Newbie Questions - How to Integrate Kits and Proficiences

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
mserabian
Henchman
Posts: 2
Joined: Mon Jul 02, 2007 7:00 am

Newbie Questions - How to Integrate Kits and Proficiences

Post by mserabian »

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

User avatar
moriarty777
Renegade Mage
Posts: 3735
Joined: Fri Jul 07, 2006 7:00 am
Location: Montreal, Canada

Post by moriarty777 »

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
Image

User avatar
moriarty777
Renegade Mage
Posts: 3735
Joined: Fri Jul 07, 2006 7:00 am
Location: Montreal, Canada

Post by moriarty777 »

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
Image

Zulgyan
Hlobane Orc
Posts: 135
Joined: Mon May 21, 2007 7:00 am

Post by Zulgyan »

Welcome to the Crusade!

I suggest you to first try C&C as is if you haven't done it yet. The SIEGE engine can canalize all the skill aspect of the game.

If you really want non-weapon profs after that, go ahead.

User avatar
gideon_thorne
Maukling
Posts: 6176
Joined: Thu Mar 30, 2006 8:00 am
Contact:

Re: Newbie Questions - How to Integrate Kits and Proficience

Post by gideon_thorne »

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

User avatar
Tadhg
Cleric of Zagyg
Posts: 10817
Joined: Mon May 01, 2006 7:00 am
Location: Somewhere in Time

Re: Newbie Questions - How to Integrate Kits and Proficience

Post by Tadhg »

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

Dangersaurus
Ungern
Posts: 99
Joined: Mon Jun 11, 2007 7:00 am

Post by Dangersaurus »

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.

Tank
Red Cap
Posts: 203
Joined: Thu Apr 26, 2007 7:00 am

Post by Tank »

Dangersaurus wrote:
I did a little work on converting 2e kits...

Wow! First a ton of monster conversions, and now this! How much of this stuff do you have lying around, Mr. Saurus?

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Post by Treebore »

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
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.

Dangersaurus
Ungern
Posts: 99
Joined: Mon Jun 11, 2007 7:00 am

Post by Dangersaurus »

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.

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

Heh, another with a high creative spark, and too much time to kill. I was like that... once. Now, all my efforts have to be focused toward production/publication. Good job though, and its cool to show how easy this stuff is... been saying that since pre-day 1.

Maliki
Lore Drake
Posts: 1523
Joined: Wed May 03, 2006 7:00 am

Post by Maliki »

Nice work on the kits, simple and easy to use with just enough to add flavor without overpowering anyone.
_________________
Never throw rocks at a man with a Vorpal Sword!

Post Reply