Half Primes
Half Primes
I'm new to C&C, but I've played rpgs since there was an Arabian demon on the DMG. As I like tinkering with the rule system, C&C is perfect and wonderfully fun.
A thing I didn't like about standard C&C character creation is the all or nothing of Primes. What if I just want to be so-so? After all most people are. To address this irk, I added the notion/house rule of a half-prime that sets the challenge base to 15, or +3 for those that use the "+6 for primes" option. A character at creation can sacrifice one prime to have two half-primes.
It's a simple change that seems to work pretty well for us, but I thought I would toss it out there for the Troll Lords to chew on.
What'cha think?
A thing I didn't like about standard C&C character creation is the all or nothing of Primes. What if I just want to be so-so? After all most people are. To address this irk, I added the notion/house rule of a half-prime that sets the challenge base to 15, or +3 for those that use the "+6 for primes" option. A character at creation can sacrifice one prime to have two half-primes.
It's a simple change that seems to work pretty well for us, but I thought I would toss it out there for the Troll Lords to chew on.
What'cha think?
The PhB already employs this in respect to Half-Elves whose dominant side is human, so I see no real reason not to experiment with other applications in house rules if so chosen... I think the philosophy was based on the unbalanced nature of humans vs. elves, dwarves, etc., and that inate racial skills of each were unique, while humans have greater flexibility in choosing what defining attributes they ar stronger in.
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John "Sir Seskis" Wright
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John "Sir Seskis" Wright
Ilshara: Lands of Exile:
http://johnwright281.tripod.com/
High Squire of the C&C Society
www.cncsociety.org
- gideon_thorne
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Re: Half Primes
*smiles* A fair few folks use the 12/15/18 system where one has a 'class' prime for the characters class(12), one or two secondary primes (15) depending on race, and the rest at 18.
In short, its an entirely workable method with a wide variety of variations that have been chattered about hither and yon on the boards.
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"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
In short, its an entirely workable method with a wide variety of variations that have been chattered about hither and yon on the boards.
_________________
"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
- gideon_thorne
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Fizz wrote:
Mass hysteria!
*chuckles* Well ya, the hysteria part is right. Sometimes it takes a while to train people out of the notion that they have to follow rules all the time.
Be free my oppressed brethren. Come into the light of the world of uniqueness!
_________________
"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
- Omote
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Fizz wrote:
Dogs and cats living together! Mass hysteria!
You get the Ghostbusters Quote of the Day award.
"I'm sorry. This just isn't your lucky day."
-O
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Thanks for the comments!
This really is an active and open board!
You know, I'm really looking forward to the CKG. I like the approach that it will be a more a compilation of options rather than a bible. I tried to go to the CKG section, but, alas, it's restricted. No worries though.
I'll say this for C&C: it's a very flexible system that to its greater credit, I haven't had to change that much. Or perhaps it's that I don't even notice my changes? I'm not sure.
I sat down last night to type up the house rules that my group uses for a new player, and it was a bigger list than I had at first thought. Yet none of the rules were that dramatic--kinda like the one above: they just made sense to us and were minor tweaks.
Confession though, I do have a heresy that I'm considering. My group has played a fair amount of GURPS 3rd/4th edition and are hard to ween off skills. So, I started thinking about it and realized that the two, GURPS skills and Prime attribute checks, might work rather well together. The Gaussian curve that results from a summed 3d6, does make simple to moderate skill tests more likely and hard ones less. Also, having a skill in an area helps the CK remember what your character is especially good at and differentiates them a bit--I know I get them confused. If the player could choose how to check, then they could feel less jeopardy about moderate challenges. I'm playing with a GURPS difficulty = 1/2 CL.
Also, this puts back a value to the ability score, as GURPS bases a starting value of a skill on that attribute. Otherwise, in C&C, ability scores themselves don't seem to be worth much beyond getting to a modifier. In other words, in a game where attributes don't improve and map to the same effective plus, they are effectively the same score.
I'm still working on it, but would this be the sort of thing that you would be interested in discussing here (in another thread) or is it off-topic?
Cheers,
-Radagan.
You know, I'm really looking forward to the CKG. I like the approach that it will be a more a compilation of options rather than a bible. I tried to go to the CKG section, but, alas, it's restricted. No worries though.
I'll say this for C&C: it's a very flexible system that to its greater credit, I haven't had to change that much. Or perhaps it's that I don't even notice my changes? I'm not sure.
I sat down last night to type up the house rules that my group uses for a new player, and it was a bigger list than I had at first thought. Yet none of the rules were that dramatic--kinda like the one above: they just made sense to us and were minor tweaks.
Confession though, I do have a heresy that I'm considering. My group has played a fair amount of GURPS 3rd/4th edition and are hard to ween off skills. So, I started thinking about it and realized that the two, GURPS skills and Prime attribute checks, might work rather well together. The Gaussian curve that results from a summed 3d6, does make simple to moderate skill tests more likely and hard ones less. Also, having a skill in an area helps the CK remember what your character is especially good at and differentiates them a bit--I know I get them confused. If the player could choose how to check, then they could feel less jeopardy about moderate challenges. I'm playing with a GURPS difficulty = 1/2 CL.
Also, this puts back a value to the ability score, as GURPS bases a starting value of a skill on that attribute. Otherwise, in C&C, ability scores themselves don't seem to be worth much beyond getting to a modifier. In other words, in a game where attributes don't improve and map to the same effective plus, they are effectively the same score.
I'm still working on it, but would this be the sort of thing that you would be interested in discussing here (in another thread) or is it off-topic?
Cheers,
-Radagan.
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Re: Thanks for the comments!
There really aren't much of the way of 'off topics' here.
I seem to recall a thread around here somewhere where folks are incorporating something or other from GURPS as house rules.
The permutations of what folks want to add and where from are many. I quite lose track.
Now, in our Support section on the main TLG site, available for download are the additional rules of the Yggsburgh Town book.
http://www.trolllord.com/newsite/downlo ... skills.pdf
Skills and multiclass rules, plus a couple other odds and ends are therein.
Plus a 'search' of the forums can come up with a whole mess of clever ideas on what folks are doing with various skills and special ability inclusions.
Im sure you'll find something useful.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
I seem to recall a thread around here somewhere where folks are incorporating something or other from GURPS as house rules.
The permutations of what folks want to add and where from are many. I quite lose track.
Now, in our Support section on the main TLG site, available for download are the additional rules of the Yggsburgh Town book.
http://www.trolllord.com/newsite/downlo ... skills.pdf
Skills and multiclass rules, plus a couple other odds and ends are therein.
Plus a 'search' of the forums can come up with a whole mess of clever ideas on what folks are doing with various skills and special ability inclusions.
Im sure you'll find something useful.
_________________
"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
Skills have been debated around here a lot, and many people have different methods.
Some people use secondary skills from 1st Ed AD&D. Others use nonweapon proficiencies (from both 1st and 2nd Ed AD&D). Some use Castle Zygag (as Gideon linked). A few even use 3E variants. Others use hand-waving.
They can all be made to work with the Siege engine successfully.
Whatever you decide on, my only advice would be to make sure they don't outshine standard class abilities. But that's just me- i feel they should be secondary abilities.
-Fizz
Some people use secondary skills from 1st Ed AD&D. Others use nonweapon proficiencies (from both 1st and 2nd Ed AD&D). Some use Castle Zygag (as Gideon linked). A few even use 3E variants. Others use hand-waving.
They can all be made to work with the Siege engine successfully.
Whatever you decide on, my only advice would be to make sure they don't outshine standard class abilities. But that's just me- i feel they should be secondary abilities.
-Fizz
Quote:
Whatever you decide on, my only advice would be to make sure they don't outshine standard class abilities. But that's just me- i feel they should be secondary abilities.
I completely agree. We disallow taking any skill that mimics a class ability. We're working with GURPS because it is familiar and very extensive as far as skill choice goes. I'm looking forward to what the CKG will present on this topic.
Cheers,
-R.