Matthew wrote:
Question is, though, when is it advantageous to use a SIEGE check? I think the answer to that is going to depend on the individual. For me, it is pretty much "never", but for other people it may be "frequently". There is no absolute right or wrong answer, just preferential usage.
True indeed. But C&C default is to use the siege rolls infrequently (the PHB mentions this several times) so it stands to reason that those who choose to make more die rolls than the system was designed for (and rolls for things the system was not designed for) will have more oddities come up.
So my point is, the siege engine works very well as designed. It's only when you start overusing your dice that you run into problems. Which is fine if you don't mind said problems or have fixes for them.
DangerDwarf wrote:
Which is EXACTLY the nature of my complaint. In regards to physical challenges, you just moved from the realm of game to the realm of cooperative story telling. previous exciting moments now become narrative as your character becomes a physical superman due to rapid +5% advances.
In this case, your complaint is with the siege engine design in general, not the way it scales, etc. C&C is designed to let the CK tell the story and decide success or failure based on player action and narrative more than the roll of a die (with the exception of combat). That's the nature of the beast as mentioned in the PHB. As I said above, this can easily be changed but the more artificial die rolls you create the more the CK is going to have to artificially compensate. That only stands to reason.
But, keep in mind, there are ways to use die rolls for physical challenges without having to artificially inflate challenge class. I mentioned one above with regards to jumping a certain distance. It's just a different way of thinking.
Example: A large boulder blocks the path of the party. The CK decides none of the characters have the strength to move the boulder (lets assume they don't ask to work together). But the party fighter (14 prime str) says, "Hey, can I wedge something under the boulder and try to roll it down hill?" As the fighter has a str prime (and thus is well trained in how to best use his str) the CK allows the roll and the fighter succeeds.
In the above example, as well as my earlier jumping example, there is nothing wrong with that check getting 5% easier each level as it's easy to assume (in a fantasy game) that our fighter learns better ways to lift, push, apply pressure to the lever, etc. He didn't get any stronger but that's ok because he's not just trying to heft the boulder and chuck it down the road either.
I guess what I'm trying to say is I don't see why any CK would allow a str 10 (prime or not) character to try and throw a boulder across the road, no matter what his level is. With no roll required, he is either strong enough or not.
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Baron Greymoor
Troll Lord Games
Castles & Crusades Society