Opposed Rolls
Opposed Rolls
I know the rules state that there a re no opposed rolls in C&C, but my only contention with the SIEGE engine is the way this is handled. I prefer a system sort of like this: on an opposed roll (STR vs. STR, etc.), both characters roll and add their ability modifier. If the ability in question is a prime, then that character can add his level as a modifier as well. If it is not a prime, then only the ability mod is used. My problem is this: what if one of the opponents is a monster and therefore has no specific ability modifiers? I supposed this is why the rules are written the way they are. What do you all use? Rules as written or something of your own?
Re: Opposed Rolls
As written. I've tried a myriad of different ways but the RAW works best for us. Most of the time it is combat anyway. Opposed rolls are better for stuff like tug o war or arm wrestling. Many things require no roll. Only a GM decision.dcfitch wrote:What do you all use? Rules as written or something of your own?
Re: Opposed Rolls
I've given monsters ability modifiers since day 1. Not ALL of them mind you, but Ogres, Giants, Dragons, Vampires, etc... as well as any Orc, Goblin, Bugbear, etc... I decided was exceptional in some way, usually STR. To me even monsters are like Human(oid) NPC's, and will have whatever attributes I deem appropriate for what I want the encounter to be like.
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: Opposed Rolls
I keep things simple, I always allow a PC/Monster to add their level to a SIEGE check. I sometimes use opposed checks, if it makes sense. I don't factor in monster's ability scores. I use their level only.
This method gives PCs an edge, but that doesn't bother me. The game is about the PCs, not the monsters.
This method gives PCs an edge, but that doesn't bother me. The game is about the PCs, not the monsters.
Re: Opposed Rolls
Hmmm....as written works. I'll probably stick to them concerning this, but may piddle a little more. Maybe an opposed roll vs a monster will exclude ability mods and add the level/HD if the ability is a prime? Dunno...but then again, according to the Troll Lords I'm ONLY A MIST ELF!
Re: Opposed Rolls
Take it from a Mogryl, run your game however it makes you happiest with your results.
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: Opposed Rolls
Solid advice, good Mogrl!
Re: Opposed Rolls
If you want the monsters to have something but are unsure what treat their HD like levels and their Save as their three primes. ie P is STR, DEX and COM and M is INT, WIS and CHA. A simple start and edit from there. If you are arm wrestling an Ogre for a key to the cave then most Ogres will have STR as a prime and likely get to add their HD like your fighter will add his.
I THINK for any roll you add your level not just if its a prime??? Prime should affect your base chance by about +6 relative to a non-prime.
I THINK for any roll you add your level not just if its a prime??? Prime should affect your base chance by about +6 relative to a non-prime.
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.