Let's talk house rules and the CKG!
Re: Let's talk house rules and the CKG!
No. They don't need to.
They can write down their bonuses, damages, and so forth. They can have notes on spells, but they do not need the PHB for anything but advancement which happens between sessions.
They can write down their bonuses, damages, and so forth. They can have notes on spells, but they do not need the PHB for anything but advancement which happens between sessions.
Re: Let's talk house rules and the CKG!
I don't think so. I wouldn't make a Cleric or Druid write detailed notes on every spell available to them. That's a tad too extreme GM control for my tastes.serleran wrote:No. They don't need to.
They can write down their bonuses, damages, and so forth. They can have notes on spells, but they do not need the PHB for anything but advancement which happens between sessions.
- MormonYoYoMan
- Ulthal
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Re: Let's talk house rules and the CKG!
I love this rule!!!serleran wrote:I suppose one house rule I use is this:
If you open a C&C book at the game, I deduct XP.
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*jeep! & God Bless!
--Grandpa Chet
"Of all the dispositions and habits, which lead to political prosperity, Religion and Morality are indispensable supports." - George Washington.
*jeep! & God Bless!
--Grandpa Chet
"Of all the dispositions and habits, which lead to political prosperity, Religion and Morality are indispensable supports." - George Washington.
Re: Let's talk house rules and the CKG!
I did not say they needed to. However, it does not take much effort to write the basics of a spell.Arduin wrote:I don't think so. I wouldn't make a Cleric or Druid write detailed notes on every spell available to them. That's a tad too extreme GM control for my tastes.serleran wrote:No. They don't need to.
They can write down their bonuses, damages, and so forth. They can have notes on spells, but they do not need the PHB for anything but advancement which happens between sessions.
Range
Duration
SR / Save
Area of Effect
Simple description like damage, or "causes hair to grow over body; reduces will to live by 2d4"
Besides, if there is a question about what a spell does, the Castle Keeper can look at the book.
It is my opinion that C&C is so simple that it does not even need "books" especially if one has played, like the majority of my players have, for years.
Re: Let's talk house rules and the CKG!
Meh, being a DM you get all of the books, settings, notes etc and get to create cool stuff. You also get a nifty screen, tons of miniatures etc etc. You control everything.
On the rare occasion that I am a player in a game having my PHB with all of its marks, creases, labels etc makes me feel like I own a part of the game we are playing. It's like holding my sword of staff haha.
On the rare occasion that I am a player in a game having my PHB with all of its marks, creases, labels etc makes me feel like I own a part of the game we are playing. It's like holding my sword of staff haha.
Re: Let's talk house rules and the CKG!
In Combat, Roll a 20 and it's a Critical (no confirming), Roll a 1 it's Fumble. Both for PCs and Monsters/NPCs.
I grew up with Criticals being simply double damage and no fumbles. Now though, Criticals result in a draw from either Paizo's Critical Hit or Fumble deck. Though, next session/game though I'm intending to implement the hit location roll from the CKG and the Helmet AC.
Character Creation. I vary. Sometimes I use 4d6 seven times and drop the lowest roll each toss, and then drop the lowest of the set, put in any order.
Initiative is d10, when it's your turn in initiative order you decide what to do.
I've never used declarations before Initiative roll.
Dork20 Deck. I give each player 4 cards from the Dork Tower deck to help them out. Kind of like Fate Points. Like Paizo's criticals deck, it doesn't always translate, but it makes for good improv using them.
http://www.atlas-games.com/product_tables/AG3227.php
Hit Points. Usually max HP for class, plus CON bonus.
Training is required to level. If their in a situation where that isn't going to happen for a long time, I might grant them the Hit Points.
Spell Components. If it is required to cast, Buy them, find them or you don't get to cast the spell.
Encumbrance. Though, I like the System RAW, I usually just gauge it based on what the party is carrying.
An item, magaic item, treasure, gems, etc. needs to be appraised, assessed. EXP for those items are given when sold.
EXP is divided between combantants for monsters. As long as you're there and participating. Also have RP bonus (amount varies) for good play at the table and then have best RP in the sesssion award to the PC, voted on from everyone at the table.
I grew up with Criticals being simply double damage and no fumbles. Now though, Criticals result in a draw from either Paizo's Critical Hit or Fumble deck. Though, next session/game though I'm intending to implement the hit location roll from the CKG and the Helmet AC.
Character Creation. I vary. Sometimes I use 4d6 seven times and drop the lowest roll each toss, and then drop the lowest of the set, put in any order.
Initiative is d10, when it's your turn in initiative order you decide what to do.
I've never used declarations before Initiative roll.
Dork20 Deck. I give each player 4 cards from the Dork Tower deck to help them out. Kind of like Fate Points. Like Paizo's criticals deck, it doesn't always translate, but it makes for good improv using them.
http://www.atlas-games.com/product_tables/AG3227.php
Hit Points. Usually max HP for class, plus CON bonus.
Training is required to level. If their in a situation where that isn't going to happen for a long time, I might grant them the Hit Points.
Spell Components. If it is required to cast, Buy them, find them or you don't get to cast the spell.
Encumbrance. Though, I like the System RAW, I usually just gauge it based on what the party is carrying.
An item, magaic item, treasure, gems, etc. needs to be appraised, assessed. EXP for those items are given when sold.
EXP is divided between combantants for monsters. As long as you're there and participating. Also have RP bonus (amount varies) for good play at the table and then have best RP in the sesssion award to the PC, voted on from everyone at the table.
Re: Let's talk house rules and the CKG!
I have one other house rule. Spells that cause damage to both inanimate & living things use Con as save not, Cha.
- Frost
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Re: Let's talk house rules and the CKG!
I do this too. Also, XP value for gold and magic items is shared amongst the PCs present when it was acquired, regardless of who ends up with it.TheMetal1 wrote:I
Encumbrance. Though, I like the System RAW, I usually just gauge it based on what the party is carrying.
...
EXP is divided between combatants for monsters. As long as you're there and participating. Also have RP bonus (amount varies) for good play at the table and then have best RP in the session award to the PC, voted on from everyone at the table.
Anyone else using the Carousing table?Link Just implemented it last session and it was a lot of fun.
Re: Let's talk house rules and the CKG!
Yeah, just instituted it for my Tunnels & Trolls game. We'll see if the Characters bite. I'm working up an alternate table as well for those wishing not to carouse, but instead be charitable. With requiste rip-offs, cons, boons and curses....
- metalman42
- Skobbit
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Re: Let's talk house rules and the CKG!
I don't have the CKG yet, but after reading the forums a bit it seems like it'd be right up my alley. I'll put it next on my list after the umbrage saga boxed set.
My own house rules are:
-Roll 3d6 arranged for stats, reroll the lot if you have 3 or more negative modifiers (lots of whining about the 3d6, might go 4d6 drop 1 if needed)
-I go, you go initiative with a roll off to determine who goes first (this one might need to go out the window, I just hate tracking initiative.)
-don't count armor, backpacks, or weapons towards total EV
-FLAILSNAILS compatible
My own house rules are:
-Roll 3d6 arranged for stats, reroll the lot if you have 3 or more negative modifiers (lots of whining about the 3d6, might go 4d6 drop 1 if needed)
-I go, you go initiative with a roll off to determine who goes first (this one might need to go out the window, I just hate tracking initiative.)
-don't count armor, backpacks, or weapons towards total EV
-FLAILSNAILS compatible
New CK and follower of the Crusade
Check out my ideas for Castles and Crusades as well as other gaming stuff: http://blog.metalplanetempire.com
Check out my ideas for Castles and Crusades as well as other gaming stuff: http://blog.metalplanetempire.com
Re: Let's talk house rules and the CKG!
These things are intresting to me. Typically reading a set of house rules gives you a good idea of how a DM likes to run their game, and the rules are typically to elicit a certain theme, feel or tone. So to use a 3d6 method (presumably because you like "grittier", low number games) but then to not count armor or bags as weight on a PC is funny to me. Not in a bad or critical way, I'm just thinking.metalman42 wrote: My own house rules are:
-Roll 3d6 arranged for stats, reroll the lot if you have 3 or more negative modifiers (lots of whining about the 3d6, might go 4d6 drop 1 if needed)
-don't count armor, backpacks, or weapons towards total EV
-
alcyone
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Re: Let's talk house rules and the CKG!
Or, "Why they changed it I can't say / people just liked it better that way!" if I may borrow from The Four Lads.Ozreth wrote:Typically reading a set of house rules gives you a good idea of how a DM likes to run their game, and the rules are typically to elicit a certain theme, feel or tone.
My C&C stuff: www.rpggrognard.com
- metalman42
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Re: Let's talk house rules and the CKG!
I guess it's just me trying to change. I've DMed 4e before, where everyone has an 18 (racially modified to 20) in their primary stat. Add the +5 for skill training and any bonuses for racial abilities, and I had 1st level PCs that had a +12 to Insight. In 4e, Insight is what you roll to learn if someone's trying to bluff, and there's Passive Insight, where you're assumed to be always checking and rolling 10s all the time. I never felt like I could have characters lie to the party, since at least someone would have a passive insight that high. Same with perception for hidden objects. I just got tired of trying to either allow everything to be auto-success or upping the difficulty to super-human levels.Ozreth wrote: These things are interesting to me. Typically reading a set of house rules gives you a good idea of how a DM likes to run their game, and the rules are typically to elicit a certain theme, feel or tone. So to use a 3d6 method (presumably because you like "grittier", low number games) but then to not count armor or bags as weight on a PC is funny to me. Not in a bad or critical way, I'm just thinking.
The encumbrance thing is a little backwards from that. I've never tracked encumbrance before, and I love the old-school ideas towards using equipment to solve problems. So I want people to be able to carry stuff. But at the same time the movement seems so slow that slowing people down for carrying heavy armor just seems like a downer. I've played a lot of Diablo and figured this would be familiar to me - you have the equipped items, and then your inventory that can only hold so much.
New CK and follower of the Crusade
Check out my ideas for Castles and Crusades as well as other gaming stuff: http://blog.metalplanetempire.com
Check out my ideas for Castles and Crusades as well as other gaming stuff: http://blog.metalplanetempire.com