First C&C games

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Banesfinger
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First C&C games

Post by Banesfinger »

After a break, our D&D group picked-up C&C hoping for a "less-crunchy" game than what has evolved recently.

We are playing A1 with the Rising Knight intro.

We have now finished our 2nd session, and have added some house-rules (which is easy to do in C&C) based on our initial impressions. They are:

#1 Simplified Equipment List: we all wanted a 'lite' game and after a very long initial buying session, we decided to cut-down on the list. We converted all armors to light-med-heavy. Likewise the initial list of weapons was converted to the basics.

We also used a very simple cost/encumbrance system (from the Barbarians of Lemuria game - highly recommended).

These changes have made equipment/resource management a snap.

#2 Unlimited Spell casting: yes, yes...of all the things we took away from 4e, the "at-will" spells were most welcome. Of our D&D experiences, we have always hated the "blow all your spells in the first encounter - rest - repeat" cycle. 4e somewhat fixed that.

We used the guidelines from a Savage Worlds setting: Hellfrost (again, highly recommended) to accomplish this. These rules take up only a single page and the players are loving it. It has added a whole new dimension to the game.

(Since we are starting at 1st level with 1 cleric with a single Cure Light Wounds spell, you can imagine how many rests between combats they would have to go through otherwise...)

These two changes has given us the game we wanted. I must praise C&C for being so adaptive to house-rules.

If anyone wants to view these house rules, I'll post them on this thread.

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Post by Omote »

Feel free to post your rules. Even if only one person out of many finds it helpful, that is good thing IMO. Plus, house rules can help other novice and veteran GMs with thier own ideas. One of the best parts of C&C and this forum is seeing all of the interesting ideas that come up. So please, do post.
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Relaxo
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Post by Relaxo »

I'd like to see them too.

Good to hear more folks are digging C&C!
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Go0gleplex
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Post by Go0gleplex »

[quote="Relaxo"]I'd like to see them too.

Good to hear more folks are digging C&C![/quote]

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Banesfinger
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Post by Banesfinger »

Relaxo wrote:
I'd like to see them too.

Here are our house rules on Unlimited Spells:

Players begin with their normal allotment of spells each day, as indicated by their class & level. But as they cast their spells, they are never forgotten. Instead, the caster must make a casting check (Int for wizards and illusionists, Wis for clerics and druids). The difficulty penalty of the check is equal to the spell level being cast.

If the check is successful, the spell is cast normally. If the check fails, I have a "mishap" table. I have results from 1-19 (1d10 + spell level). Lower results are minor like having the caster glow for 1d10 rounds, or having the spell hit a random target. The upper results can indicate spell loss for several hours or even demonic possession for several rounds.

About 50% of the failed results are non-threatening, while the other half is dangerous.

There are three other areas that make this system unique:

Study/Praying time: Since spells are never forgotten, you must only study/pray for 15 minutes for each spell you wish to swap out of memorized slots for other known spells.

Duration: Spells with a duration just become 'maintained'. (Otherwise you'd have players rolling every few minutes to re-buff themselves.) Each spell being maintained causes a -1 penalty (cumulative) to all further casting rolls. Any and all maintained spells can be dropped as a free action on your round.

Disruption: all maintained spells may suffer disruption if the caster (not target) is damaged at any time - not just during casting (normal disruption roll is used, but it is only rolled once, and a failed roll will drop ALL maintained spells).

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Post by PayToFlay »

That's pretty nice, right there.

Playing Savage Worlds (especially if you're playing the Solomon Kane setting), magic can seem unreasonably harsh. The risk isn't entirely worth the reward.

But when given the overall power of 3.x spells, the risk becomes a bit more worth it. And if you tweak the backlash table, I think that I could make a table very happy with a magic system.

Thanks!

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Post by CKDad »

Wow, just catching this. Banesfinger - you should post this over in the rules discussion forum as well. I really like it.
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