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Using Monte Cook's "stunts system" in Castles & Crusades
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<blockquote data-quote="scadgrad" data-source="post: 2447875" data-attributes="member: 766"><p>It doesn't really, but the stunts might give you a benchmark for doing certain things rather than just basing the DC on the HD of your opponent. I'm just trying to give the book a chance since it seems to be grounded in Sword and Sorcerery which I am obviously a huge fan of. I would understand perfectly if most C&C fans just dismissed the book out-of-hand though.</p><p></p><p></p><p></p><p>That would certainly be a selling point for me.</p><p></p><p></p><p></p><p></p><p>For the most part, if the check in question is against an enemy critter (or NPC) , the TN is equal to the critters HD. So if the goblins are trying to sneak up on the PCs (let's say they're 3rd level), then the TN for the Gobbos is 15 (Goblins have P primes so 12+3). Simples as that, I don't have to know what the Skill # for the Gobbos is, essentially <strong>everything</strong> is based on the HD. The HD stat for monsters is much more important in C&C since it reflects not only hit points, but relative fighting ability, level of skill, and many other abstract qualities.</p><p></p><p>Other numbers to key off of for determining TNs are the particular level of the dungeon, or for instance in 3.X modules the CR of the trap, etc. On rare occasions the CK will need to assign a CL depending on whether the task is simple, routine, challenging, etc. I find that I rarely have to use this latter method. So the major benefit is that you never have to look up what a Hobgoblins Move Silently Skill mod is or any other skill mod for that matter. </p><p></p><p></p><p></p><p>There's a long list of things actually, but the biggest reason is that it's much easier for the DM to run the game and the game itself flows much quicker (with about 1/3rd of the Check the Books moments from my 3.X campaigns). Add to that the following all of which are major selling points:</p><p></p><p>It's 100% compatible on-the-fly with <strong>EVERY</strong> D&D product ever made or nearly so. This gives the over-taxed DM an incredible number of options. It's really a shame that the Trolls can't advertise this fact.</p><p></p><p>I abhor the way that the skill system for 3.X replaces role playing. Additionally, I've found that after running 3.X for 4 years of 5X-8X a month, that most players allocate their skill pts in a very predictable fashion.</p><p></p><p>It's definitively more Old School and does away w/ many of the distasteful trappings of 3.X that I strongly dislike (Dungeon punk, Goofy Weapons, Spiked Armor, Halfling Druids, Magic Items galore, Balance Uber Alles, PrCs, and much, much more).</p><p></p><p>Almost everything is simpler. Simple weapons, simple Monster stats. No AoOs, No 5-foot steps, everything stacks, no synergy bonus, again I could go on at length.</p><p></p><p>In short C&C takes all of things that I've always loved about D&D after some 27 years of continuous play (unlike some, I never left the fold and actually enjoyed 2nd ed, though I greatly prefer 1st ed.) and adds in the best improvements that were brought on by 3.X.</p></blockquote><p></p>
[QUOTE="scadgrad, post: 2447875, member: 766"] It doesn't really, but the stunts might give you a benchmark for doing certain things rather than just basing the DC on the HD of your opponent. I'm just trying to give the book a chance since it seems to be grounded in Sword and Sorcerery which I am obviously a huge fan of. I would understand perfectly if most C&C fans just dismissed the book out-of-hand though. That would certainly be a selling point for me. For the most part, if the check in question is against an enemy critter (or NPC) , the TN is equal to the critters HD. So if the goblins are trying to sneak up on the PCs (let's say they're 3rd level), then the TN for the Gobbos is 15 (Goblins have P primes so 12+3). Simples as that, I don't have to know what the Skill # for the Gobbos is, essentially [B]everything[/B] is based on the HD. The HD stat for monsters is much more important in C&C since it reflects not only hit points, but relative fighting ability, level of skill, and many other abstract qualities. Other numbers to key off of for determining TNs are the particular level of the dungeon, or for instance in 3.X modules the CR of the trap, etc. On rare occasions the CK will need to assign a CL depending on whether the task is simple, routine, challenging, etc. I find that I rarely have to use this latter method. So the major benefit is that you never have to look up what a Hobgoblins Move Silently Skill mod is or any other skill mod for that matter. There's a long list of things actually, but the biggest reason is that it's much easier for the DM to run the game and the game itself flows much quicker (with about 1/3rd of the Check the Books moments from my 3.X campaigns). Add to that the following all of which are major selling points: It's 100% compatible on-the-fly with [B]EVERY[/B] D&D product ever made or nearly so. This gives the over-taxed DM an incredible number of options. It's really a shame that the Trolls can't advertise this fact. I abhor the way that the skill system for 3.X replaces role playing. Additionally, I've found that after running 3.X for 4 years of 5X-8X a month, that most players allocate their skill pts in a very predictable fashion. It's definitively more Old School and does away w/ many of the distasteful trappings of 3.X that I strongly dislike (Dungeon punk, Goofy Weapons, Spiked Armor, Halfling Druids, Magic Items galore, Balance Uber Alles, PrCs, and much, much more). Almost everything is simpler. Simple weapons, simple Monster stats. No AoOs, No 5-foot steps, everything stacks, no synergy bonus, again I could go on at length. In short C&C takes all of things that I've always loved about D&D after some 27 years of continuous play (unlike some, I never left the fold and actually enjoyed 2nd ed, though I greatly prefer 1st ed.) and adds in the best improvements that were brought on by 3.X. [/QUOTE]
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