? Its just a matter of allowing a bonus to accrue at the expense of the advance of other class abilities.

A character could also develop an immunity to a given type or set of poisons over the course of time by giving themselves small doses.

These are just examples of abilities that can be developed through the course of the characters story and set down in such a way that they have a true mechanical effect. Which seems to be what the players want. Especially in cases when folks are used to numbers on a sheet indicating character abilties.

THis is just another approach, in line with C&C, that gets to the same place as feats and such.
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Rigon
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Post by Rigon »

I don't personally use feats, but I really like Maliki's list. May have to swipe for later use.

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