Showing posts with label New Ideas. Show all posts
Showing posts with label New Ideas. Show all posts

Tuesday, 4 May 2010

NoticingThings and Perception Checks

In Castles & Crusades Where a character, and not a player, has had an experience that could impact upon present circumstances - a Wisdom based attribute check is often involved.

Wisdom checks often help resolve unclear circumstances through hunches or gut feeling. Wisdom is also used to determine surprise, and when allowed - to spot something not normal about a situation.

This is one of the rare instances where the 12/18 (Primary/Secondary) rules (sorta') fall down.

This means that EVERY character (and always Clerics and Druids) with Wisdom as a Prime Attribute will always be at an advantage in these sort of situations.

It is an easy problem to resolve however, if you look at these sort of Perception checks in a slightly different way.

A Character (Fighter, Ranger, Cleric, Wizard, Thief or whatever) has training in such things - whether it be spotting potential threats, noticing subtle things about an opponents demeanor, or sensing an ambush - and such training would 'stem' from the Characters Prime Attribute.

So, the simplest method to adopt for resolving such tests would be to use the Classes designated Prime Attribute - Wizards would use Intelligence, Clerics would use Wisdom, Fighters would use Strength - and so on.

This way every Character would be on an equal footing with no one having a distinct advantage (beyond their Attribute Scores) over anyone else.

Thursday, 29 April 2010

A New Way of Looking at Skills

I ended introducing skills to my C&C Games mainly because players wanted them, I love the C&C system as a whole but the general concensu was folks wanted a little more "definition" to their characters. After pinching skill systems that didn't really "fit" (a mixture of AD&D 1st and 3.5 Editions) I came up with a new approach.

Here's how I've being doing it - its been working quite well for the last couple of Months.

This is a way for the use of skills in C&C games to 'fit' a little better with the Siege Engine System - so it’s possible to actually still use both approaches - allowing characters to attempt pretty much anything whilst maintaining a more structured approach - with appropriate Challenge Ratings of course.

This would still allow a Fighter to attempt to pick a lock (for example) - he just wouldn't have much of a chance of succeeding (IMHO as it should be).

I personally believe that rather than have a long static list of skills, the players should choose skills that fit their character concept and with the help of their CK – and come up with their own list of skills and their descriptions.

Skills would still have ranks of sorts – and these levels are ‘rated’ like any characters attributes –

• Tertiary (the lowest skill level)
• Secondary (average skill level
• Primary (the highest skill level)

Like class skills, the character applies any appropriate attribute bonus to the task at hand - strength when shoeing a horse, or dexterity when making a horse-shoe – both would be considered to come under the skill heading of blacksmithing, but you would require strength for one and manual dexterity for the other. But unlike class skills, you don't add your class level in a 'straight' manner.

• Primary skills get a +1 bonus per level
• Secondary gets +1/2 levels
• Tertiary gets a +1 bonus per 3 levels

Your base challenge rating is determined by skill 'level' – level 3/Primary = 12, level 2/Secondary = 15, and level 1/Tertiary = 18. This in turn has a Challenge Rating applied by the Myth Master determined by the individual circumstances for that particular use of the skill.

As rule of thumb - the Number of slots a Character has for his Secondary Skills are equal to –

Characters (INT+WIS) + Characters Starting Age/10 (round up).

Skill Level / Cost to "buy" at First Level
Tertiary (18 ) / 2 point
Secondary (15) / 4 points
Primary (12) / 6 points

Skill Level / Cost to "buy" after First Level
Tertiary (18 ) / 3 point
Secondary (15) / 6 points
Primary (12) / 9 points

Example - Brother Kydric has 26 ‘Slots’ to spend on his Secondary Skills – and he decides to spend 6 Slots on Healing. Giving him the Healing secondary skill at Level 3/Primary, his base challenge difficulty for all tests involving his Healing secondary skill is set at 12.

I set the costs for buying new skills as higher after the character has begun his "career" to make it more difficult later on in a characters development - mainly to stop PC's being "bogged down" with huge lists of skills.

A Character gains Secondary Skill points at every ‘Odd’ level (3rd, 5th, 7th and so on), the points he gains are equal to his Class Prime attribute modifier (whichever is higher) +1 (with a minimum "gain" of 1 Secondary Skill point).

To make the check, the character performing the skill simply rolls a d20 and adds his appropriate modifiers - the difficulty is set by his skill level (either 12, 15, or 18) plus any challenge rating added by his CK.

So if a character is level three, has a dexterity of 15 (the appropriate attribute in this example), and his skill level is 3/Primary – when using the Weapon Smith secondary skill they are allowed a +4 to their roll.

In some instances the use of skills causes another to make a saving throw. In this case, the character, monster or non-player character makes a saving throw but modifies the roll by a -1 for each level of skill the character has (-1 for Tertiary, -2 for Secondary, and -3 for Primary).

This is also adjusted further for any attribute modifiers. When a saving throw is called for, the character’s level or monsters hit dice also affect the roll.

Furthermore, as mentioned above - there are always circumstances than need some modification beyond that mentioned above.

Unusual circumstances, the weather and pure chance can come into play to effect the chances of success. In addition, the difficulty of the situation also adjusts the roll.

Its fairly straight forward, fits in with the concept of primes - and doesn't screw up the SEIGE Engine system.

Thursday, 15 April 2010

The Campaign for Real (as in folklore and legend) Elves

I've been talking to my friend Chris about this.

Elves in Fantasy are little more than effeminate Humans with pointy ears and an overly aloof nature.

One more thing Tolkien can be blamed for in modern fantasy (I know I'm going to get hate mail over that one LoL).

In mythology, Elves are far more interesting especially taking on Nordic and Celtic references.

Its quite interesting to note that WizBro attempted to "bring them into the fold" of 4e with Eladrin, but just missed the mark (more to do with the dreadful system than the initial idea).

The "Seelie" (Bright or Good Elves) and "Unseelie" (Dark or Evil Elves) are far more than pointy eared Santa's Workshop midgets or the foppish Drag-Queens of modern fantasy.

By looking around the internet and through dusty tomes you can find a wealth of fantastic ideas about these fascinating people.

The LIST of information about 'real' Elves is seemingly endless, but here are a few thoughts.

An "Unseelie" (as in Evil or Dark) Elf that intends you harm can be "warded" against by marking the doors/windows/entrances with a Pentacle. As in certain Druidic cults the Pentacle is also a symbol of reverence, could a Druid "Turn" an Unseelie Elf with one?

Even though its mentioned here and there, I can't find much reference to the 'famous' Fae vulnerability to iron.

But should you want to include it, how about this - critical hits are delivered to a "True" Elf on a natural 18+ rather than a natural 20+. Representing their weakness towards it. In addition, such Elves cannot comfortably use weapons and armour made from it; and will be at a penalty of -2 to all tasks when wearing it - and cannot cast Arcane Spells at all. BUT (and its a BIG BUT) do we count Steel under this ruling. (Upon saying that, I quite like the thought of Elves running around in cool looking Bronze Armour)

If an Elven Woman is rejected by a Mortal Man or who has lost her Elven Life-Mate becomes a "Beansidhe" (Banshee) - automatically gaining the powers of the Monster and becoming an NPC in the Process. This can be avoided with a successful Save vs Petrification being made once per Month, but a -2 Penalty is imposed on each successful save after the first, till she eventually succumbs to her fate . . . .

Elves in some Celtic Myths have enlarged Canines, much like a Cat (maybe they "evolved" from Felines much in the way we evolved from Monkeys) and have eyes and hair colours that range the full spectrum (it not mentioned, but I wonder if their irises would be 'cat-like' too - a cool thought IMHO). The 'cat' thing might be down to the fact the Ancient Elves were all shape shifters though.

Size - I can't find any solid reference to height! In some cultures they are tiny, others they are almost giants, the Celts described them as "man sized".

Malekith, who was a character from marvel comics - an Enemy of Thor and the other Asgardians was 6'9" tall! (But he is an 'Ancient One') is a shapeshifter (as all Ancient Elves are) and has a vulnerability to Iron. (Malekith exists in Mythology btw, and F'ing GW pinched the name for a Dark Elf Lord grrrr).

Just some thoughts really, though Chris has actually named the movement "CAMRE" (the CAMpaign for Real Elves).

JOIN THE FIGHT!