Lack of Skills, Feats, etc. in C&C

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Post by shane »

adaen wrote:
If making characters capabilistically different is not at all important, then there would really be no need for character classes either. Right?

Or any rules for that matter. No classes, no class abilities, no saves, no primes, no bonus to hit, modifers. These are all ok, but skills, 'feats', and other game mechanics aren't?
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Post by Aladar »

Speaking of skills and such, have any of you used Gary Gygax's Secondary Skills option from the "Castle Zagyg: Class Options & Skills for Yggsburgh" PDF for your C&C campaigns?

If so, did it work out o.k.? Any problems?

It is one of the options I am thinking about using in my upcoming C&C Forgotten Realms campaign.
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Post by serleran »

I just decided that, if I want to break away from the C&C defaults, I'd allow players to create their own character classes. To that end, I developed three different systems... one is currently on my "site," another is not distributable, and the other is private for my own reasons (might use it for another game setting.) There is nothing better, I think... no skill or feat system, better than giving complete control over every aspect of the PC, from starting abilities to those learned (though it can be argued they are similar.)

So, what does it mean? It just means: preference.

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Post by Eisenmann »

Buttmonkey wrote:
We had classes and levels and we liked it! Adding on skills strikes me as a pain in the ass I don't need.

I played 2nd edition but missed D&D 3.x all together. I've never actually played the game.

But I do like a bit of extra specialized oomph. The system that I mentioned upstream that I use to handle skills with is just that. More oomph to help when a character falls flat. It's also a mechanic to give players some authoritative control of the story.

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Post by adaen »

shane wrote:
Or any rules for that matter. No classes, no class abilities, no saves, no primes, no bonus to hit, modifers. These are all ok, but skills, 'feats', and other game mechanics aren't?

Amen
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Post by adaen »

serleran wrote:
I just decided that, if I want to break away from the C&C defaults, I'd allow players to create their own character classes. .....snip.....

So, what does it mean? It just means: preference.

Amen to that too.
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Authorative What?....

Post by adaen »

Eisenmann wrote:
....snip.... It's also a mechanic to give players some authoritative control of the story.

Now *that* is a quote that looks out of place here.
I do have to "amen" that as well though.

Best,

AoB
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Re: Authorative What?....

Post by Eisenmann »

adaen wrote:
Now *that* is a quote that looks out of place here.
I do have to "amen" that as well though.

Best,

AoB

LOL Thanks! But it's so true. As a long time gamer who GMs 90% of the time, I like it when players add to the story. I've grown weary of one-way gaming osmosis. The FATE point mechanic is a tangible way for players to feel connected to what's going on and allows them to interact tactically with what I'm setting up. I'm loving how C&C is so easy to add this kind of thing in. My next step is to see how I can work in a chase system like that of Spirit of the Century's.

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Post by Treebore »

adaen wrote:
It is not that feats are the only thing that "individualizes" characters, but mechanical differences in capabilities can provide for a very rich tactical gaming experience. Some like their roleplaying games to have a rich tactical aspect to them. Some like to minimze the tactical aspect of their gaming...C&C, as written, maginalizes player tactics (or places their effects into the realm of GM fiat....something that is at odds with a strong tactical agenda).

If making characters capabilistically different is not at all important, then there would really be no need for character classes either. Right?

The answer is that it is of varying importance to different people and gaming groups, depending on their playing agenda. How crunchy do they want to be? How much do they want to have to trust that their understanding of a tactical situation (and any benefits or penalties) is the same as the understanding that their GM has? These things are important. There is no *right* answer, but these things ought to be considered when (or if) one is retooling the default system.

Best to All,

~AoB

C&C marginalizes tactics? You should have played in our last Sunday C&C game. If it weren't for tactics and complete teamwork we would have died.

I think feats and such are crutches for people who can't come up with such ideas themselves. Thats another thing I like about C&C. You don't really need feats or skills. Just decide of it makes sense, then turn it into a SIEGE mechanic roll to see if luck is on your side.

The only reason I even refer to feats or skills is to help my players see and understand what they can do in C&C with the SIEGE engine.
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Post by adaen »

Treebore wrote:
C&C marginalizes tactics? You should have played in our last Sunday C&C game. If it weren't for tactics and complete teamwork we would have died.

I think feats and such are crutches for people who can't come up with such ideas themselves. Thats another thing I like about C&C. You don't really need feats or skills. Just decide of it makes sense, then turn it into a SIEGE mechanic roll to see if luck is on your side....snip

When i say that C&C marginalizes tactical play, I do this as distinct from strategic play. Tactical play is all about the micro-scale decisions made about how to do something....five foot steps, use of terrain, offensive stance/defensive stance, maximizing one's advantage....what some have derisively called "roll playing". I've written about this on my site:
http://highadventuregames.wordpress.com ... mean-that/

Strategic play is more about the macro-scale decisions. The "who do I attack", "do I try to sneak up on them first", "do I even attack at all....or do I negotiate first", etc. type stuff.

Most of us prefer a nice mix of the two....we just often will disagree as to what "nice" means and in what context.

One of the potential problems (or features depending on your perspective and the context, of course) with deciding "what makes sense" is that without hard and fast rules, there can be disagreements. If you were counting on X granting a benefit of some sort and it actually doesn't (or worse yet imposes a penalty) because the GM, etc. disagrees as to what X means, you're going to feel hosed. If it happens often enough, your enjoyment of the game is hampered to some degree...particularly if you feel the ruling unfair or you misunderstood the situation.

People will differ in how often the above happens and in how much they care about it. If it doesn't happen often at your gaming table or if it doesn't matter to you much when it does, you're likely to be happier with a rules-lite system that de-emphasizes tactical play in favor of the strategic...and leans heavily on GM fiat.

If it happens often at your gaming table and/or if it completely dehinges the whole reason you come to the table, then you're more likely to want a bit more definition in the rules as to "what makes sense" so you can better understand how the game reality works.

Saying that Feats and skills are just crutches seems like a silly position. What the heck are classes then wheel chairs with those with so little imagination that they can't think of it for themselves? I'm just kidding around of course, but let's not remove anything that might be of value from the game designer's toolbox please. Not everyone is building the same kind of game....so not everyone needs the same kind of tool.

All that being said, I do feel that Feats are the least elegant part of the d20 system (mostly due to the tree/path structure and the need for prerequisite feats), but that is just my personal preference.

So, essentially I agree with you about D&D's feats for you and me. However, I do see what they can do for other people's games....people who have a differing creative agenda than you or I, Treebore.

Wow, that really turned into a wind-bag of a rant.....Sorry, its been a hell of a long day. Thanks for listening to me de-stressing. I hope it all comes across as I intended.

Best,

~AoB

EDIT: Hey, I made Hobgoblin with this post....go figure!
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Post by Coleston the Cavalier »

For me, I have always enjoyed, I think it is Treebore's idea, that after a character successfully attempts an action that mimics a feat through siege checks a dozen or so times, they get that action as a personal feat from then on, although a siege check is still required to see if it succeeds.

Simple, individual, sweet.
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Post by Ansbach »

OK so to distill this all down, the consensus from those who don't use skills and feats seems to be this:

You still roleplay them, the GM still gives you bonuses for them - just whatever you do, don't look at a list of possibilites beforehand because that would limit you, and don't write them down on your character sheet because that would limit others.

Sound about right?
I think what I have decided to do is try and incorporate skills and feats more along the lines of aspects from SotC - if you want a skill or feat-like ability, make sure it fits your character concept and write it down on your character sheet so I remember you have it.

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Post by Eisenmann »

Ansbach wrote:
I think what I have decided to do is try and incorporate skills and feats more along the lines of aspects from SotC - if you want a skill or feat-like ability, make sure it fits your character concept and write it down on your character sheet so I remember you have it.

That's exactly my approach. I recommend to my players to write down at least 3 aspects; Profession, Skill, Personal trait. I give 5 FATE points +1 per level per session.

Spend a FATE point for +2 on a roll while weaving into the story its use.

I also allow rerolling for 1 FATE point which takes care of those moments where a player rolls a string of 1s.

Voila! Instant skill system!

And don't forget tagging aspects of the environment!

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Post by Treebore »

I just tell them to write down 10 skills they want to have + their INT bonus. They can also know additional languages in addition to skills equal to their INT bonus.

Feats we handle using the SIEGE engine and eventually they can "earn" them.

My house rules document is around this board somewhere, if you want to look up the specifics, or you can PM me for how I wrote it up.
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Post by gideon_thorne »

Ansbach wrote:
OK so to distill this all down, the consensus from those who don't use skills and feats seems to be this:

You still roleplay them, the GM still gives you bonuses for them - just whatever you do, don't look at a list of possibilites beforehand because that would limit you, and don't write them down on your character sheet because that would limit others.

Well, the way I do it, the GM doesn't need to give bonuses. One just uses the attribute check and add ones level.
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Why?

Post by adaen »

Treebore wrote:
I just tell them to write down 10 skills they want to have + their INT bonus. They can also know additional languages in addition to skills equal to their INT bonus.

Feats we handle using the SIEGE engine and eventually they can "earn" them.

My house rules document is around this board somewhere, if you want to look up the specifics, or you can PM me for how I wrote it up.

Tree, why were we even at odds on this? You're effectively using skills and feats....just off a non-standard list, but once you've written them down on a character sheet, aren't they just like any other rules?

Are you just not happy with the list of feats/skills provided in D&D 3.x?

If so, then I think we agree more than I understood.

Best,

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Post by serleran »

I think, and I could be wrong, is that Tree believes the feats/skills must be earned, rather than simply given. That is, in d20, you mustn't do anything other than reach X level and have Y prerequisites (if there are any) and you can just get whatever feat, with no in-game reasoning, at all. (Yes it is possible in d20 to have DM fiat and have him veto any selection, but the rules contradict that by placing all the information about feats in the player's hands.) Whereas, with Tree's C&C method, you have to try and use the ability so many times, and once you've "practiced" it enough, you "learn" it, and there's an actual reason you have it on your sheet... not "just because I can."

One thing Treebore's method does is encourage cinematic play - I see no reason to not try "feat-like" actions at every opportunity, simply because they can be attempted, and, if it succeeds....

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Post by adaen »

That makes a bit more sense to me then.

Those are all valid positions that are aimed at increasing GM control of the game (at the expense of Player control). Not good or bad, just how he likes it. It is good to understand the "why" though (or at least part of it).

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Post by Treebore »

I don't have feats per se. I use those terms because the players understand what I am trying to get across. Feats are actions the SIEGE system can cover, and does in my games. When a certain PC successfully performs a specific action (referred to as feats) often enough I award it. I do not worry about pre reqs, or level requirements, just the HD of the opponent/challenge so I can set a CL.

When I feel the PC has succeeded on enough SIEGE checks to "master it" I give it to the PC as an ability.

Skills are very different from 3E, the most common elements are names and what stat they are based on. Other than that I differ from 3E.

Plus, with skills, I still look at it as they can do what makes sense. My real reason for them to list the skills is to track what they know that would be abnormal. Such as a Wizard having animal husbandry would not be expected.

Players are happy because they think I have a skill system, I am happy because they are motivated to list abnormal knowledge/skills to personalize their character. I would be happiest if they would write up a character background explaining why they have these abnormal skills, but at least I've gotten them to write up a list.
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Post by Zudrak »

Treebore wrote:
I don't have feats per se. I use those terms because the players understand what I am trying to get across. Feats are actions the SIEGE system can cover, and does in my games. When a certain PC successfully performs a specific action (referred to as feats) often enough I award it. I do not worry about pre reqs, or level requirements, just the HD of the opponent/challenge so I can set a CL.
When I feel the PC has succeeded on enough SIEGE checks to "master it" I give it to the PC as an ability.

Skills are very different from 3E, the most common elements are names and what stat they are based on. Other than that I differ from 3E.

Plus, with skills, I still look at it as they can do what makes sense. My real reason for them to list the skills is to track what they know that would be abnormal. Such as a Wizard having animal husbandry would not be expected.

Players are happy because they think I have a skill system, I am happy because they are motivated to list abnormal knowledge/skills to personalize their character. I would be happiest if they would write up a character background explaining why they have these abnormal skills, but at least I've gotten them to write up a list.

Question: What is the difference between their attempts at a particular task prior to you giving it as an ability and after? What I mean is are they any better at it once you give that ability out? My inference is that it sounds the same except that they now have it on their character sheet.

Please explain for the CK who can't wrap his brain around what you're saying. Thanks, Treebore.
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Post by jfall »

Zudrak, I "think" that what Treebore's saying is that you roll for success in the skill initially. After it's "listed" on your sheet though, it's something that you're immediately proficient in. i.e. Once it's listed, you don't have to roll in a non-stressful or "normal" situation.

Now of course I could be wrong here...but that's how I understand it.

adaen, maybe I'm dense but, I'm not comprehending how your system emulates skills. I've read your earlier thread (via link in previous post) and have gone over each of your posts in this thread, but still, no joy.
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Post by Treebore »

This is what it means when they "earn" the feat defined ability, they noo longer roll a SIEGE check to attempt to cleave, power attack, change the energy type fo the spell, etc...

Before awarding it they have to make a SIEGE check, with the CL typically being the HD of the opponent they are making it against.

So a 6HD/lvl opponent would be CL 6 for a total TN of 18.

After I say they have mastered it I award it and they no longer roll to make the attempt, they just do it, and go straight to a roll to hit, when called for like cleaves.

In the case of spells, to change energy type (fire to ice, etc...) I just have the CL=spell level. For something like maximizing damage CL=spell level+3.

So to maximize spell damage of a fireball would be CL 3+3 for total CL of 6. so total TN of 18.

One thing I do in addition, these individual abilities are only good against creatures no more than 3 HD/lvls above the character. So if the PC is 10th level and fighting a 14 HD dragon they would have to once again roll SIEGE checks. On 13th level or lower they just perform the action without a SIEGE check.

If not I'll try and word it differently.
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Post by jfall »

Treebore wrote:
So to maximize spell damage of a fireball would be CL 3+3 for total CL of 6. so total TN of 18.

Hey Treebore, quick question, do you find that this affects the way the game plays?

You hear the term "balance" all the time, I know that in C&C that's up to the CK and the way s/he runs the game. Due to C&C's slow progression through the levels do you ever get PCs that are too powerful for their level?

I'm not sure that's worded correctly but w/ your system coupled with the slow level progression I'd imagine that you'd get some characters that are able to perform some pretty amazing things at low levels.

Example: A wizard w/ a Int. prime maximizes 10 times successfully and now has earned it. Why wouldn't s/he do it every time now? W/ every spell? Seems a bit much.... and after that, what? On to the next "feat"? W/ that type of progression wouldn't a character have like 10 "feats" / level?

Don't get me wrong. I'm not a "fanboy" of 3.X but there's an inherent system of balance upheld by a codified set of rules. ACH!!!! I've used a whole slew of words that seem to be anti-C&C. But it still begs the point...
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Post by serleran »

This is why I gave every feat I had access to (when I was still playing) an XP cost. After you "earned" it, you paid for it.

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Post by jfall »

serleran wrote:
...(when I was still playing)...

Gack! Did I hear you right Serleran? You don't play anymore? Haven't you heard that old adage? 'All work and no PLAY make Jack a dull boy.'

Now you seem far from "dull", but...
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Post by serleran »

Err, when I still played d20, that is. I play a most weekly C&C game, but this weekend I'm going to an old love... Shadowrun. I stopped playing "D&D" almost 4 years ago.

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Skills in my game...

Post by Balthock »

In an effort to add 'depth' to the game, we implemented a skills system (adapted from 3rd edition)in my 1st edition game about ten months ago. We quickly found that it bogged the game down, and took away the spontaneity of off the cuff roleplay.

We pretty much ignored the skills after a few sessions, and then we were turned on to C&C, converted and are moving on...

I've never cared very much for feats, so I didn't even consider adding them.

I played in a 3rd edtion game briefly, and found it so overburdened with rules that it took the fun out of the game.

It's a ROLEplaying, not a RULEplaying, or ROLLplaying game.
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Post by seskis281 »

I'll jump in and say I am doing something similar to Treebore... alowing certain actions to become "fixed" as part of the character after they have been accomplished enough....

So that my players, who did play 3.x before, don't confused, I simply refer to these as "signature actions" rather than feats. For instance, I have a player who is playing a half-elf Marksman (from the DF netbook) and wants to make her ability to climb and hide in trees when in wilderness to create a sniper's lair a "signature" of her character - she's done it now a number of times, and pretty soon I'll stop having her roll a check on this as long as she is doing so in prep for a battle and has time to do so.
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Post by Treebore »

jfall wrote:
Hey Treebore, quick question, do you find that this affects the way the game plays?

You hear the term "balance" all the time, I know that in C&C that's up to the CK and the way s/he runs the game. Due to C&C's slow progression through the levels do you ever get PCs that are too powerful for their level?

I'm not sure that's worded correctly but w/ your system coupled with the slow level progression I'd imagine that you'd get some characters that are able to perform some pretty amazing things at low levels.

Example: A wizard w/ a Int. prime maximizes 10 times successfully and now has earned it. Why wouldn't s/he do it every time now? W/ every spell? Seems a bit much.... and after that, what? On to the next "feat"? W/ that type of progression wouldn't a character have like 10 "feats" / level?

Don't get me wrong. I'm not a "fanboy" of 3.X but there's an inherent system of balance upheld by a codified set of rules. ACH!!!! I've used a whole slew of words that seem to be anti-C&C. But it still begs the point...

The chance of failure at low level is pretty high. High enough the Wizard, at 10th level, hasn't done such things often enough to have "earned" it yet. They are getting close on changing spell energy.

The fighter types have only earned cleave and "extra attack" as earned abilities, and they range from 9th to 12th level.

So with my groups it hasn't been an issue. None of them try to use the actions every chance they get. They use them the way I have asked them to, as the chips are down and I need to pull something out of my hat to save the day actions. Most of the time anyways.

Now if I had a player who insisted on doing it all the time, no matter what, then it would become a pain, I imagine. Of course I wouldn't award it to him as a earned ability until at least 50 success'...
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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.
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jfall
Hlobane Orc
Posts: 162
Joined: Tue Aug 28, 2007 7:00 am

Post by jfall »

Treebore wrote:
Now if I had a player who insisted on doing it all the time, no matter what, then it would become a pain, I imagine. Of course I wouldn't award it to him as a earned ability until at least 50 success'...

"Nods".. That's sorta what I figured. It was up to the CK and therefore tailored according to the "type" of player or game you were running.

We haven't yet found the need to "list" skills. Granted, we have all been 3rd "editionalized" so it's been a tough go... but I've explained it such that "if it makes sense in terms of your character's background and history..." then you can have it.

Feat-like actions are a bit different matter for the most part. They're considered "special" actions that you have to roll a SIEGE check to succeed on. Much like many of you... I try and push for "cinematic" for the most part so that the players see these as actions above and beyond the norm. So far so good.

It hasn't been abused so far.
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`Twas brillig, and the slithy toves

Did gyre and gimble in the wabe:

All mimsy were the borogoves,

And the mome raths outgrabe.'

Lewis Carroll

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