Newbie Questions - How to Integrate Kits and Proficiences
Newbie Questions - How to Integrate Kits and Proficiences
Hi Guys
I'm new to this forum and to C&C. I ws hoping to integrate Character Kits and Weapon and Non-Weapon proficiencies from 2e into C&C. I was wondering if anyone had any suggestions on how to accomplish this?
thanks!
Malcolm
I'm new to this forum and to C&C. I ws hoping to integrate Character Kits and Weapon and Non-Weapon proficiencies from 2e into C&C. I was wondering if anyone had any suggestions on how to accomplish this?
thanks!
Malcolm
- moriarty777
- Renegade Mage
- Posts: 3735
- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
I'm only really gonna suggest a few things off the top of my head but... if you want to use the weapon proficiency system, you could pretty much incorporate these 'as-is'. If memory serves correctly, proficiencies and how many people could take were broken down into Warrior, Priest, Wizard, and Thief. The Ranger and Paladin in 2E were lumped in the Warrior category, and so on...
As far as non-weapon proficiencies are concerned, once again you could just port them in but, to be honest, I'd avoid that. With the SIEGE mechanic in C&C, you already have a skill system built in. But if the concerns were more for integrating kits which got bonus non-weapon proficiencies, why don't you just give a bonus to related skill checks. For example, the Witch kit in the Complete Wizard's Handbook gets Herbalism as a bonus non-weapon proficiency. For C&C purposes, characters who take the 'witch' kit gets a +2 bonus to SIEGE checks dealing with herbs. By the same token, if using a secondary skill system instead, the same logic could apply.
Personally, I've been meaning to take a whole bunch of kits and convert them to C&C... just to add a bit of flavor. Some of these ideas could be made into a class easily enough... but a kit system might be easier to adapt.
Hope that helps!
Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
As far as non-weapon proficiencies are concerned, once again you could just port them in but, to be honest, I'd avoid that. With the SIEGE mechanic in C&C, you already have a skill system built in. But if the concerns were more for integrating kits which got bonus non-weapon proficiencies, why don't you just give a bonus to related skill checks. For example, the Witch kit in the Complete Wizard's Handbook gets Herbalism as a bonus non-weapon proficiency. For C&C purposes, characters who take the 'witch' kit gets a +2 bonus to SIEGE checks dealing with herbs. By the same token, if using a secondary skill system instead, the same logic could apply.
Personally, I've been meaning to take a whole bunch of kits and convert them to C&C... just to add a bit of flavor. Some of these ideas could be made into a class easily enough... but a kit system might be easier to adapt.
Hope that helps!
Moriarty the Red
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
- moriarty777
- Renegade Mage
- Posts: 3735
- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
Oh... and I also forgot: Welcome to the Crusade!
M
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
M
_________________
"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
- gideon_thorne
- Maukling
- Posts: 6176
- Joined: Thu Mar 30, 2006 8:00 am
- Contact:
Re: Newbie Questions - How to Integrate Kits and Proficience
mserabian wrote:
Hi Guys
I'm new to this forum and to C&C. I ws hoping to integrate Character Kits and Weapon and Non-Weapon proficiencies from 2e into C&C. I was wondering if anyone had any suggestions on how to accomplish this?
thanks!
Malcolm
Just use both systems with the seige engine mechanic. Should port over without any difficulty.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
"The accumulated filth of all their sex and murder will foam up about their waists and all the whores and politicians will look up and shout, 'Save us!' And I'll look down, and whisper 'No.' " ~Rorschach
Re: Newbie Questions - How to Integrate Kits and Proficience
mserabian wrote:
Hi Guys
I'm new to this forum and to C&C. I ws hoping to integrate Character Kits and Weapon and Non-Weapon proficiencies from 2e into C&C. I was wondering if anyone had any suggestions on how to accomplish this?
thanks!
Malcolm
Welcome, Malcolm!
Enjoy the game.
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
-
Dangersaurus
- Ungern
- Posts: 99
- Joined: Mon Jun 11, 2007 7:00 am
I did a little work on converting 2e kits... in name only. I made them quite a bit more generic, cut out a lot of benefits and tried to make some of the effects more C&C-specific.
KITS
Note: bonuses or penalties to charisma checks are only for checks involving the social interactions unless noted. Bonuses or penalties do not apply to class abilities (unless they are based on social interaction) or saving throws.
Academician
Allowed Classes: Mnk, wiz, ill, clr, brd.
Benefit: +2 on any Intelligence checks involving knowledge, +2 on Charisma checks dealing with other academics.
Penalty: -1 to hit.
Acrobat
Allowed Classes: Ftr, rgr, rog, asn, brb, mnk, brd.
Benefit: +2 to any check involving acrobatics.
Penalty: -1 secondary skill.
Amazon
Allowed Classes: Ftr, rgr, brb, knt, brd.
Benefit: +2 to damage on first attack during combat against humanoid males.
Penalty: -2 to Charisma checks in male-dominated societies.
Amazon Mystic
Allowed Classes: Wiz, ill, clr, drd.
Benefit: +2 to saving throw difficulty with first spell cast during combat against humanoid males.
Penalty: -2 to Charisma checks in male-dominated societies.
Archer
Allowed Classes: Ftr, rgr, asn.
Benefit: You may add your Dexterity bonus to your damage with bows. Your range increments with bows change from x1/x2/x3 to x2/x4/x6 when outdoors.
Penalty: -1 secondary skill. You do not gain the bonus damage if you are wearing armor with an EV of 4 or higher.
Bandit
Allowed Classes: Ftr, rgr, rog, asn, brb, wiz, ill, drd, brd.
Benefit: +2/10% to any check involving surprise or avoiding surprise.
Penalty: -2 to Charisma checks involving authority.
Explorer
Allowed Classes: All.
Benefit: +2 to all Charisma checks with anyone not of your native culture who is not already hostile to you. You are very quick to pick up languages, and can learn enough to "get by" with just 2d4 days of study (You may subtract your Intelligence bonus from this roll - a result of zero or less means it takes less than a day).
Penalty: -1 secondary skill.
Healer
Allowed Classes: Rgr, asn, brb, mnk, wiz, ill, clr, drd, brd.
Benefit: May heal 1d3 hit points to anyone wounded in battle with a successful Intelligence check. This only works once per person per day, and takes 10 minutes.
Penalty: -1 secondary skill.
Heroic
Allowed Classes: All.
Benefit: +2 to Charisma checks in local area.
Penalty: Must always attempt to aid those in need or lose benefits of kit until aid is given.
Leader
Allowed Classes: All.
Benefit: +1 to initiative if you are the recognized leader of a group.
Penalty: -1 to hit during any round that one of your allies, followers or henchmen is killed. -2 to all Charisma checks when you are not the recognized leader of your group.
Loner
Allowed Classes: All.
Benefit: +1 bonus to AC when no allies are within 30 feet of you.
Penalty: -1 to hit when allies are within 10 feet of you, -1 to all Charisma checks when dealing with groups.
Noble
Allowed Classes: Ftr, rog, asn, wiz, ill, clr, knt, pal, brd.
Benefit: Triple starting money. +2 to Charisma checks from Upper Class and higher.
Penalty: -1 secondary skill, may only choose "upper class" secondary skills, -2 to Charisma checks when dealing with lower classes or members of republics.
Militant Mystic
Allowed Classes: Wiz, ill, clr, drd.
Benefit: add one weapon of your choice to allowed weapons.
Penalty: you do not gain your current highest level bonus spell.
Prophet
Allowed Classes: All
Benefit: Your predictions have a tendency to come true.
Penalty: -2 to all Charisma checks. People think you're weird.
Note: Be careful with this one, it bites back.
Savage
Allowed Classes: Ftr, rgr, rog, brb, wiz, clr, drd, brd.
Benefit: +2 to checks related to one secondary skill.
Penalty: -1 secondary skill, minimum one. May only choose "savage" secondary skills.
KITS
Note: bonuses or penalties to charisma checks are only for checks involving the social interactions unless noted. Bonuses or penalties do not apply to class abilities (unless they are based on social interaction) or saving throws.
Academician
Allowed Classes: Mnk, wiz, ill, clr, brd.
Benefit: +2 on any Intelligence checks involving knowledge, +2 on Charisma checks dealing with other academics.
Penalty: -1 to hit.
Acrobat
Allowed Classes: Ftr, rgr, rog, asn, brb, mnk, brd.
Benefit: +2 to any check involving acrobatics.
Penalty: -1 secondary skill.
Amazon
Allowed Classes: Ftr, rgr, brb, knt, brd.
Benefit: +2 to damage on first attack during combat against humanoid males.
Penalty: -2 to Charisma checks in male-dominated societies.
Amazon Mystic
Allowed Classes: Wiz, ill, clr, drd.
Benefit: +2 to saving throw difficulty with first spell cast during combat against humanoid males.
Penalty: -2 to Charisma checks in male-dominated societies.
Archer
Allowed Classes: Ftr, rgr, asn.
Benefit: You may add your Dexterity bonus to your damage with bows. Your range increments with bows change from x1/x2/x3 to x2/x4/x6 when outdoors.
Penalty: -1 secondary skill. You do not gain the bonus damage if you are wearing armor with an EV of 4 or higher.
Bandit
Allowed Classes: Ftr, rgr, rog, asn, brb, wiz, ill, drd, brd.
Benefit: +2/10% to any check involving surprise or avoiding surprise.
Penalty: -2 to Charisma checks involving authority.
Explorer
Allowed Classes: All.
Benefit: +2 to all Charisma checks with anyone not of your native culture who is not already hostile to you. You are very quick to pick up languages, and can learn enough to "get by" with just 2d4 days of study (You may subtract your Intelligence bonus from this roll - a result of zero or less means it takes less than a day).
Penalty: -1 secondary skill.
Healer
Allowed Classes: Rgr, asn, brb, mnk, wiz, ill, clr, drd, brd.
Benefit: May heal 1d3 hit points to anyone wounded in battle with a successful Intelligence check. This only works once per person per day, and takes 10 minutes.
Penalty: -1 secondary skill.
Heroic
Allowed Classes: All.
Benefit: +2 to Charisma checks in local area.
Penalty: Must always attempt to aid those in need or lose benefits of kit until aid is given.
Leader
Allowed Classes: All.
Benefit: +1 to initiative if you are the recognized leader of a group.
Penalty: -1 to hit during any round that one of your allies, followers or henchmen is killed. -2 to all Charisma checks when you are not the recognized leader of your group.
Loner
Allowed Classes: All.
Benefit: +1 bonus to AC when no allies are within 30 feet of you.
Penalty: -1 to hit when allies are within 10 feet of you, -1 to all Charisma checks when dealing with groups.
Noble
Allowed Classes: Ftr, rog, asn, wiz, ill, clr, knt, pal, brd.
Benefit: Triple starting money. +2 to Charisma checks from Upper Class and higher.
Penalty: -1 secondary skill, may only choose "upper class" secondary skills, -2 to Charisma checks when dealing with lower classes or members of republics.
Militant Mystic
Allowed Classes: Wiz, ill, clr, drd.
Benefit: add one weapon of your choice to allowed weapons.
Penalty: you do not gain your current highest level bonus spell.
Prophet
Allowed Classes: All
Benefit: Your predictions have a tendency to come true.
Penalty: -2 to all Charisma checks. People think you're weird.
Note: Be careful with this one, it bites back.
Savage
Allowed Classes: Ftr, rgr, rog, brb, wiz, clr, drd, brd.
Benefit: +2 to checks related to one secondary skill.
Penalty: -1 secondary skill, minimum one. May only choose "savage" secondary skills.
I like that DangerS.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
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.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
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Dangersaurus
- Ungern
- Posts: 99
- Joined: Mon Jun 11, 2007 7:00 am
Tank wrote:
Wow! First a ton of monster conversions, and now this! How much of this stuff do you have lying around, Mr. Saurus?
I'm between contracts at least for the next week (should have news next Monday), so I've been taking advantage of the time get housework done, play with my family and get tons and tons of stuff ready for the end-of-summer campaign. Most of it is specific to my game, but whatever is generic enough (and not just copied wholesale from copyrighted works) will probably end up here.
