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Open Content House Rules from 3rd party support ...

Post by anglefish »

With C&C a house rulers paradise, I wondered what people thought of the ideas that 3rd party support has put out over the years.

I'd like to start up the discussion with the game mechanic that I think would be the easist to add to C&C, "Luck Points."

Luck Points appears in:
d20 Modern (along with varients in Eberron and Unearthed Arcana)
d20 Deadlands

d20 Adventure! trilogy

d20 Farscape

Spycraft

Overall Usage:

Depending on the game, Luck Points are used either to boost the next d20, reroll a bad roll or allow the PC to do something beyond their current capablilties.

Both d20 Adventure and d20 Farscape took the idea further in that your Luck Points (I'm actually using a generic term -- every game gives them a different name -- like d20 Adventure calls them "Inspiration") can also be used as spell points.

In fact, d20 Adventure! had a third use that let players make "Dramatic Edits and Cliffhanger Endings" to the GM's described scenes. Something that could be all sorts of awesome, or disasterous, depending on the group.
Implementation:

Perhaps the three easiest version of Luck Points to implement would be the versions found in Eberron, d20 Deadlands and Unearthed Arcana. It mostly depends on your budget and eBay.

d20 Deadlands' "Fate Chips" simply added a d6 roll to your next d20 roll or gave you back d6 hit points when spent. The PC were only offered 3 at the start of the game and any additonal Bonus Chips had to be earned in play, i.e., up to the discretion of the GM. But while this would be the simple to implement, you'll have to go digging in bargin bins and eBay if you want to have a copy of the rules on hand. Then again, you should get them pretty cheap.

The pricer, but more readily available version of easy implementation is the mechanic would be in both thevarients in Unearthed Arcana and
Eberron.

I haven't had a chance to compare the two side-by-side, but I haven't been too impressed with how Unearthed Arcana introduced other ideas from 3rd party support, like vitality/wound points. It gave you just enought to think you could include an idea, like vitality points, but as you went along, you discovered there was still a lot of work left. On the other hand, I don't see why they couldn't include all the copy from the versions I've seen in d20 Modern and Eberron. UA is $35.

I like the small tweaks they did for "Luck Points" (called Action Points) in Eberron. You see in d20 Modern you keep acquiring Action Points every level, which made me nervous that someone would horde them until 16th level and then go *BOOM* on my high-level big-bad.

In Eberron, Action Points are lost and refreshed at every level. You use them or lose them. You also have Action Point feats, which you could use as career rewards in C&C. But for $40 a pop for d20 Modern or Eberron,that's pricey if you're just wanting to add one mechanic to your game.

After that, Spycraft needs some work to implement because the Luck Points are tied into other systems. i.e., a PC must use their points to turn a threat into a critical or a natural "1" into a weapon malfuction. Spycraft is $40.

The same goes for d20 Adventure!, but with the right storytelling group, the effort might be worth it. d20 A! is $30, I believe.

d20 Farscape has so many other edgy rules tied into their points it would be difficult to seperate everything (You got your Luck/Spell points based on your class level ... and then you got hit dice based on your race.) D20 Farscape is not only $40, it's been out of print for years.

I hope this has helped someone decide how and if they want to add Luck Points to their C&C game.

P.S. While this is probably a great thread for someone to discuss what Unearthed Arcana could do for your C&C campaign, I don't own the book.

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Post by Omote »

I have used "luck points" for rerolls and such before, but never like the "action dice" method of increasing the number rolled. Overall though, I'm not too much a fan of this mechanic and I mostly ignore it.

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Post by anglefish »

On that note, here are some of the varient rules in UA that C&C GMs might make use of:

Chapter 3: Building Characters

Alternative Skill System

Complex Skill Checks

Character Traits

Character Flaws

Craft Points

Character Background

Chapter 4: Adventuring

Defense Bonus

Armor as Damage Reduction

Armor Damage Conversion

Injury System

Vitality and Wound Points

Reserve Points

Massive Damage

Death and Dying

Action Points

Combat Facing

Hex Grid

Variable Modifi ers

Bell Curve Rolls

Players Roll All the Dice

Chapter 5: Magic

Magic Rating

Summon Monster Variants

Metamagic Components

Spontaneous Metamagic

Spell Points

Recharge Magic

Legendary Weapons

Item Familiars

Incantations

Chapter 6: Campaigns

Contacts

Reputation

Honor

Taint

Sanity

Test-Based Prerequisites

Level-Independent XP Awards

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Dungeon Masters Guide Variants

Sapient Mounts

Striking the Cover

Automatic Hits and Misses

Defense Roll

Clobbered

Massive Damage Based on Size

Damage to Specifi c Areas

Weapon Equivalencies

Instant Kill

Softer Critical Hits

Critical Misses (Fumbles)

Skills with Different Abilities

Critical Success or Failure

Spell Roll

Power Components

Summoning Individual Monsters

Free-Form Experience

Faster or Slower Experience

Upkeep

Separate Ability Loss

Nonmagical Psionics

Less Lethal Falls

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Post by anglefish »

Omote wrote:
I have used "luck points" for rerolls and such before, but never like the "action dice" method of increasing the number rolled. Overall though, I'm not too much a fan of this mechanic and I mostly ignore it.

.............................................Omote

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My attraction to the mechanic is that it's a "safety net" that allows you to roll your dice out in the open. You fudge less rolls, but still can avoid a bad result at the worst time. For my group, it appeals to their apprecation of the "gamey" aspect of role-playing.

I have had others, though, complain when Luck Points are given to both the GM and the Players - especally when the GM can only get more points when he give a like number to the group - it sets up a GM vs. Us situtation.

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Post by Treebore »

I use Luck points for re-rolls only and have been happy with its effect of keeping the PC's alive longer.

I just got UA (3E) a couple of months ago, but there are definite mechanics in there that I want to use next time around, such as reputation and honor.
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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Post by anglefish »

Treebore wrote:
I use Luck points for re-rolls only and have been happy with its effect of keeping the PC's alive longer.

I just got UA (3E) a couple of months ago, but there are definite mechanics in there that I want to use next time around, such as reputation and honor.

Don't tease.
How do these mechanics work and how easy are they to implement?

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Post by Breakdaddy »

anglefish wrote:
Don't tease.
How do these mechanics work and how easy are they to implement?

The following is open content from AU, enjoy:

Action points give characters the means to affect game play in

significant ways, by improving important rolls or unlocking

special abilities. Each character has a limited number of action

points, and once an action point is spent, it is gone for good.

ACQUIRING ACTION POINTS

A beginning (1st-level) character starts the game with 5 action

points. A character above 1st level starts the game with a number

of action points equal to 5 + 1/2 his current character level.

Every time a character advances, he gains a number of action

points equal to 5 + 1/2 his new character level. Some prestige

classes might allow a faster rate of accrual, at the DMs option.

Action Points and Existing Games

Adding action points to an existing campaign is easy, since

characters dont need to make any special changes. Each character

simply gains a number of action points equal to 5 + 1/2 his

current character level.

NPCs and Action Points

Most NPCs probably shouldnt have action points, due to the

added complexity this would create. In the case of important

villains or other signifi cant characters, however, the DM may

award them an appropriate number of action points to use

against the player characters. A number of action points equal

to 1/2 the NPCs level is a good baseline.

USING ACTION POINTS

You can spend 1 action point either to add to a single d20 roll, to

take a special action, or to improve the use of a feat.

You can spend 1 action point in a round. If you spend a point

to use a special action (see below), you cant spend another one

in the same round to improve a die roll, and vice versa.

Add to a Roll

When you spend 1 action point to improve a d20 roll, you add the

result of a 1d6 roll to your d20 roll (including attack rolls, saves,

checks, or any other roll of a d20) to help you meet or exceed the

target number. You can declare the use of 1 action point to alter a

d20 roll after the roll is made, but only before the DM reveals the

result of that roll. You cant use an action point to alter the result

of a d20 roll when you are taking 10 or taking 20.

Depending on character level (see the table below), a character

might be able to roll more than one d6 when he spends 1 action

point. If so, apply the highest result and disregard the other rolls.

A 15th-level character, for instance, gets to roll 3d6 and take the

best result of the three. So, if he rolled a 1, 2, and 4, he would

apply the 4 to his d20 roll.

Character Action Point

Level Dice Rolled

1st7th 1d6

8th14th 2d6

15th20th 3d6

Special Actions

A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specifi c abilities, at the DMs option.

Activate Class Ability: A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.

Boost Defense: A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefi ts for fi ghting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).

Emulate Feat: At the beginning of a characters turn, he may spend 1 action point as a free action to gain the benefit of

a feat that he doesnt have. He must meet the prerequisites of the

feat. He gains the benefi t until the beginning of his next turn.

Extra Attack: During any round in which a character takes a

full attack action, he may spend 1 action point to make an extra

attack at his highest attack bonus. Action points may be used in

this way with both melee and ranged attacks.

Spell Boost: A character can spend 1 action point as a free action

to increase the effective caster level of one of his spells by 2.

He must decide whether or not to spend an action point in this

manner before casting the spell.

Spell Recall: Spellcasters who prepare their spells in advance

can spend 1 action point to recall any spell just cast. The spell can

be cast again later with no effect on other prepared spells. This

use of an action point is a free action and can only be done in the

same round that the spell is cast. Spontaneous spellcasters such as

sorcerers and bards can spend 1 action point to cast a spell without

using one of their daily spell slots. This use of an action point is a

free action and can only be done as the spell is being cast.

Stable: Any time a character is dying, he can spend 1 action

point to become stable at his current hit point total.

Improving Feats

The use of action points opens up a whole range of possible feats.

However, its easier on characters simply to improve existing feats

to take advantage of action pointsthat way, characters neednt

spend their precious feat slots simply to gain the ability to use

their action points. Below are a few examples of how actions

points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.

Blind-Fight: You can spend 1 action point to negate your miss chance for a single attack.

Combat Expertise: You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of 3 on your attack roll, you gain a +6 dodge bonus to AC.

Dodge: You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter. Improved Critical: You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 1920 to 1820, from 1720 to 1520, or from 1520 to 1220, including the effect of your Improved Critical feat). This benefi t stacks with the benefi t from Improved Critical, but not with other effects that increase threat range.

Improved Initiative:

You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.

Metamagic Feats: You can spend 1 action point to add the

effect of any one metamagic feat that you have to a spell you

are casting. The spell is cast at its normal level (without any

level adjustment because of the feat) and takes no extra time

to cast.
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Post by Treebore »

Thanks Breakdaddy, it wouldn't even of occurred to me to see how much of UA was in the SRD.
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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Post by Maliki »

I have uses luck points in the past, but not in my current campaign.
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Post by Breakdaddy »

Treebore wrote:
Thanks Breakdaddy, it wouldn't even of occurred to me to see how much of UA was in the SRD.

No problem at all. It's my understanding that this is 100% OGC, as with most of the content in UA.
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Post by anglefish »

Breakdaddy wrote:
The following is open content from AU, enjoy ...

That was cool, but what I really meant was for Treebore to explain how Honor and Reputation work. LOL!

Well, here's my second installment of "3rd Party Support House Rules"*
Heroic Paths/Backgrounds

Appears in:
Shackled City

Midnight

Dawnforge

Path of Swords

Overview:

Theres no denying that the PCs in your game are special. Something sets them apart from the very start.

It could be something minor, like the Shacked City backgrounds (they also may be in UA. Can someone confirm?). Either randomly rolled or chosen, the PC gets a hindrance, such as a -2 to Will saves, for a benefit that might range from bonuses to skills or savings throws to a minor magical ability. With names like Dragon blooded, the Backgrounds represent something extraordinary in the heritage of the PC.

Fantasy Flight Games puts out Midnight, DawnForge (both are campaign settings) and Path of Swords (a class book).
Midnight introduced Heroic Paths, which is a definite step up in power level. Every player chooses a themed path that provides a bonus, or an ability, at every level. Odds are that at 12th level, most C&C characters class abilities will be outnumbered compared to the bag of tricks offered by Heroic Paths.

In DawnForge, a PC can earn Legend Points, which do two things. The first function of Legendary Points is to be a perquisite for six uber PrCs that give the PCs awe-inspiring powers. The points also allow a 1/day use of a +20 skill bonus related to the theme of a Legendary Path. If you keep succeeding at the skill roll, you can continue it, allowing PC to literally jump from tree top to tree top. As a side note, Dawnforge gives 3-5 racial bonuses similar to Midnights Heroic Paths at a rate of every third level or so, capping out at 10th level, I think.

Legendary Classes are found in the Path of Swords and basically amount to advanced PrCs that have insane perquisites that require high-level multicasting.

Implementation:

The backgrounds in Shackled City are the easiest to implement, but SC is a $60 campaign/mega-adventure book. If thats what youre looking for, the backgrounds are a nice bonus. Personally, give SC a look over for your library if youve got the budget. Otherwise, if you find backgrounds in a cheaper product (UA maybe?), let us know.
Midnights Heroic Paths are also a quick way to pump up the power level of your campaign and wed PCs to character theme. Like PrCs a C&C GM is going to have to delineate what hes going to give players when it comes to skill bonuses, bonus feat lists and magical powers that might be over the top.

Just keep in mind that Midnight is a 3.0/3.5 setting thats low on magic/healing and Heroic Paths were designed to off set this. Its safe to assume youll have to send in higher level monsters as compared to a regular party of the same size. The 3.0 setting is out of print, so look in the bargain bin. the 3.5 version is $50.

The Legendary Points of DawnForge seems to be a cute bookkeeping method that motivates players to throw their PCs into GMs Call into Adventure, especially when the stakes are high. (Because no GM has ever run into the Time to get out of town! party, where the players constantly move from half-finished adventure to half-finished adventure to avoid suicidal missions or even the consequences of their mistakes. *rolls eyes*). You can get all three DawnForge products, including the core campaign book for $40. If you get the core book alone, it will be $35.

Beyond that, both Legendary Paths and Legendary Classes are essentially the same thing. PrCs that bestow epic abilities on the PCs. Treat them as you would other PrCs in your campaign, after the PCs have earned them of course. This OOP book is $24, but you might be able to snag it off the half-price rack.

* I've played with Luck Points in several different d20 products over the years, but never got to use Heroic Paths/Backgrounds so take what I say with a grain of salt since I'm being an "armchair GM."

Anyone else try out some 3rd party rulesets in C&C?

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Post by Treebore »

Sorry, I didn't really read through what Breakdaddy posted, so I did not realize Honor and Reputation wasn't in the post.

On pages 180 to 189 Honor and Reputation are covered. They use reputation to enhance skill checks under conditions where the DM feels the PC's reputation would effect such a roll.

They also go into ways to calculate reputation (which is what I was mainly looking at).

Then Honor is covered as a point based mechanic much like it was in OA and Rokugan and gaining beneifts or drawbacks based on how high or low your honor gets.

They then cover a free form honor where no points are tracked. Basically as long as you act honorably you gain some benefits from doing so.

They also cover family honor and list several sample codes of honor for Paladins, thieves, and Bushido as the main ones.

I came to the conclusion that it was just as effective for me to decide what the parties reputation was as well as their individual honor and reputation, then modify rolls as I see fit. Plus just decide how it effects their interactions with certain NPC's.

I think my judgement will work far more effectively then some abstact system that doesn't track well, in my opinion.
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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Post by Breakdaddy »

Ah, very sorry, I had so much information in there, even *I* didnt know I missed that part
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Post by anglefish »

Treebore wrote:
I think my judgement will work far more effectively then some abstact system that doesn't track well, in my opinion.

When it comes to thngs like Rep and Honor, I think they only work "right out of the box" when you and the game designer have EXACTLY the same wavelength on what's honorable and what gets people notice -- and even that can change from game to game. *

I'd just use these systems to get an idea of what benchmarks are set for the modifiers and go from there.

As a quick side note, I might have to take over a game that has two ADD kids in it. I'm thinking of using a "Honor" and "Cunning" system to give the boys immeadiate rewards and punishments for good role-play AND good behavior at the game table. (The Cunning system would be just a rogueish twist on Honor. A paladin would be respectful when the king speaks and not interrupt. The rogue would keep quiet to avoid notice. )

*A perfect example was my last DnD game, Eberron. In that set up, I had their reputation go through the roof early to reflect the Pulpish nature of the game. They had sponsors and mayors hunting them down for high-profile jobs at 5th level, something I don't let happen usually until 10th.

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Post by Treebore »

Then you may find the code of honor for thieves and maybe even the one for criminals a useful guideline.
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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Post by anglefish »

Well, guess what. I bought the 2004 version of Unearthed Arcana.
So I might give a few more of these reports. For those who don't know, this was the Wizards book that collected some of the 3rd party d20 ideas that the wizards staff liked -- or at least would sell well in said collection.
For C&C some of these ideas fit in better than others.

And some fit in better with the suggestions they give, spell points being an example.*

Appearing in:

Soverign Stone Setting

Soverign Stone magic suppliment

Midnight

d20 Deadlands

Unearthed Arcana

d20 Black Company

and a few others I can't remember.

Overview: To most game designer's credit a LOT of spell point systems in 3rd party support are designed to reflect the game world. Some systems that have gotten good reviews are Black Company and Soverign Stone.

But on the other hand, not many of them are offered as a generic systems that might fit C&C more. So off the bat, the Unearthed Arcana leaps to the front of the pack.

Implementation:

What sold me on taking UA's version seriously was two things. The spells points were determined by DnD class (Bard, Ranger, Sorcerer, etc.), most other systems determined spell points by a setting specific class or a generic X spells per level. Ironically, for C&C all of the core spell casters are in one column.

As in most spell point systems, the level of spell deterimined the cost of casting.

The book also offered varients to offset the flexibility that spell points may bring. Both of which I liked to the point of tempting me to use the system.

The first suggestion is to base bonus spell points off of Con. instead of the key casting score, forcing spellcasters to be more well rounded.

The second was to impose some sort of "fatigue" and "exhaustion" penality on spell casters when they reach 1/2 and then 1/4 their spell point total. In the SRD, these are penalities to Str. and Dex, which may not be so devestating to a C&C caster but the idea can transfer to something that won't make the PC too happy.

I'll take any suggestions, though.
*Disclaimer, I'm just "armchair GMing" a this point.

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Post by moriarty777 »

The Unearthed Arcana (d20) has always been one of my favorites... Enjoy!

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Post by Emryys »

Soverign Stone stuff I find quite useful
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Post by anglefish »

Emryys wrote:
Soverign Stone stuff I find quite useful

Cool! Any special considerations when using it for C&C?

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Post by Nifelhein »

In case anyone was wondering, spell energy system for Midnight is spell level in cost, separated by schools, evocation and conjuration are divided in two, summoning spells are greater conjuration and available at level 5 only, costing 2 more spell energy than level, greater evocation includes anything dealing lots of damage, like fireball and magic missile (lazy to look exactly what descriptors place them where), available from level 5 and cost 2 more spell energy.

I have tested a theory and proven that on 3.5 a character without heroic path with one level more than one with one is about the same power level. Anyone wanting to take a look at Midnight mechanics can see them for free at http://darknessfalls.leaderdesslok.com/

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Post by anglefish »

Doh!

I found a hypertext d20 SRD that includes the Unearthed Arcana rules at (http://www.d20srd.org/). I guess it's nice to have a printed book though. LOL!

Funny enough, I found it by checking out TLG's partner links. I was looking over the Necromancer Games site and then saw the ad for the hypertext site.

So anyone want more info on the spell points or any of that jazz?

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Post by Treebore »

IF it helps everything in UA is NOT in the SRD.
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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Post by anglefish »

Player Rolling All The Dice

Appears in:
Unearthed Arcana

The Hypertext d20 SRD
Overview:
Quote:
(As from the Hypertext d20 SRD-- http://www.d20srd.org/index.htm)

Players Roll All The Dice

In large combats, players often have little control over the outcome of events when it isnt their turn. This can lead to boredom if a players attention drifts between his turns, threatening to distance him from the outcome of events.

One method of dealing with this problem is to put more dice rolling into your players hands: allow your players to make all of the dice rolls during the combat.

Attacking And Defending

With this variant, PCs make their attacks just like they do in the standard rules. Their opponents, however, do not. Each time an enemy attacks a PC, the characters player rolls a defense check. If that defense check equals or exceeds the attack score of the enemy, the attack misses.

To determine a creatures attack score, add 11 to the creatures standard attack modifier (the number it would use, as either a bonus or penalty to its attack roll, if it were attacking an ordinary situation using the standard rules). For instance, an ogre has a standard attack modifier of +8 with its greatclub. That means that its attack score is 19.

To make a defense check, roll 1d20 and add any modifiers that normally apply to your Armor Class (armor, size, deflection, and the like). This is effectively the same as rolling d20, adding your total AC, and then subtracting 10.

Attack Score: 11 + enemys attack bonus

Defense Check: 1d20 + characters AC modifiers

If a player rolls a natural 1 on a defense check, his characters opponent has scored a threat (just as if it had rolled a natural 20 on its attack roll). Make another defense check; if it again fails to avoid the attack, the opponent has scored a critical hit.

When a PC attacks an opponent, he makes an attack roll against the opponents AC as normal.

Saving Throws And Save Scores

With this variant, NPCs and other opponents no longer make saving throws to avoid special attacks of player characters. Instead, each creature has a Fortitude, Reflex, and Will score. These scores are equal to 11 + the creatures Fortitude, Reflex, and Will save modifiers.

Any time you cast a spell or use a special attack that forces an opponent to make a saving throw, instead make a magic check to determine your success. To make a magic check, roll 1d20 and add all the normal modifiers to any DC required by the spell or special attack (including the appropriate ability modifier, the spells level if casting a spell, the adjustment for Spell Focus, and so on).

If the result of the magic check equals or exceeds the appropriate save score (Fortitude, Reflex or Will, depending on the special ability), the creature is affected by the spell or special attack as if it had failed its save. If the result is lower than the creatures Fortitude, Reflex or Will score (as appropriate to the spell or special attack used), the creature is affected as if it had succeeded on its save.

Magic Check: 1d20 + spell level + ability modifer + other modifiers

Fortitude Score: 11 + enemys Fortitude save modifier

Reflex Score: 11 + enemys Reflex save modifier

Will Score: 11 + enemys Will save modifier

If a player rolls a natural 20 on a magic check, the creatures equipment may take damage (just as if it had rolled a natural 1 on its save; see Items Surviving after a Saving Throw).

Spell Resistance

If a PC has spell resistance, his player makes a spell resistance check against each incoming spell that allows spell resistance. A spell resistance check is 1d20 plus the PCs spell resistance, minus 10.

The DC of this check is equal to 11 + the attackers caster level, plus any modifiers that normally apply to the attackers caster level check to overcome spell resistance (such as from the Spell Penetration feat). That value is known as the attackers caster level score. If the spell resistance check equals or exceeds this number, the spell fails to penetrate the PCs spell resistance.

To beat a creatures spell resistance, a player makes a caster level check (1d20 + caster level) against its spell resistance, just as in the standard rules.

Spell Resistance Check: 1d20 + SR - 10

Caster Level Score: 11 + attackers caster level + modifiers
Implementation:

This is a great case of C&C improving the rules when it comes to Saves. With the abbreviated monster system for Prime and non-Prime saves, there's only two reversed rolls to know.

According to the Hypertext d20 SRD this set of rules "... requries the players to become much more active and aware of whats going on. ...

One drawback is that it takes away some of the GMs ability to adjust encounters on the fly. Since the GM isnt rolling the dice, he cant fudge a result to give the characters a break (or take one away). Thus, it requires him to be more precise in his estimation of Challenge Ratings and encounter levels."

Depending on a GM's style this could be a godsend or a nightmare. For me personally, I think I'd only use this with a varition of the Action Dice mechanic. Since the players will know the result, it's probably better if the GM and players commit to using their Action Dice before the roll.

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