My Proposed House Rules, Critique Them

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MacLeod
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My Proposed House Rules, Critique Them

Post by MacLeod »

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.
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CharlieRock
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Post by CharlieRock »

I think your SIEGE check rules would work. It is certainly more fluid then the by the book system. Sort of like, "What if Kevin Siembeida wrote C&C."
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cleaverthepit
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Post by cleaverthepit »

looks fine to me.

critical success: in some case it generally won't come in to play. i mean, how well can you pick a lock on an untrapped old chest. i do like the ide of critical success. you might want to pick up some old rolemaster books and look over there critical success charts for inpdpiration though.

upside down checks: i prefer targeting up but there is no reason one can't target down. check with the players first and give them examples.

Opposed checks: i would like a point by point example. i like opposed checks but have never impleented a fir rule.

attributes: you might want to give your players a +4 sum modification. attribute point max instead of predeterming their attributes. it gives the players more control and allows greater individualization. just my initial thoughts.

like the skills

MacLeod
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Post by MacLeod »

cleaverthepit wrote:
looks fine to me.
Thank you, sir.
Quote:
critical success: in some case it generally won't come in to play. i mean, how well can you pick a lock on an untrapped old chest. i do like the ide of critical success. you might want to pick up some old rolemaster books and look over there critical success charts for inspiration though.
This is true. Its only has a 5% of occurring anyways but I wanted some mechanical visibility for achieving it. I haven't really thought out this part quite yet... I was hoping it would come into its own during play. Perhaps I'll check out Rolemaster though.
Quote:
Opposed checks: i would like a point by point example. i like opposed checks but have never implemented a fir rule.
Well, I won't be replacing the Bonus-to-Hit versus AC system with this of course.
Say an orc and a fighter are battling it out in a swamp. The fighter deftly disarms the orc with his mace (a Dexterity Check), the orc charges him and makes a grapple attempt! The fighter is Level 2 and has a 16 Strength. The GM rules that the fighter's Martial Arts Skill covers these kinds of maneuvers. Orcs are not only capable of scrapping in the dirtiest ways, they actually excel at these actions. This is a Disadvantage for the fighter, he receives a -2 TN. The fighter has one Level over the orc's 1 HD, his upcoming Strength Check receives a +1 TN.

This means that the fighter's player must roll a 15 or lower. He rolls a 16, shanked it. The orc is locked in a grapple with him, presumably fighting over the sword.
Quote:
attributes: you might want to give your players a +4 sum modification. attribute point max instead of predetermining their attributes. it gives the players more control and allows greater individualization. just my initial thoughts.
I'm always open to new ideas.
Well, using this system... the PC begins with two Attributes at +1 modifiers. Based on his Race and Prime Attributes, a character can achieve up to a total of +5 modifiers across his Attributes (from what I can tell).

One reason I don't want to give players the ability to scale their numbers is the potential for stat dumping. Say I give them 70 points; 17, 15, 15, 8, 8, 7. 3 stats get the shaft. This is bound to happen I think.
CharlieRock wrote:
I think your SIEGE check rules would work. It is certainly more fluid then the by the book system. Sort of like, "What if Kevin Siembeida wrote C&C."
Thanks. I thought so as well... its the primary reason I wanted to do this.

Hey, wait... The Palladium guy? I thought they had a bad reputation for mechanical writing? x_x
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MacLeod
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Post by MacLeod »

Any other takers?

I'd really appreciate some more opinions. Everyone has valuable input locked up inside of them somewhere.
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CharlieRock
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Post by CharlieRock »

MacLeod wrote:
Hey, wait... The Palladium guy? I thought they had a bad reputation for mechanical writing? x_x

No, at least I havn't heard as much. Palladium games have balance issues sometimes. But I never cared for balance. Mechanically their combat system works a lot like your opposed check system does. Both sides roll and the winner is the guy with the best result after modifiers.
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MacLeod
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Post by MacLeod »

Ah, yeah, I must not be remembering right then. I do recall people talking about how the big robot guys are better than the other choices, or something like that.

In any event... While I think the SIEGE Engine is a good idea, I feel like this slight modification could make it even better. That said, I think if the game was built around this mechanic it would be a very solid experience. Unfortunately, I don't have the resources nor (internet) charisma required to rally a team.
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CharlieRock
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Post by CharlieRock »

MacLeod wrote:
Ah, yeah, I must not be remembering right then. I do recall people talking about how the big robot guys are better than the other choices, or something like that.

In any event... While I think the SIEGE Engine is a good idea, I feel like this slight modification could make it even better. That said, I think if the game was built around this mechanic it would be a very solid experience. Unfortunately, I don't have the resources nor (internet) charisma required to rally a team.

I wouldnt worry about that , just get your personalised PHB.
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MacLeod
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Post by MacLeod »

Yeah, I figure if they can't actually go and change the actual text... That I may as well just print out my house rules and distribute them amongst my players.

The problem with either path is that players still have an original text to refer to with which to challenge me... even though the house rules exist to override those mechanics. x_x

Can you tell that I am use to arguing with disruptive players?
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