C&C - Seige Engine Mechanic Analysis

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
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csperkins1970
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Rock on Melkor!!!

Post by csperkins1970 »

Melkor wrote:
P.117 does go a long way towards explaining that modifiers are up to the judgement of the CK, which captures the essence of what C&C should be about. That section is tailored to Combat, but could easily be worded in such a way that it is understood to clearly apply to all situations.

Unfortunately, P.117 states: "For tasks that are easy +/-5 modifier should be imposed. Difficult tasks would range from +/-6 to 10. and heroic acts would range from +/-11 or above".


For the purposes of Attribute Checks, the "difficulty" (as in Easy, Difficult, Heroic) are all factored into the Challenge Base + Challenge Level formula (with the Challenge Level actually being described in the book as a modifier based on the difficulty of the task instead of a modifier to the roll as it is illustrated on P.117).

That said, someone who has been gaming a while probably won't have a hard time using common sense to figure out that modifiers can be added to the character's roll (for actions that do require a roll outside of combat) after the Challenge Base + Challenge Level (difficulty) has been determined - to account for favorable conditions that add to the roll.

I believe that a simple explanation that this is a possibility, left to the CK's discretion, might especially help new players, or players coming to C&C from systems like D&D 3.5 / D20 who might be used to playing in a manner where dice are used to determine the outcome of the majority of character actions.

Sometimes it's difficult for people who never experienced how games were played in the 70's and 80's to 'get' that old-school gaming (which is what C&C was designed to emulate) generally required a lot more narrative and judgement because the rules didn't provide a way to handle many situations outside of combat.
C&C might even lose players from other systems when they read the rulebook without the background in 'old-school' gaming that some of us have, and see a structure where beginning characters can have only a baseline chance of success of 15% on actions that the rulebook deems "Easy".

Illustrating that C&C is designed to be played differently than D&D 3.5/D20 was the entire purpose behind why I started this thread (and the similar threads on RPG.net and Dragonsfoot)...all with the hopes that it might help people enjoy their games of C&C more.

I think the inclusion of a better explanation of the SEIGE Engine mechanic, and how it can be modified (even that there is a possibility of doing so), would help accomplish the same goal, and I am hopeful said explanation might make an appearance in the CKG.

Anyway, thanks for the discussion folks. It's been eye-opening if for no other reason than seeing all of the different ways people are playing their own games of C&C. It reminds me a lot of the different nuances every gaming group had back in the days of AD&D & AD&D 2E.

I've got an old-school C&C goldenrod character sheet I am designing that is calling my attention away from spending so much time on this thread.

Hey Melkor,

As a guy who has been tinkering with C&C I totally see where you're coming from with your breakdown of attribute checks and rates of success based upon task difficulty.

Keeping a balance between heroic action and gritty action is extremely important in keeping players interested and engaged in one's game. While C&C does a great job of stripping out much of 3.5's nonsense, it also makes attribute checks WAY too difficult for low-level characters.

I think your ideas for "correcting" the SIEGE Engines flaws are spot on. In fact, I've adopted them into my house rules for the game.

It seems you're getting some flack for trying to improve upon C&C when doing so is completely in the spirit of "old-school" D&D. It's what made Dragon such a great magazine "back in the day". The Great Gygax had no problems printing articles that showed better ways of resolving actions and game concepts than those that EGG provided within the PHB & DMG.
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Post by Treebore »

I would think you would be upset as a dwarf being labeled a BUGBEAR. Aren't they are your list of racial mortal enemies? I guess Trolls are too,
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

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Post by DangerDwarf »

Yes, I've filed a petition with the Dwarven Civil Liberties Union in an effort to combat this injustice.

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Re: Rock on Melkor!!!

Post by DangerDwarf »

csperkins1970 wrote:
It seems you're getting some flack for trying to improve upon C&C when doing so is completely in the spirit of "old-school" D&D.

I don't think he's getting flak so much as people are voicing their experiences and opinions on the matter as well. While I prefer to use the SIEGE engine as is, I find Melkor's analysis interesting and appreciate his take on things.

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Post by Treebore »

I hope Melkor doesn't think I was knocking his analysis. I wasn't. Just so far, with running a game from 1st to 7th level, I haven't had any problems that makes me feel a need to use his analysis to fix.
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

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csperkins1970
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Post by csperkins1970 »

Hey DangerDwarf,

He's not getting flack from everyone... but it does look like some posters get their hackles up when someone tries to point out limitations within C&C.

That's why I chimed in with my words o' appreciation.
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Post by Emryys »

I think part of the problem is the choice in words...

"As a rule of thumb, a challenge level of 1 to 5 is adequate for easy tasks. For difficult tasks, a challenge level of 6 to 10 works well. For very difficult tasks, a challenge level of 11 to 15 suffices. Heroic actions require a challenge level of 15 to 20 or even higher."

I would figure "Easy" tasks don't require a roll

Therefore I would do average (1-5), difficult (6-10), Very difficult (11-15) and heroic(16+)

It could be viewed that this does a "shift" of -5 to the tasks, but that depends on the kindness of the CK...
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Post by csperkins1970 »

Emryys wrote:
I think part of the problem is the choice in words...

"As a rule of thumb, a challenge level of 1 to 5 is adequate for easy tasks. For difficult tasks, a challenge level of 6 to 10 works well. For very difficult tasks, a challenge level of 11 to 15 suffices. Heroic actions require a challenge level of 15 to 20 or even higher."

I would figure "Easy" tasks don't require a roll

Therefore I would do average (1-5), difficult (6-10), Very difficult (11-15) and heroic(16+)

It could be viewed that this does a "shift" of -5 to the tasks, but that depends on the kindness of the CK...

Exactly... an easy task should be just that. In fact, under most circumstances, a character shouldn't even have to roll for easy tasks.

Here's what I've come up with for Attribute Checks:
Attribute Checks: As mentioned before, the distinction between primary and secondary attribute scores is important. Almost all non-combat actions in C&C, which require a die roll to determine success or failure, are resolved by an attribute check.

Every check has an associated attribute. Whenever one of these checks is made, a d20 is rolled by the player. The characters attribute modifier is always added to this roll. In most cases the character also adds his level to the roll and, if the check involves one of the characters prime attributes, an additional +5 bonus as well.

The Dungeon Master may apply a modifier to rolls that is based upon the difficulty of the task. A positive modifier, or bonus, improves the characters chance of success by adding to his die roll while a negative modifier, or penalty, decreases his chance of success.

If the final result is equal to or greater than 15 (the Challenge Base) then the attribute check is successful. The following is a guideline for assigning or gauging the modifiers to attribute checks:
Challenge Level: Modifier, Example

Routine: +10, notice something large in plain sight

Easy: +5, climb a knotted rope

Average: 0, hear an approaching guard

Tough: -5, rig a wagon wheel to fall off

Challenging: -10, swim in a tempest-tossed ocean

Formidable: -15, open a complex lock of dwarven make deep within their stronghold

Heroic: -20, make a saving throw against a 20th level magic-users charm person spell.
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Post by moriarty777 »

Wow... the never-ending thread!
The latest suggested guideline is pretty cool (see previous post by csperkins1970). However, I wouldn't bother with a roll of any kind for something that is routine (unless the character in question was drunk or drugged for example). And since I still favor the original 12/18 mechanic, I would have easy tasks a +6 as opposed to +5 bonus... with average being the base (0) ... and the rest of the tasks increase in difficulty as normal (just utilizing different terms).

Don't get me wrong... the 10/15 mechanic can work depending on the game being run. However, I have recently found that I am a victim of my own insanity and, as a player I've always attempted to do creative or crazy things with my character. It was fun! With my new campaign that I'm running, I've encouraged this crazy and imaginative behaviour to various situations which, can easily be resolved through the SIEGE system. I'm really starting to get through to the players used to a 3.5 mechanic. However, because they DARE, I'm glad I stuck with the 12/18 mechanic... it can make a difference!

One question for you guys ... do many of you use the SIEGE engine for opposed rolls much or do you, as much as possible, just determine an appropriate challenge level based on the opponents HD level.

I'll give you an example, a character managed to get behind an enemy rider on a mount... I didn't make it easy for them but they did amazingly well. The character at this point tried to throw the rider off. Now the rider didn't want this to happen but was well saddled and clinging on the reigns... etc... I determined a challenge level based on the rider's level plus an additional +1 being properly saddled. I can't quite remember the final target number to be beat.

Now of course, this particular player was big on 3.5 mechanics, and he was arguing an opposed roll (Strength-based) against the rider in question. Personally, I've always found opposed rolls to be a pain but I will use them as necessary... In this case, the rider wasn't so concerned with trying to push the character off the mount (was busy holding on and riding the mount and occasionally trying to slash at the intruder that was behind him). I deemed an opposed roll to be un-necessary in this case.

I would like to know though, what my fellow CK's would have done in this situation.

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Post by meepo »

moriarty777 wrote:
I would like to know though, what my fellow CK's would have done in this situation.

It's times like these that it's a good thing modules can roll up so easily, so you can 'whomp' someone as needed.

But in all seriousness, I think you handled it right. This ain't 3.5 and you aren't there to just pay for the pizza. You're the CK, the judge, and the final say on how mechanics work.

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Post by moriarty777 »

meepo wrote:
It's times like these that it's a good thing modules can roll up so easily, so you can 'whomp' someone as needed.

But in all seriousness, I think you handled it right. This ain't 3.5 and you aren't there to just pay for the pizza. You're the CK, the judge, and the final say on how mechanics work.

That's why I make sure I have *many* dice... I can whip across the table at the offending player before he finishes his 'but...'

Seriously, it didn't slow the game much... he started... I responded (and provided a reasonable but quick rational) and all other players gave him 'the annoyed glare'. He stopped.

Next time... he gets a d12 to the head!

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Post by Melkor »

csperkins1970, thanks for the kind words.

For the most part, I think I have conveyed my opinions and analysis as best I could with what I have already typed up in this thread.

That said, as an interesting 'aside' regarding modifiers to Attribute Checks in the C&C game, I was reading Rob Kuntz's Dark Chateau last night, and he mentions a couple of places where modifiers are added to (or subtracted from) a character's action check.

Examples I remember include the mention of a +1 bonus to any climbing check if the player had the 'climb skill', magic items that provide a bonus to ability checks in the form of a modifier, and a note that if the characters are wary and 'on guard', they receive a +2 to a check, while of they are moving fact, they take a -2 penalty...
So it seems, at least, that Mr. Kuntz was following the following formula when writing Dark Chateau:
D20 + Character Level (if applicable) +/- Attribute Modifier (if applicable) + Other modifiers => than Challenge Base (12/18) + Challenge Level (+1 to +20 or more)

Regardless of whether or not the above fits your particular style of play, I do happen to think it would behoove the Troll Lord guys to clear up the language a bit and offer some of the options mentioned in this thread, in the CKG to help new players, or player's transitioning from 3.5.

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Post by BeZurKur »

moriarty777 wrote:
One question for you guys ... do many of you use the SIEGE engine for opposed rolls much or do you, as much as possible, just determine an appropriate challenge level based on the opponents HD level.

I generally avoid oppossed rolls because the opposition is already built in to the SEIEGE engine when you add level. However, there are times I sacrifice the ease of one roll for the tension of the roll-off. I allow the situation and fun dictate what to do and not the rules. Usually that means speed and ease win out, but not necessarily always.

In your example of the player trying to throw a rider off, I would have ruled the same. If the rider is lower level, it would probably result in him getting man-handled and that is appropriate. If the rider is equal or higher, well then you might have an exciting battle ensuing on horseback. Either result is great cinematic action!

Also, I suggest talking to the player at some point AFTER the game. Ask him for his opinion on the result of the action and the speed it was achieved in. Explain those are the strengths of C&C and despite the physical similarities of C&C and 3ed, they are still vastly different. Hopefully he won't harbor any resentment. He sounds like a fun player you'd want to keep around. BTW: I'm curious. Did he manage to throw the rider off?

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Post by moriarty777 »

For at least 3 rounds, the valiant character tried and tried again. His odds were good he just rolled so crappy!. Likewise, the rider tried and tried to score some sort of hit to try and injure *his* assailent but also with no luck!

It was after that, a more 'direct' approach was attempted and the character started to hit (punch) the rider in the back of the head. Ultimately, BOTH ended up off the mount.

It was fun... as for the player... he's actually come around quite a bit. The first couple of sessions he was REALLY unsure of what to do and what he could do. I've had a chance to pull him aside and give him some ideas as to how flexible the system is... He's jumping on mounts to unmount riders... creatively trying to overcome opponents and creatures, and using a variety of objects in the given area to do ... whatever.

He can be a very good player but, because he ran a lot of 3.5 and I've played quite a bit in one of his campaigns, I think he just needs to get used to the idea that he's sitting on the opposite side of the GM's screen.

Thanks again!

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Post by Traveller »

You know? I'm so glad I love Traveller (the game).

On a serious note though, I've read through all seven pages of this discussion. I found it rather enlightening. Thankfully my brain hasn't turned to mush.
I believe I have eliminated "other modifiers" from my games, because if any of you take a look at my house rules, specifically page 6, I totally changed the system. The change may not seem like a big deal, because I use the rule as apparently written in the PHB. What is different though is in how I address the chances of completing a task beforehand. While I understand that the system was supposed to be very finely detailed, especially in how it could run from 1 to 16+, I didn't like it. I preferred a much more granular system, so using MegaTraveller task levels as a basis, I defined exactly how difficult each challenge class should be. By setting each challenge class in my games at a specific challenge level, I believe I eliminated the "other modifiers" portion of the equation, because those "other modifiers" would apply if I revealed the challenge level to the player. Since I don't reveal the challenge level, only telling the character that what he wants to attempt is easy, average, difficult, formidable, staggering, hopeless, or impossible, there's no provision for adding "other modifiers".

Am I making sense?
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Post by Treebore »

Yes, but that may be because I am a big (Mega) Traveller fan and the terms are well defined for me.
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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Post by Traveller »

I figured I babbled.
The short, short version. Since I don't reveal numbers, I don't need "other modifiers". The rest of it is simply a matter of taste.
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