My Proposed House Rules, Critique Them
Posted: Mon Aug 24, 2009 1:06 am
I've been participating in a C&C campaign for some time now and it has required that I think on the game's mechanics further.
I'm sure there are a number of you mentally groaning as you read this.
Anyways. There has been a mini-explosion of house rule topics 'round here so's I thought that I would t'row my own down for y'all.
I'd prefer suggestions, comments and observations based on everyone's knowledge of RPGs in general, not simply of C&C. Thanks for your time, in any event. ........................................SIEGE Check
Actions are resolved by rolling against a specific Attribute. During these instances, the Attribute is referred to as the Target Number (TN). Rolling less than the TN equals success, rolling equal to the TN is a Critical Success. Critical Success allows the player to select one of the following; Faster, Better, More Versatile or Additional. The exact effects of the Critical Success are determined by discussion between the GM and the player.
..............................Modifiers
Advantages can increase the TN. Status Ailments and Disadvantages can decrease the TN. Status Ailments are self-explanatory. Advantages/Disadvantages are circumstantial modifiers applied on-the-fly that are based on the thoughts of the GM with suggestions by players.
..............................Opposed
When making a SIEGE Check against another person, you apply a +/-1 TN per difference in Level/HD. That is to say, if your PC's Level is higher than the monster's HD, he gains a bonus equal to the difference. If the monster had a higher HD, you would gain a penalty equal to the difference instead.
..............................Miscellaneous
When possible, use PC Attributes for SIEGE Checks. If a monster is required to make one of his own accord, Prime Attributes count as 12s while non-Primes count as 8s.
1s are always a success and 20s are always a failure.
........................................Attributes
Distribute the following amongst the six Attributes; 9, 10, 11, 12, 13, 14.
Designating an Attribute as Prime increases it by 2.
........................................Skills
Each Class has its own collection of Skills. If a PC attempts an action that falls under a Skill he doesnt have, he takes a -2 TN for that Check.
Fighter: Athletics, Intimidate, Martial Arts
.....Ranger: Acrobatics, Athletics, Diplomacy, Handle Animal, Heal, Monster Lore, Perception, Stealth, Wilderness Survival
Rogue: Acrobatics, Athletics, Deceit, Devices, Diplomacy, Disguise, Intimidate, Knowledge (choose), Linguistics, Perception, Sleight of Hand, Stealth, Streetwise
.....Assassin: Acrobatics, Deceit, Disguise, Intimidate, Perception, Poisons, Sleight of Hand, Stealth
Barbarian: Athletics, Intimidate, Wilderness Survival
.....Monk: Athletics, Acrobatics, Martial Arts, Perception
Wizard: Arcane Knowledge, Diplomacy, Knowledge (choose one), Linguist
.....Illusionist: Acrobatics, Arcane Knowledge, Deceit, Diplomacy, Disguise, Sleight of Hand, Stealth
Cleric: Diplomacy, Heal, Linguist, Religion Knowledge
.....Druid: Diplomacy, Nature Knowledge, Wilderness Survival
Knight: Athletics, Diplomacy, Handle Animal, Intimidate, Nobility Knowledge
.....Paladin: Athletics, Religion Knowledge
Bard: Acrobatics, Deceit, Devices, Diplomacy, Knowledge (choose), Linguist, Obscure Lore, Perception, Perform, Stealth
........................................Level Drain
Whenever a character would lose a level due to Energy Drain instead apply 1 Energy Loss token. Apply a penalty to all rolls that player makes from now on equal to the number of Energy Loss tokens his character has. If the character gains 5 or more Energy Loss tokens he is immediately slain.
_________________
In this world of LIES... the TRUTH, it means RESISTANCE!
I'm sure there are a number of you mentally groaning as you read this.
Anyways. There has been a mini-explosion of house rule topics 'round here so's I thought that I would t'row my own down for y'all.
I'd prefer suggestions, comments and observations based on everyone's knowledge of RPGs in general, not simply of C&C. Thanks for your time, in any event. ........................................SIEGE Check
Actions are resolved by rolling against a specific Attribute. During these instances, the Attribute is referred to as the Target Number (TN). Rolling less than the TN equals success, rolling equal to the TN is a Critical Success. Critical Success allows the player to select one of the following; Faster, Better, More Versatile or Additional. The exact effects of the Critical Success are determined by discussion between the GM and the player.
..............................Modifiers
Advantages can increase the TN. Status Ailments and Disadvantages can decrease the TN. Status Ailments are self-explanatory. Advantages/Disadvantages are circumstantial modifiers applied on-the-fly that are based on the thoughts of the GM with suggestions by players.
..............................Opposed
When making a SIEGE Check against another person, you apply a +/-1 TN per difference in Level/HD. That is to say, if your PC's Level is higher than the monster's HD, he gains a bonus equal to the difference. If the monster had a higher HD, you would gain a penalty equal to the difference instead.
..............................Miscellaneous
When possible, use PC Attributes for SIEGE Checks. If a monster is required to make one of his own accord, Prime Attributes count as 12s while non-Primes count as 8s.
1s are always a success and 20s are always a failure.
........................................Attributes
Distribute the following amongst the six Attributes; 9, 10, 11, 12, 13, 14.
Designating an Attribute as Prime increases it by 2.
........................................Skills
Each Class has its own collection of Skills. If a PC attempts an action that falls under a Skill he doesnt have, he takes a -2 TN for that Check.
Fighter: Athletics, Intimidate, Martial Arts
.....Ranger: Acrobatics, Athletics, Diplomacy, Handle Animal, Heal, Monster Lore, Perception, Stealth, Wilderness Survival
Rogue: Acrobatics, Athletics, Deceit, Devices, Diplomacy, Disguise, Intimidate, Knowledge (choose), Linguistics, Perception, Sleight of Hand, Stealth, Streetwise
.....Assassin: Acrobatics, Deceit, Disguise, Intimidate, Perception, Poisons, Sleight of Hand, Stealth
Barbarian: Athletics, Intimidate, Wilderness Survival
.....Monk: Athletics, Acrobatics, Martial Arts, Perception
Wizard: Arcane Knowledge, Diplomacy, Knowledge (choose one), Linguist
.....Illusionist: Acrobatics, Arcane Knowledge, Deceit, Diplomacy, Disguise, Sleight of Hand, Stealth
Cleric: Diplomacy, Heal, Linguist, Religion Knowledge
.....Druid: Diplomacy, Nature Knowledge, Wilderness Survival
Knight: Athletics, Diplomacy, Handle Animal, Intimidate, Nobility Knowledge
.....Paladin: Athletics, Religion Knowledge
Bard: Acrobatics, Deceit, Devices, Diplomacy, Knowledge (choose), Linguist, Obscure Lore, Perception, Perform, Stealth
........................................Level Drain
Whenever a character would lose a level due to Energy Drain instead apply 1 Energy Loss token. Apply a penalty to all rolls that player makes from now on equal to the number of Energy Loss tokens his character has. If the character gains 5 or more Energy Loss tokens he is immediately slain.
_________________
In this world of LIES... the TRUTH, it means RESISTANCE!