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<blockquote data-quote="Akrasia" data-source="post: 1729741" data-attributes="member: 23012"><p>Essentially, it is a "rules-lite" version of DnD that draws on all editions, and is compatible with all editions. The basic framework is very minimal, and it is easy to add stuff to it, as you see fit.</p><p></p><p>Here is an overview by one of the playtesters (I took this from a thread on this topic over at RPG.net last week):</p><p></p><p><span style="font-size: 9px">I'm also one of the playtesters (and to lesser extent, contributors). So, here's a very thorough rundown: </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">1) The game plays as quickly, and simply, and easily as OD&D. In fact, I'd go as far as to say it's a bit faster, because everything is based on the same d20 + Attribute Mod + whatever bonus, rule. All roll high, increasing AC ala 3e, etc. No cross-referencing THAC0 tables or any of that malarky. </span></p><p><span style="font-size: 9px">So, for one thing, it's fast and it's simple, and it's easy to learn. I got a bunch of 10-yr old kids that I teach to make characters for it. Each managed to create a character within 15 minutes, despite being a newbie, and each picked up play within 20 minutes of the adventure starting. Even more impressively, after only making characters for it once, they were each able (and happy) to go off and make characters on their own without any guidance or assistance from me. </span></p><p><span style="font-size: 9px">To my mind it is a truly outstanding intrductory game, and deserves recognition for that alone if nothing else (even though I also think it's a grand game for other reasons as well). </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">2) It is not a tactical game. Forgot battlemats, grids, AoOs, and other wargamey approaches. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">3) Although as simple and fast as OD&D, it presents you with the same options in terms of race and class as AD&D. None of the old Race-as-class stuff that immediately springs to mind when you hear the words, OD&D. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">4) Each Attribute has its own value for saving throws. No saving throw charts or 3-attribute approach. Each attribute (including Charisma) can be used as the basis for saves against different types of spell/attack. This has the added benefit of making Charisma more attractive again. All the Attributes now have value (even moreso when we get onto Primes in a moment). </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">5) All Attributes are equally valuable. This game makes no assumption that all that matters in a game is how much arse a character can kick. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">6) Primes. A given character has a couple of Primary Attributes, and the rest are Secondary. If you're a Fighter, for instance, you'll likely have Strength as one Prime, and probably choose Dexterity or Constitution as another (though you don't have to: selecting a different Prime can have a profound impact on how your character plays). </span></p><p><span style="font-size: 9px">How do Primes work? Glad you asked. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The base target number for any Attribute check or Save involving a Primary is 12. </span></p><p><span style="font-size: 9px">The base target number for any Attribute check or Save involving a Secondary is 18. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Those are the numbers you must beat to succeed, so you: </span></p><p><span style="font-size: 9px">(d20 + Attribute Modifier + Class Level) - any penalty assigned by the CK due to task difficulty. Beat the number required by your Attribute's status, and you succeed. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The same method is used for any Race or Class Ability rolls (as most abilities are based on Attributes, such as the fact that Rogue's Traps ability is based on Dex). </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">7) Forget a lot of the baggage of previous editions. While the game has "gone back to its roots" in terms of simplicity, lack of intertwined encumbering rules, etc. it has not reintroduced class limits according to race, weapon vs. armor charts, copious tables, etc. No, this baby is all about the simplicity. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">8) It has been designed to make conversion easy. I can quite easily take just about anything from OD&D, AD&D1e, AD&D2e, or D&D3.Xe, and convert it with little fuss, because this game draws on exactly the same basis. Same Attribute names, same Attribute ranges, same classes, same races, etc. In fact, I've almost finished working with Jackal on a very thorough conversion of the Dark Sun setting for C&C, and it has been a breeze to do. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">9) Here's a listing of the Class Abilities each class gets: </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">FIGHTER </span></p><p><span style="font-size: 9px">Good HD, best Attack bonus increase, any weapons or armour. </span></p><p><span style="font-size: 9px">Weapon Specialization </span></p><p><span style="font-size: 9px">Combat Dominance (can make multiple attacks against weak opponents) </span></p><p><span style="font-size: 9px">Extra Attack </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Oh, note, forget 3/2 Attacks and that. Practically everyone has a single attack apart from the Fighter, because that's what the Fighter does. No one else, even the other warrior classes, spends as much time learning how to lay the smackdown. That's not to say they won't be good warriors, but they can't expect to face-off against a Fighter of equal level and not have a really rough time of it. In short, many classes may be skilled warriors, but the Fighter is the dedicated ass-kicking weapon master. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">RANGER </span></p><p><span style="font-size: 9px">Good HD, not quite as good Attack bonus as Fighter, any weapons, restricted armour. </span></p><p><span style="font-size: 9px">Combat Marauders (damage bonus against humanoids and giants) </span></p><p><span style="font-size: 9px">Conceal </span></p><p><span style="font-size: 9px">Move Silently </span></p><p><span style="font-size: 9px">Scale (climb) </span></p><p><span style="font-size: 9px">Spot Trap </span></p><p><span style="font-size: 9px">Survive </span></p><p><span style="font-size: 9px">Track </span></p><p><span style="font-size: 9px">Favored Enemy </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">BARBARIAN </span></p><p><span style="font-size: 9px">Best HD, same Attack as Ranger, any weapons, restricted armour. </span></p><p><span style="font-size: 9px">Combat Sense (they can sense you sneaking up on them, you coward) </span></p><p><span style="font-size: 9px">Primal Force (good bonuses to saves) </span></p><p><span style="font-size: 9px">Primal Fury (go, go Berserker Dave!) </span></p><p><span style="font-size: 9px">Primal Might (keep fighting past the point of death) </span></p><p><span style="font-size: 9px">Primal Will (shrug off a little damage) </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">MONK </span></p><p><span style="font-size: 9px">Joint best HD, same Attack as Ranger, restricted wpns, no armor. </span></p><p><span style="font-size: 9px">Abilities outlined in post above. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">ROGUE </span></p><p><span style="font-size: 9px">Second lowest HD, average Attack, restricted armour and wpns. </span></p><p><span style="font-size: 9px">Back Attack </span></p><p><span style="font-size: 9px">Cant </span></p><p><span style="font-size: 9px">Climb </span></p><p><span style="font-size: 9px">Decipher Script </span></p><p><span style="font-size: 9px">Traps </span></p><p><span style="font-size: 9px">Hide </span></p><p><span style="font-size: 9px">Listen </span></p><p><span style="font-size: 9px">Move SIlently </span></p><p><span style="font-size: 9px">Open Lock </span></p><p><span style="font-size: 9px">Pick Pocket </span></p><p><span style="font-size: 9px">Sneak Attack </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">ASSASSIN </span></p><p><span style="font-size: 9px">HD as Rogue, average Attack (no Assassins are NOT toe-to-toe warriors), any weapon, restricted armour. </span></p><p><span style="font-size: 9px">Case Target </span></p><p><span style="font-size: 9px">Climb </span></p><p><span style="font-size: 9px">Death Attack </span></p><p><span style="font-size: 9px">Disguise </span></p><p><span style="font-size: 9px">Hide </span></p><p><span style="font-size: 9px">Listen </span></p><p><span style="font-size: 9px">Move SIlently </span></p><p><span style="font-size: 9px">Poisons </span></p><p><span style="font-size: 9px">Sneak Attack </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">WIZARD </span></p><p><span style="font-size: 9px">Lowest HD, poorest Attack, very restricted wpns, no armor. </span></p><p><span style="font-size: 9px">Cast Spells! </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">ILLUSIONIST </span></p><p><span style="font-size: 9px">As Wizard. </span></p><p><span style="font-size: 9px">Cast Illusionist Spells (they have a separate spell list). </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">CLERIC </span></p><p><span style="font-size: 9px">Good HD, good attack, restricted wpns, any armour. </span></p><p><span style="font-size: 9px">Cleric Spells </span></p><p><span style="font-size: 9px">Turn Undead </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">DRUID </span></p><p><span style="font-size: 9px">Good HD, good attack, restricted wpns (not as restricted as you might imagine though), v. restricted armour. </span></p><p><span style="font-size: 9px">Druid Spells </span></p><p><span style="font-size: 9px">Bonus Languages </span></p><p><span style="font-size: 9px">Nature Lore </span></p><p><span style="font-size: 9px">Resist Elements </span></p><p><span style="font-size: 9px">Woodland Stride </span></p><p><span style="font-size: 9px">Totem Shape </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">KNIGHT </span></p><p><span style="font-size: 9px">HD as Fighter, Attack as Ranger, any weapons (though they avoid those of the peasantry), any armour (though they obviously favour the best they can afford). </span></p><p><span style="font-size: 9px">Birthright Mount (they get a fine, fully-caparisoned steed) </span></p><p><span style="font-size: 9px">Horsemanship </span></p><p><span style="font-size: 9px">Weapon Training - Lance </span></p><p><span style="font-size: 9px">Inspire </span></p><p><span style="font-size: 9px">Embolden </span></p><p><span style="font-size: 9px">Demoralize </span></p><p><span style="font-size: 9px">Call-to-Arms </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">BARD </span></p><p><span style="font-size: 9px">HD as Fighter, Attack as Ranger, slightly restricted wpns and armour. </span></p><p><span style="font-size: 9px">Decipher Script </span></p><p><span style="font-size: 9px">Exalt </span></p><p><span style="font-size: 9px">Legend Lore </span></p><p><span style="font-size: 9px">Facinate </span></p><p><span style="font-size: 9px">Exhort Greatness </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">PALADIN </span></p><p><span style="font-size: 9px">HD as Fighter, Attack as Ranger, any wpns and armour. </span></p><p><span style="font-size: 9px">Cure Disease </span></p><p><span style="font-size: 9px">Detect Evil </span></p><p><span style="font-size: 9px">Divine Aura </span></p><p><span style="font-size: 9px">Divine Health </span></p><p><span style="font-size: 9px">Lay on Hands </span></p><p><span style="font-size: 9px">Turn Undead </span></p><p><span style="font-size: 9px">Divine Mount </span></p><p><span style="font-size: 9px">Aura of Courage </span></p><p><span style="font-size: 9px">Smite Evil </span></p><p><span style="font-size: 9px">Divine Healing </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">9) Spells And Magic </span></p><p><span style="font-size: 9px">These have been simplified from the SRD. The spell blocks are smaller, and descriptions shorter and easier to read. They also aren't anything like as mechanics-heavy in implementation. </span></p><p><span style="font-size: 9px">The magic system is, however, the standard fire-and-forget ala Vance, though like anything else in so simple a system, it's easy to modify without worrying about how you're going to impact on any other mechanics. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">10) Skills and Feats </span></p><p><span style="font-size: 9px">These do not exist, well, except as certain race or class abilities. </span></p><p><span style="font-size: 9px">So, many of you wonder how to deal with that, yes? Very easily. Make the characters roll Attribute checks but don't give them the benefit of adding their class level. </span></p><p><span style="font-size: 9px">How do you know what skils a character has without porting in your favourite skill system from X game or edition? Read this lil' approach/houserule o' mine: </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Character Background </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Characters in C&C come from a variety of backgrounds, environments, and social classes, all elements that define who and what a character is as much, if not more, than their character class does. When you stop to consider all of the disparate skills that an individual picks up in the process of growing up, it soon becomes apparent that no single skill system can ever truly take into account all of the things the individual might know. For example, a character raised in a port city is likely to have knowledge of the city's layout, its key inhabitants, some of its history, those places to go and those best avoided, stores and merchants worth dealing with, and those best avoided. The character may also have picked up some nautical terminology. Beyond this, they may actually have experience as a sailor, dock worker, merchant, boatman or fisherman, may know how best to load or unload a sailing vessel, use a rope-and-tackle, and so on. The character may, or may not, have learned to swim, or tie complex knots, or sail a boat, or arrange rigging, or climb ropes with ease. Wealth and social class also impact on what a character learns or does in a given environment. For instance, if the port city character was poor, they might have picked up some skill in begging or scavenging, if they were wealthy, they might know how best to haggle for various trade goods, and what prices are appropriate for bulk purchases. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Rather than present a finite listing of skills that would ultimately fail to truly capture all of the potential knowledge and skill a character has picked up due to upbringing and environment, the Player and CK are encouraged to consider these elements of the character, and make simple, logical decisions as to whether the character would be likely to know something, or be able to do something, based on those background elements. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">If it helps to avoid abuse of this approach, the CK may even encourage Players to actively write down an appropriate sentence or two specifically describing the character's background, environment, and prior profession, if any. For example, this is how a writeup for Banabus the Wizard might appear: </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Environment: The small village in which Banabus grew up was isolated, the farmers working hard to raise crops from the soil, tending the few pigs and cattle they had. Visitors were rare, save for the strange elves that were known to dwell in the nearby forest, a forest in which Banabus loved to play while young. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Wealth/Class: Of all the farming families, Banabus' was the wealthiest, for his father had a particular talent for raising pigs, and was known as a shrewd haggler when it came to market time. Wanting a better life for their son, Banabus' father and mother set aside some of their hard-earned monies, using them to purchase books and tuition so that Banabus might learn to read, and might one day become a real merchant. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Prior Profession: In due time, Banabus did make the move to the local town, there to seek fortune and trade, and for a short while he did reasonably well for himself. Still, he yearned for something more, for in becoming literate he had gained a thirst for knowledge, a need to understand the greater mysteries of the world. When this drive became too much to bear, Banabus sold up his modest business, and used the monies to apprentice himself to a local wizard, setting him on the path he now follows. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">From this we can easily deduce that Banabus would have knowledge of crops, cattle, pigs, and general farming, would be aware of how life is conducted in such a village, would know a little elven etiquette, can scale the odd tree, is very good at haggling, and has knowledge of appropriate costs for farm produce and bulk purchases. He knows how to care for and repair farming implements, can recognize crops and livestock and assess if land is good or poor, is literate, has good arithmetic and accounting skills, and is quite well read. He also has appropriate family and contacts in his home village, and knows a variety of merchants and customers in the town he worked in. He is also familiar with both his home village and town, knowing of a number of key residents, local areas of interest, and a little bit of each habitation's history. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">All-in-all, this makes Banabus a well-rounded, believable character, but what happens when Banabus tries to climb a tree, or tries to haggle with that merchant? What should you roll? Simply have the Player make an appropriate Attribute Check for the character, based on the task the character is attempting, though if the skill in question are not related to the character's class, the check is always 18, unmodified by level. If the task is somewhat related to the character's class, such as a Ranger who was a skilled woodsman before, and who is now attempting to figure out which local moss makes the best insect repellent, the check is still 18, but the character's level applies. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Anyway, hope that gives you all some overview? </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">cheers! </span></p><p><span style="font-size: 9px">Colin</span></p><p><span style="font-size: 9px">------------------------------</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Several people have asked, so here's a listing of what Abilities each race gets. I'm not going to provide detailed writeups for each entry, but most of the Ability Names are really self-explanatory: </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">DWARF </span></p><p><span style="font-size: 9px">Animosity (Elves) </span></p><p><span style="font-size: 9px">Deepvision </span></p><p><span style="font-size: 9px">Determine Depth and Direction </span></p><p><span style="font-size: 9px">Enmity (Goblins/Orcs) </span></p><p><span style="font-size: 9px">Defensive Expertise (Giants/Ogres) </span></p><p><span style="font-size: 9px">Resistant to Arcane Magic </span></p><p><span style="font-size: 9px">Resistant to Fear </span></p><p><span style="font-size: 9px">Resistant to Poison </span></p><p><span style="font-size: 9px">Stonecraft </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">ELF </span></p><p><span style="font-size: 9px">Enhanced Senses </span></p><p><span style="font-size: 9px">Low-Light Vision </span></p><p><span style="font-size: 9px">Move Silently </span></p><p><span style="font-size: 9px">Spell Resistance (Charm/Sleep) </span></p><p><span style="font-size: 9px">Spot Hidden Doors </span></p><p><span style="font-size: 9px">Weapon Training (Bow/Longsword) </span></p><p><span style="font-size: 9px">Prance Like a Flower Faerie </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">GNOME </span></p><p><span style="font-size: 9px">Sorry, can't tell you about this one yet, but will as soon as I am able. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">HALF-ELF </span></p><p><span style="font-size: 9px">Enhanced Senses </span></p><p><span style="font-size: 9px">Favoured Lineage </span></p><p><span style="font-size: 9px">Low-Light Vision </span></p><p><span style="font-size: 9px">Spell Resistance (Charm/Sleep) </span></p><p><span style="font-size: 9px">Spot Hidden Doors </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">HALFLING </span></p><p><span style="font-size: 9px">Fearless </span></p><p><span style="font-size: 9px">Hide </span></p><p><span style="font-size: 9px">Move Silently </span></p><p><span style="font-size: 9px">Night Vision </span></p><p><span style="font-size: 9px">Resistant to Poisons </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">HALF-ORC </span></p><p><span style="font-size: 9px">Dark Vision </span></p><p><span style="font-size: 9px">Enhanced Sense of Smell </span></p><p><span style="font-size: 9px">Resistant to Disease </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">HUMAN </span></p><p><span style="font-size: 9px">Extra Prime </span></p></blockquote><p></p>
[QUOTE="Akrasia, post: 1729741, member: 23012"] Essentially, it is a "rules-lite" version of DnD that draws on all editions, and is compatible with all editions. The basic framework is very minimal, and it is easy to add stuff to it, as you see fit. Here is an overview by one of the playtesters (I took this from a thread on this topic over at RPG.net last week): [SIZE=1]I'm also one of the playtesters (and to lesser extent, contributors). So, here's a very thorough rundown: 1) The game plays as quickly, and simply, and easily as OD&D. In fact, I'd go as far as to say it's a bit faster, because everything is based on the same d20 + Attribute Mod + whatever bonus, rule. All roll high, increasing AC ala 3e, etc. No cross-referencing THAC0 tables or any of that malarky. So, for one thing, it's fast and it's simple, and it's easy to learn. I got a bunch of 10-yr old kids that I teach to make characters for it. Each managed to create a character within 15 minutes, despite being a newbie, and each picked up play within 20 minutes of the adventure starting. Even more impressively, after only making characters for it once, they were each able (and happy) to go off and make characters on their own without any guidance or assistance from me. To my mind it is a truly outstanding intrductory game, and deserves recognition for that alone if nothing else (even though I also think it's a grand game for other reasons as well). 2) It is not a tactical game. Forgot battlemats, grids, AoOs, and other wargamey approaches. 3) Although as simple and fast as OD&D, it presents you with the same options in terms of race and class as AD&D. None of the old Race-as-class stuff that immediately springs to mind when you hear the words, OD&D. 4) Each Attribute has its own value for saving throws. No saving throw charts or 3-attribute approach. Each attribute (including Charisma) can be used as the basis for saves against different types of spell/attack. This has the added benefit of making Charisma more attractive again. All the Attributes now have value (even moreso when we get onto Primes in a moment). 5) All Attributes are equally valuable. This game makes no assumption that all that matters in a game is how much arse a character can kick. 6) Primes. A given character has a couple of Primary Attributes, and the rest are Secondary. If you're a Fighter, for instance, you'll likely have Strength as one Prime, and probably choose Dexterity or Constitution as another (though you don't have to: selecting a different Prime can have a profound impact on how your character plays). How do Primes work? Glad you asked. The base target number for any Attribute check or Save involving a Primary is 12. The base target number for any Attribute check or Save involving a Secondary is 18. Those are the numbers you must beat to succeed, so you: (d20 + Attribute Modifier + Class Level) - any penalty assigned by the CK due to task difficulty. Beat the number required by your Attribute's status, and you succeed. The same method is used for any Race or Class Ability rolls (as most abilities are based on Attributes, such as the fact that Rogue's Traps ability is based on Dex). 7) Forget a lot of the baggage of previous editions. While the game has "gone back to its roots" in terms of simplicity, lack of intertwined encumbering rules, etc. it has not reintroduced class limits according to race, weapon vs. armor charts, copious tables, etc. No, this baby is all about the simplicity. 8) It has been designed to make conversion easy. I can quite easily take just about anything from OD&D, AD&D1e, AD&D2e, or D&D3.Xe, and convert it with little fuss, because this game draws on exactly the same basis. Same Attribute names, same Attribute ranges, same classes, same races, etc. In fact, I've almost finished working with Jackal on a very thorough conversion of the Dark Sun setting for C&C, and it has been a breeze to do. 9) Here's a listing of the Class Abilities each class gets: FIGHTER Good HD, best Attack bonus increase, any weapons or armour. Weapon Specialization Combat Dominance (can make multiple attacks against weak opponents) Extra Attack Oh, note, forget 3/2 Attacks and that. Practically everyone has a single attack apart from the Fighter, because that's what the Fighter does. No one else, even the other warrior classes, spends as much time learning how to lay the smackdown. That's not to say they won't be good warriors, but they can't expect to face-off against a Fighter of equal level and not have a really rough time of it. In short, many classes may be skilled warriors, but the Fighter is the dedicated ass-kicking weapon master. RANGER Good HD, not quite as good Attack bonus as Fighter, any weapons, restricted armour. Combat Marauders (damage bonus against humanoids and giants) Conceal Move Silently Scale (climb) Spot Trap Survive Track Favored Enemy BARBARIAN Best HD, same Attack as Ranger, any weapons, restricted armour. Combat Sense (they can sense you sneaking up on them, you coward) Primal Force (good bonuses to saves) Primal Fury (go, go Berserker Dave!) Primal Might (keep fighting past the point of death) Primal Will (shrug off a little damage) MONK Joint best HD, same Attack as Ranger, restricted wpns, no armor. Abilities outlined in post above. ROGUE Second lowest HD, average Attack, restricted armour and wpns. Back Attack Cant Climb Decipher Script Traps Hide Listen Move SIlently Open Lock Pick Pocket Sneak Attack ASSASSIN HD as Rogue, average Attack (no Assassins are NOT toe-to-toe warriors), any weapon, restricted armour. Case Target Climb Death Attack Disguise Hide Listen Move SIlently Poisons Sneak Attack WIZARD Lowest HD, poorest Attack, very restricted wpns, no armor. Cast Spells! ILLUSIONIST As Wizard. Cast Illusionist Spells (they have a separate spell list). CLERIC Good HD, good attack, restricted wpns, any armour. Cleric Spells Turn Undead DRUID Good HD, good attack, restricted wpns (not as restricted as you might imagine though), v. restricted armour. Druid Spells Bonus Languages Nature Lore Resist Elements Woodland Stride Totem Shape KNIGHT HD as Fighter, Attack as Ranger, any weapons (though they avoid those of the peasantry), any armour (though they obviously favour the best they can afford). Birthright Mount (they get a fine, fully-caparisoned steed) Horsemanship Weapon Training - Lance Inspire Embolden Demoralize Call-to-Arms BARD HD as Fighter, Attack as Ranger, slightly restricted wpns and armour. Decipher Script Exalt Legend Lore Facinate Exhort Greatness PALADIN HD as Fighter, Attack as Ranger, any wpns and armour. Cure Disease Detect Evil Divine Aura Divine Health Lay on Hands Turn Undead Divine Mount Aura of Courage Smite Evil Divine Healing 9) Spells And Magic These have been simplified from the SRD. The spell blocks are smaller, and descriptions shorter and easier to read. They also aren't anything like as mechanics-heavy in implementation. The magic system is, however, the standard fire-and-forget ala Vance, though like anything else in so simple a system, it's easy to modify without worrying about how you're going to impact on any other mechanics. 10) Skills and Feats These do not exist, well, except as certain race or class abilities. So, many of you wonder how to deal with that, yes? Very easily. Make the characters roll Attribute checks but don't give them the benefit of adding their class level. How do you know what skils a character has without porting in your favourite skill system from X game or edition? Read this lil' approach/houserule o' mine: Character Background Characters in C&C come from a variety of backgrounds, environments, and social classes, all elements that define who and what a character is as much, if not more, than their character class does. When you stop to consider all of the disparate skills that an individual picks up in the process of growing up, it soon becomes apparent that no single skill system can ever truly take into account all of the things the individual might know. For example, a character raised in a port city is likely to have knowledge of the city's layout, its key inhabitants, some of its history, those places to go and those best avoided, stores and merchants worth dealing with, and those best avoided. The character may also have picked up some nautical terminology. Beyond this, they may actually have experience as a sailor, dock worker, merchant, boatman or fisherman, may know how best to load or unload a sailing vessel, use a rope-and-tackle, and so on. The character may, or may not, have learned to swim, or tie complex knots, or sail a boat, or arrange rigging, or climb ropes with ease. Wealth and social class also impact on what a character learns or does in a given environment. For instance, if the port city character was poor, they might have picked up some skill in begging or scavenging, if they were wealthy, they might know how best to haggle for various trade goods, and what prices are appropriate for bulk purchases. Rather than present a finite listing of skills that would ultimately fail to truly capture all of the potential knowledge and skill a character has picked up due to upbringing and environment, the Player and CK are encouraged to consider these elements of the character, and make simple, logical decisions as to whether the character would be likely to know something, or be able to do something, based on those background elements. If it helps to avoid abuse of this approach, the CK may even encourage Players to actively write down an appropriate sentence or two specifically describing the character's background, environment, and prior profession, if any. For example, this is how a writeup for Banabus the Wizard might appear: Environment: The small village in which Banabus grew up was isolated, the farmers working hard to raise crops from the soil, tending the few pigs and cattle they had. Visitors were rare, save for the strange elves that were known to dwell in the nearby forest, a forest in which Banabus loved to play while young. Wealth/Class: Of all the farming families, Banabus' was the wealthiest, for his father had a particular talent for raising pigs, and was known as a shrewd haggler when it came to market time. Wanting a better life for their son, Banabus' father and mother set aside some of their hard-earned monies, using them to purchase books and tuition so that Banabus might learn to read, and might one day become a real merchant. Prior Profession: In due time, Banabus did make the move to the local town, there to seek fortune and trade, and for a short while he did reasonably well for himself. Still, he yearned for something more, for in becoming literate he had gained a thirst for knowledge, a need to understand the greater mysteries of the world. When this drive became too much to bear, Banabus sold up his modest business, and used the monies to apprentice himself to a local wizard, setting him on the path he now follows. From this we can easily deduce that Banabus would have knowledge of crops, cattle, pigs, and general farming, would be aware of how life is conducted in such a village, would know a little elven etiquette, can scale the odd tree, is very good at haggling, and has knowledge of appropriate costs for farm produce and bulk purchases. He knows how to care for and repair farming implements, can recognize crops and livestock and assess if land is good or poor, is literate, has good arithmetic and accounting skills, and is quite well read. He also has appropriate family and contacts in his home village, and knows a variety of merchants and customers in the town he worked in. He is also familiar with both his home village and town, knowing of a number of key residents, local areas of interest, and a little bit of each habitation's history. All-in-all, this makes Banabus a well-rounded, believable character, but what happens when Banabus tries to climb a tree, or tries to haggle with that merchant? What should you roll? Simply have the Player make an appropriate Attribute Check for the character, based on the task the character is attempting, though if the skill in question are not related to the character's class, the check is always 18, unmodified by level. If the task is somewhat related to the character's class, such as a Ranger who was a skilled woodsman before, and who is now attempting to figure out which local moss makes the best insect repellent, the check is still 18, but the character's level applies. Anyway, hope that gives you all some overview? cheers! Colin ------------------------------ Several people have asked, so here's a listing of what Abilities each race gets. I'm not going to provide detailed writeups for each entry, but most of the Ability Names are really self-explanatory: DWARF Animosity (Elves) Deepvision Determine Depth and Direction Enmity (Goblins/Orcs) Defensive Expertise (Giants/Ogres) Resistant to Arcane Magic Resistant to Fear Resistant to Poison Stonecraft ELF Enhanced Senses Low-Light Vision Move Silently Spell Resistance (Charm/Sleep) Spot Hidden Doors Weapon Training (Bow/Longsword) Prance Like a Flower Faerie GNOME Sorry, can't tell you about this one yet, but will as soon as I am able. HALF-ELF Enhanced Senses Favoured Lineage Low-Light Vision Spell Resistance (Charm/Sleep) Spot Hidden Doors HALFLING Fearless Hide Move Silently Night Vision Resistant to Poisons HALF-ORC Dark Vision Enhanced Sense of Smell Resistant to Disease HUMAN Extra Prime [/SIZE] [/QUOTE]
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