CKG Advantages
- Snoring Rock
- Lore Drake
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CKG Advantages
Do you use the advantages in the CKG? I have, but I have been thinking of ditching them. How do they work for you?
Re: CKG Advantages
No, I don't.
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.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- kreider204
- Unkbartig
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Re: CKG Advantages
Sparingly, and more as special rewards (like something in lieu of magic items - perhaps a special blessing from a shrine or something like that) than a regular part of leveling up.
- Omote
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Re: CKG Advantages
I do use them. However, some of them are poorly worded and I had to rewrite them. I also do not use them at the advancement rate presented in the CKG. I only use them every 3 levels for all classes. They are going well. I think the ranged weapon advantages are particularly good. In my current campaign, I'll admit it, is a POWER GAME. High magic, advantages, the whole nine yards. I think advantages work well in C&C, but IMO you've got to know where to draw the line. Too many advantages and you are practically playing 3E. Just enough advantages, and you can have a few extra powers/abilities in your game that makes players feel better about their characters.
I have come across no problems with the CKG advantages in my game, and have been using them for the past 2 years. Again, I think some advantage types are better than others, but they work. Just be careful that players don't start demanding a ton of new ones in the game.
~O
I have come across no problems with the CKG advantages in my game, and have been using them for the past 2 years. Again, I think some advantage types are better than others, but they work. Just be careful that players don't start demanding a ton of new ones in the game.
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
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>> Omote's Advanced C&C stuff <<
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>> Omote's Advanced C&C stuff <<
Re: CKG Advantages
I use 'em, but like Omote, I had to re-word several of them (wording definately left something to be desired on a few). Some I outright ruled out, and I even added a few I created or pulled from 3rd edition.
But, also like Omote, I'd say be careful how may you let into the game. I don't use the CKG recommended either. I allow 1 at first level, but it must be a racial advantage (humans are exempt from this). At 2nd level, select a 2nd advantage. Then, I allow one advantage every 4 levels after that.
But, also like Omote, I'd say be careful how may you let into the game. I don't use the CKG recommended either. I allow 1 at first level, but it must be a racial advantage (humans are exempt from this). At 2nd level, select a 2nd advantage. Then, I allow one advantage every 4 levels after that.
Re: CKG Advantages
Thanks for posting your thoughts, Omote and Lobo. I haven't used them, but I'm now more interested and will reread that material in the CKG!

Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
- Sir Osis of Liver
- Unkbartig
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Re: CKG Advantages
I don't use the advantages, but I do use the secondary skills. I always loved the idea of the non-weapon proficiencies in 2/e, and this system nicely replicates that. I've avoided advantages just because I don't want the 3.x/e feel in my games.
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Lord Dynel
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Re: CKG Advantages
I just started a new game with the wife and kids. I've decided to not bring up advantages, for the sake of simplicity. I'm utilizing the combat maneuvers from the PHB and CKG, but I already had those printed out on a "cheat sheet" of sorts. When my large table gets back in session, and we finally decide to move to C&C, I will probably use advantages. I don't mind them, they give the players a bit more customization to their characters without getting into the glut of options and crap that 3.x brought forth with their thousands of feats.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
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lobocastle
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Re: CKG Advantages
I use them but at a slower progression as Omote suggests. I also use the list from Omote's website.
Re: CKG Advantages
I don't use them because I have allowed such things to be attempted via a SIEGE check ever since I started using Castles and Crusades, and for them to be permanently earned after enough successful SIEGE checks in game. So in a way, I have always had them, and I like my way better.
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.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: CKG Advantages
+1Treebore wrote:I don't use them because I have allowed such things to be attempted via a SIEGE check ever since I started using Castles and Crusades, and for them to be permanently earned after enough successful SIEGE checks in game. So in a way, I have always had them, and I like my way better.
RPGing since '89
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http://www.rustage.dk
http://itunes.apple.com/dk/artist/rust-age/id460786336