Natural 20s.

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Yamo
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Natural 20s.

Post by Yamo »

Is there any special significance to them in the main C&C rules? Unless I missed it, they don't even automatically hit (which seems very odd to me).

serleran
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Post by serleran »

No, in C&C, a natural 1 or 20 means: that's what you rolled. There are no, by the book, automatic failures or successes when it comes to the dice rolling. There are reasons for this, such as "level is more important than luck" and the like.

Yamo
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Post by Yamo »

Although it does create some potentially odd hypothetical situations, like a 0-level peasant who conquers a village of hundreds of his peers because he found a suit of plate mail +5 and none of them can ever hit him in combat.
More importantly, it seems like every action should have a chance in a heroic fantasy game, and the potential for unhittable targets and such troubles me on that level.

I guess I can always house-rule it, though!

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Post by Treebore »

Exactly.
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serleran
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Post by serleran »

Quote:
Although it does create some potentially odd hypothetical situations, like a 0-level peasant who conquers a village of hundreds of his peers because he found a suit of plate mail +5 and none of them can ever hit him in combat.

Sounds to me like the start of an epic legend about the "Armor of Gerran" and a grand quest to depose the despot!

However, generally, if you, as the CK are using things that the party cannot succeed against, then you're likely just being an ass, or trying to force them into something. Same holds true if you're using things that require very high rolls to succeed at... this means the challenged faced should usually be between 6 levels, plus or minus, that of the average member of the party. Going beyond this puts too much emphasis on luck (which can be good) but should be done with care and caution.

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Post by Omote »

serleran wrote:
Sounds to me like the start of an epic legend about the "Armor of Gerran" and a grand quest to depose the despot!

I was thinking the exact same thing. That could make for a great in-game story, or the making of a great villian. Besides, how could a simple 0-level peasent really come across a +5 suit of full plate armor? (Don't answer that). This situation is not really realistic for your typical FRP campaign anyway.

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Birthright
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Post by Birthright »

Plate +5, bah! Just grapple (AC 15, BTB) the bastard to the ground and administer a quick coup de gras (sp?) with a dirk through the eye-slit of his helm.

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Post by rabindranath72 »

Birthright wrote:
Plate +5, bah! Just grapple (AC 15, BTB) the bastard to the ground and administer a quick coup de gras (sp?) with a dirk through the eye-slit of his helm.

ditto

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StealthSuitStanley
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Post by StealthSuitStanley »

I believe that natural 1 or 20 are intentionally left "unruled" to allow for more CK flexibility in houseruling.

I personally use a Game Mastery Critical Hit deck. I don't use the rules that come with it specifically. I allow a player to draw from the deck if they roll a natural 20 that hits. If a natural 20 would not normally hit for them, then I allow them a normal hit, no draw from the critical hit deck. The same applies for the enemy. So anything can happen. I also use a slight version of this for critical failures. If a 1 would normally hit, then they simply miss. Otherwise I draw from the critical hit deck and modify the result for the situation.

edit: Game Mastery is coming out with a critical fumble deck very soon! Yippie!
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Post by Nelzie »

Birthright wrote:
Plate +5, bah! Just grapple (AC 15, BTB) the bastard to the ground and administer a quick coup de gras (sp?) with a dirk through the eye-slit of his helm.

...or just wait until the bastard takes a nap or otherwise goes to sleep (Hey look! It's a 1st Level Wizard!) or goes to eat (Did someone say poison?) or needs to... ahem... relieve himself (Hey look! He's removed his armor!) and then take care of him. +5 Plate Armor could cause a village of otherwise selfish individuals to quickly self-destruct as they kill off each other and each in turn dons the armor and remains despot for a day or two (Maybe longer if really smart...).

Maybe that happened a hundred or so years ago and the villagers cast the armor into a "dungeon" space because it was obviously cursed. Now, the "dungeon" space has filled with all sorts of nasties, maybe some of which were drawn to the hidden power of the armor (+5 Protection would be pretty damn powerful, magically speaking.) and now they guard the armor as some sort of iconography of their dark god...

That's it, I am putting this into my campaign and I have just the place to put it!
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Post by imweasel »

serleran wrote:
No, in C&C, a natural 1 or 20 means: that's what you rolled. There are no, by the book, automatic failures or successes when it comes to the dice rolling. There are reasons for this, such as "level is more important than luck" and the like.

Hmmm...

I thought a 1 always failed/missed and a 20 always succeeded/hit.
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Post by serleran »

They do, if that's how you rule them, but its not C&C rules-as-written. :)

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StealthSuitStanley
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Post by StealthSuitStanley »

I just read Crusader #7 last night and found an excellent list of critical hit/fumbles inside. You should definitely get crusader #7!
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