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Using Monte Cook's "stunts system" in Castles & Crusades
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<blockquote data-quote="JohnSnow" data-source="post: 2446674" data-attributes="member: 32164"><p>Funny, I'd have thought with the "open-ended" nature of the SIEGE Engine, C&C wouldn't NEED a mechanic for skill stunts. After all, what's the point of a Dex challenge? Isn't that just an attribute check?</p><p></p><p>Personally, I'm going to be running an <em>Iron Heroes</em> campaign for my group, and hopefully inspiring our DM to use some of the rules in our <em>Midnight</em> game as well. I think that <em>Iron Heroes</em> does away with enough of the goofy 3e rules (Spells and Magic Items) that its complexity in play will be trivial. And all the playtesters have said that high-level character creation takes no more than 15 minutes...tops! (some have alleged that, with the tools in the <em>Iron Heroes Bestiary</em>, it only takes 5!). So then it comes down to whether you like tactical combat or not.</p><p></p><p></p><p></p><p>Okay, I just don't understand this. What's so much easier about producing TNs in C&C vs. Difficulty Numbers in 3e? Maybe if I can get this, I'll be able to understand what people like so much about C&C (other than the streamlined character creation, which I TOTALLY get). Mostly what I see is a bunch of stuff that gets hacked out in favor of simplified characters and fewer options.</p><p></p><p>Scadgrad, since you run C&C with feats, what does C&C give you that 3e doesn't? Is it the simplified skill system? Or is it that C&C doesn't seem to "require" magic items the way 3e does (something else I'd certainly understand).</p><p></p><p>I really want to know. What does C&C really make easier?</p><p></p><p>Pulling that tangent back on topic, the stunt system allows characters to make a skill check to gain a bonus to their attack. The basic mechanic is a skill check to gain a +1 to attack rolls. Alternatively, you can make the skill check at a -6 penalty in order to gain a higher bonus (+4) to your attack. So it's only as complicated as your skill system is.</p><p></p><p>As an aside, since the book was written by Mike Mearls, it's not Monte's mechanic, it's Mike's.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2446674, member: 32164"] Funny, I'd have thought with the "open-ended" nature of the SIEGE Engine, C&C wouldn't NEED a mechanic for skill stunts. After all, what's the point of a Dex challenge? Isn't that just an attribute check? Personally, I'm going to be running an [i]Iron Heroes[/i] campaign for my group, and hopefully inspiring our DM to use some of the rules in our [i]Midnight[/i] game as well. I think that [i]Iron Heroes[/i] does away with enough of the goofy 3e rules (Spells and Magic Items) that its complexity in play will be trivial. And all the playtesters have said that high-level character creation takes no more than 15 minutes...tops! (some have alleged that, with the tools in the [i]Iron Heroes Bestiary[/i], it only takes 5!). So then it comes down to whether you like tactical combat or not. Okay, I just don't understand this. What's so much easier about producing TNs in C&C vs. Difficulty Numbers in 3e? Maybe if I can get this, I'll be able to understand what people like so much about C&C (other than the streamlined character creation, which I TOTALLY get). Mostly what I see is a bunch of stuff that gets hacked out in favor of simplified characters and fewer options. Scadgrad, since you run C&C with feats, what does C&C give you that 3e doesn't? Is it the simplified skill system? Or is it that C&C doesn't seem to "require" magic items the way 3e does (something else I'd certainly understand). I really want to know. What does C&C really make easier? Pulling that tangent back on topic, the stunt system allows characters to make a skill check to gain a bonus to their attack. The basic mechanic is a skill check to gain a +1 to attack rolls. Alternatively, you can make the skill check at a -6 penalty in order to gain a higher bonus (+4) to your attack. So it's only as complicated as your skill system is. As an aside, since the book was written by Mike Mearls, it's not Monte's mechanic, it's Mike's. [/QUOTE]
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