Merits & Flaws In C&C???

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Joe
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Merits & Flaws In C&C???

Post by Joe »

Merits & flaws, advantages & disadvantages...whatever you wish to call them.

Has anyone done this with C&C?

How do you suggest I go about doing this?

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Re: Merits & Flaws In C&C???

Post by Treebore »

Joe wrote:
Merits & flaws, advantages & disadvantages...whatever you wish to call them.

Has anyone done this with C&C?

How do you suggest I go about doing this?

Do you own Lejandary Adventures?
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Post by Joe »

No, just the quick start rules I downloaded.

I have a sleep disorder and it was 3am when I read thru it so not much rememebred except the strange terminology threw me off a bit.

Why?

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Post by Treebore »

Joe wrote:
No, just the quick start rules I downloaded.

I have a sleep disorder and it was 3am when I read thru it so not much rememebred except the strange terminology threw me off a bit.

Why?

I think the merit/flaw system in it is very easy to use in C&C. But I think you need the full version to get them.
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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.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Post by adaen »

True20 has something that might be helpful too.
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Post by serleran »

One potential risk of something like this is opening the game to abuse, and ensuring that the flaws are really flaws, and not just niche opportunities to be semi-restricting. Usually, they tend to be rather specific, such as "fear of spiders" or something, which, while basically a good idea, doesn't mean much if there aren't many encounters with them (of course, you don't want to over-do it, but that's not really the argument.) Also, "merits" or whatever you want to call them, need to not be too useful, but can't be pathetic, either... so, its a very fine balancing act.

I'd generally categorize such things akin to how most games with them does it: by "strength" of the ability. If you have a really powerful boon, like, say, insight... you have to have equally bad flaws, or take some kind of penalty in something, to balance (Castle Keepers can, of course, not require it, but I'm not a fan of in-game freebies.)

I'd probably look to a game like GURPS or Champions, rather than LA, actually.

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Yin and Yang

Post by adaen »

You could take a really zen approach and check off each use of a merit and not allow its use again until its corresponding flaw has been used....
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Re: Yin and Yang

Post by phadeout »

adaen wrote:
You could take a really zen approach and check off each use of a merit and not allow its use again until its corresponding flaw has been used....

That's simply brilliant...
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Post by BASH MAN »

Yes-- I used GURPS disadvantages for it, and it worked out real good.

Essentially you get as many advantages as disadvantages, and max of 40 pts.

Advantages that give bonuses to certain die rolls have to be approved by CK . Ones that step on class abilities, like magical aptitude, for instance, are usually verboten. Some things like ambidextrous-- are allowed, but are expensive, so not everyone takes them.

The results-- characters who are more flavorful to roleplay.

Example-- A fighter with Loyalty to Thyatis, Code of Honor, Rank within Thyatian Society (centurion), and excellent periferal vision is more fun to play than "Joe the Fighter".
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Re: Yin and Yang

Post by adaen »

phadeout wrote:
That's simply brilliant...

Well, thanks....
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Joe
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Post by Joe »

Grey elf...

Very interesting stuff. Where is this from?

Who designed it? And can I use it for my own system?

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Post by gideon_thorne »

Joe wrote:
Grey elf...

Very interesting stuff. Where is this from?

Who designed it? And can I use it for my own system?

I believe he wrote most of it.
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Post by Joe »

Well I love the overall package but it almost assumes 3.5 skills are involved.

I sent you a private message Grey Elf with some questions.

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Post by Jason Vey »

It was modified from the Traits system presented in the 3.5 Unearthed Arcana.

It doesn't assume the use of 3.5 skills; you'll notice that where the original may have called for a skill check, mine calls for a bonus added to any ability check in a given situation.

Thus, instead of, say, a +2 bonus to the bluff skill, this gives a +2 bonus to charisma checks when attempting to bluff another person.

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