CKG What would you like to see, or not see?

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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Dristram
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CKG What would you like to see, or not see?

Post by Dristram »

Many of us cannot partake in the development of the CKG, but one thing we can do is express what we'd like to see in another C&C book. I'm sure the development is far along by now, but maybe it's not too late for feedback. One thing I don't like when it happens is when an anticipated rpg product comes out, there are a bunch of questions of "why wasn't such and such included" or "why'd you include that?". Those who are playtesters are able to read this post, so if there is something you'd like to see in the CKG, or would like to Trolls to avoid, I figure a post such as this could serve as a central location for such ideas.

So, what would you like to see in the CKG?

What would you not like to see in the CKG?

Personally, I'd like to see the classes that didn't make it into the PHB and also a method to allow CK's to create custom classes in the way the Trolls did.

I'd like to see advanced C&C rules for situations like underwater combat, sea battles, and large scale combat.

I'd like to see optional class abilities beyond 12th level.

There are more I can't think of at the moment, and I'm sure there are some I'll never think of. But that's a start.

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anglefish
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Post by anglefish »

In the product descripton:

There are variations on the standard classes, new classes and options for creating new classes.

Alignment is discussed and variations on alignment use, including dispensing with it altogether, are presented.

The attribute system is broken down and the SIEGE engine examined in detail allowing the development of many variations and levels of complexity without changing the basic mechanic.

Multi-classing and dual classing options are presented.

Non-player characters and 0-level characters are examined.

Monster development and attribute association are presented. Monster hit dice variation is discussed. As well, monster class development is presented with examples and samples abounding.

Dungeon design and their ecology are discussed. Towns, cities, regions and their population are examined.

Rules for large scale warfare are presented.

Genre rules are discussed and presented including pulp, science fiction and horror (though not romance).
And in a recent thread, one of the TLG guys hinted that there was life beyond 12th level.

Look around the forum. There's discussions on the CKG around
http://www.freeyabb.com/phpbb/search.ph ... llordgames

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moriarty777
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Post by moriarty777 »

Personally, based on the product description alone, I'm very happy. However, I'd really want to see something a little special or different for beyond the 12th level... (as opposed of more levels of the same)

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Nagisawa Takumi
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Post by Nagisawa Takumi »

anglefish wrote:
In the product descripton:
  • And in a recent thread, one of the TLG guys hinted that there was life beyond 12th level.

Uh... Didn't you read the book? Let's take the Rogue class, according to my copy of C&C it takes 150,000 EXP per level to increase PAST 12. It's in the Core book, look it up!

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Post by Dristram »

Well, I guess my concerns are addressed! LOL
Thanks angelfish!

Now, as for other discussions, I realize that, but if the Trolls or playtesters wanted to check them out, a single post area would be best to find it all.

With that list description, is there anything missing that a CK would want?

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moriarty777
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Post by moriarty777 »

Nagisawa Takumi wrote:
Uh... Didn't you read the book? Let's take the Rogue class, according to my copy of C&C it takes 150,000 EXP per level to increase PAST 12. It's in the Core book, look it up!

LOL... I'm not sure if that's what he meant although some people do seem to think that it's capped at 12th (until they actually take a serious look). But he might be thinking of 'life' in terms of something *interesting*.

Like the fighter talked about recently... can you imagine the fighter just gaining a small token of HP and another +1 to hit? with nothing else to look forward to (in terms of mechanics) after gaining an extra attack?

I'm curious if there is something in store for characters beyond 12th of interest... I'm not talking about Prestige classes or anything... but I am curious.

Cheers,

Moriarty the Red
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Moorcrys
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Post by Moorcrys »

For me,

Classes (racial-specific and archetype fillers/takes on the lost AD&D classes that never saw the light of publication), class and monster building options (breaking things down), multiclass rules, rules on henchmen, hirelings, specialists, cohorts, followers, familiars, companions, etc. and any heap of material that was in the old DMG updated for C&C would suit me just fine -- and little material overlap with the Gygaxian Fantasy series. I wouldn't mind seeing a slew of SEIGE options with examples and difficulty for special combat moves and other actions (much like disarm, grapple, etc is handled in the C&C PH). Takes on handling high level play using the system.

Off the top of my head...
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Post by Treebore »

What I want to see they already have listed, so I am going ot be happy. More options on detailing a magic creation system would probably have my interest.

So would a non vancian magic system relying on the flexibility of the SIEGE mechanic for on the spot casting would probably be cool.

Also, instead of dual classing or multi classing, when they show how to build classes it will allow me to tinker.

What I am looking to do is say a character is a 6th level fighter. The player wants thief skills. I can give him two options. Standard multi-classing or deciding what abilities of the thief he wants and figure out the xp progression for getting just those abilities ADDED on to his character.

Meaning he becomes a blended class, since I can't think of a better word than blended. Then when he catches up his thief skills with his fighter skills we can add the xp progressions together so he can advance as this blended class from then on.

Essentially I can already do this for monsters based on figuring out their xp values by what powers/abilities I give, so I would like the class building guidelines to also allow "blending" as another option to dual and multi classing.
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anglefish
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Post by anglefish »

For me, Id like two things.

1.) A list of monstrous abilities and their rating for XP purposes. (I dont have access to my book, but Im referring to the term the M&T uses when you assign bonus XP for a critters special abilities) This way the beasts become concrete examples (and a shopping list) of special abilities we can more easily mix and match. Imagine a new Aboloth minion that can walk around down and secretly infect others with mucus slime if they become too curious.

2.) Id like to see the genre rules be a little more than just call magic psionics and rename the classes when the Fighter Str. Bonus fades into the background with use of more ranged weapons in SciFi and when a game may need both magic and healing in one class for a more subdued jhorror setting.
moriarty777 wrote:
LOL... I'm not sure if that's what he meant although some people do seem to think that it's capped at 12th (until they actually take a serious look). But he might be thinking of 'life' in terms of something *interesting*.

Cheers,

Moriarty the Red

Funny enough, it was when I used the phrase capped at 12th level when the TLG guys gave the hint that the CKG would offer something for 13+ levels beyond a few bonuses.

Though it would have been ironic that I mention to Dristram what he missed from the product description and then miss something in the core book.
Treebore wrote:
What I want to see they already have listed, so I am going ot be happy. More options on detailing a magic creation system would probably have my interest.

So would a non vancian magic system relying on the flexibility of the SIEGE mechanic for on the spot casting would probably be cool.

Count me in that crowd of those who have long fought the Vancian magic system. Though after my failed fight to get GMs to allow me to use psionic PCs, I understand why spell levels remain popular. It turns out to be the simplest compromise between giving PC more spell and providing GMs a way to funnel that advancement into predictable patterns that can be accounted for in homebrew module design.

I may settle for a spell points system however. Thats what 3.0 Psionics system really is in essence.
Treebore wrote:
What I am looking to do is say a character is a 6th level fighter. The player wants thief skills. I can give him two options. Standard multi-classing or deciding what abilities of the thief he wants and figure out the xp progression for getting just those abilities ADDED on to his character.

Essentially I can already do this for monsters based on figuring out their xp values by what powers/abilities I give, so I would like the class building guidelines to also allow "blending" as another option to dual and multi classing.

Im hoping the custom classes feature will help provide for this. It could be a way to allow monstrous PC classes for the eventual player who want something totally unique.

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Post by Nifelhein »

I would like some magic system variations myself, magic item creation is one of those topics, the other is how spellcasting could be taken outside of a class, this would let a fighter learn one single spell if he wanted, at a cost.

Since even old fans of D&D can have issues with the fire and forget system options are a nice thing to have, the most simple are spells per day, while the most complex would be a different system altogether, like we have many variations on D20 too.

But there is a size limit to all books, so i can make do with what is said to be there already.
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