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Using Monte Cook's "stunts system" in Castles & Crusades
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<blockquote data-quote="Dragonhelm" data-source="post: 2447124" data-attributes="member: 3867"><p>I'm questioning this myself. Theoretically, any stunt is possible using the SIEGE Engine. Player says what he does, CK sets a target number, then roll to see if you succeed.</p><p></p><p>I guess it depends on what level of a C&C game you're playing. If you're doing a hybrid game, then stunts may be okay. I just don't see the need from a C&C viewpoint. </p><p></p><p>But, as the C&C philosophy goes, house rule all you want! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>I'm not so big into tactical combat personally, but I think I'll like Iron Heroes nevertheless.</p><p></p><p></p><p></p><p></p><p>The thing I notice is that in D&D, sometimes target numbers become a matter of "add X, subtract Y" and it becomes a bit of a formula. C&C leaves it up more to the CK. Granted, a person can use the D&D rules in a similar fashion if they wish. When I run D&D games, I set a target number that seems reasonable. I don't follow the PHB's guidelines.</p><p></p><p></p><p></p><p></p><p>It should be noted that C&C doesn't really have a skill system, instead using attribute checks with class levels added in where appropriate. Essentially, your ability score checks, skill checks, and attribute checks are all combined into one. Certain classes have abilities that require a roll ala skill checks, but this is fairly minimal.</p><p></p><p>C&C tends to be more of an archetypal system, while d20 is more of a modular system. Any modular system will take more time. There's just more elements that can have different combinations. Each system has its advantages and disadvantages.</p><p></p><p></p><p></p><p></p><p>That's cool. I'll have to check that out. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p>Mike Mearls does some good stuff.</p></blockquote><p></p>
[QUOTE="Dragonhelm, post: 2447124, member: 3867"] I'm questioning this myself. Theoretically, any stunt is possible using the SIEGE Engine. Player says what he does, CK sets a target number, then roll to see if you succeed. I guess it depends on what level of a C&C game you're playing. If you're doing a hybrid game, then stunts may be okay. I just don't see the need from a C&C viewpoint. But, as the C&C philosophy goes, house rule all you want! :) I'm not so big into tactical combat personally, but I think I'll like Iron Heroes nevertheless. The thing I notice is that in D&D, sometimes target numbers become a matter of "add X, subtract Y" and it becomes a bit of a formula. C&C leaves it up more to the CK. Granted, a person can use the D&D rules in a similar fashion if they wish. When I run D&D games, I set a target number that seems reasonable. I don't follow the PHB's guidelines. It should be noted that C&C doesn't really have a skill system, instead using attribute checks with class levels added in where appropriate. Essentially, your ability score checks, skill checks, and attribute checks are all combined into one. Certain classes have abilities that require a roll ala skill checks, but this is fairly minimal. C&C tends to be more of an archetypal system, while d20 is more of a modular system. Any modular system will take more time. There's just more elements that can have different combinations. Each system has its advantages and disadvantages. That's cool. I'll have to check that out. :) Mike Mearls does some good stuff. [/QUOTE]
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