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Secondary Skills
Posted: Mon Jul 13, 2015 11:00 pm
by AndyMac
On the secondary skills chart (p320 CKG, table 18.1), the skills are rolled at 2d12 which would generate a bell curve with the peak at 13. Only problem, the skills are listed alphabetically. What I have been doing, is rolling a d6 and a d12 where odd numbers on the d6 are +0 to the d12 and even on the d6 are +12 on the d12. If they roll 1 on the d6 and d12, they have no secondary skill.
Does anyone have a different system?
My system works, just looking at other ideas.
Re: Secondary Skills
Posted: Tue Jul 14, 2015 12:49 am
by Omote
Here's a quick and simple conversion from the 2E days of D&D:
https://sites.google.com/site/advancedc ... he-cc-game
~⊙
Re: Secondary Skills
Posted: Tue Jul 14, 2015 6:13 pm
by Captain_K
Alternately we allow a selected or random "secondary profession" usually part of the characters back story be it pig farmer, mason, alchemist, or minor nobility.. if its reasonable I let them choose it and work it into their backstory/history before or in becoming a PC. Then I give them 3d2 worth of secondary skills to select to help round out their character from 2E DnD less the "class" skills now in CnC as abilities. Things like directions sense, cobbler, history, etc. These secondary skills are sort of like things you know how to do well and thus your SEIGE check should be much lower. Kind of like a PRIME skill while others would not be. Ex Swimming skill lets you swim easily in all but the most challenging situations as you are a skilled and accomplished swimmer were someone without this skill simply cannot swim well at all and must roll to stay afloat in still deep water.
Re: Secondary Skills
Posted: Tue Jul 14, 2015 6:14 pm
by Captain_K
Oops, forgot to note, great list, stole it for when folks just want it random, thanks, Kirk