C&C house rules -- what are yours?


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I always did the crit = double damage rule myself, but only on a natural 20. Critical fumbles would then be based on the situation at hand, and could result in a save, ability score check (i.e. Dex check to keep balance), etc.

I'm not a fan of the critical threat/threat range rules in D&D. I think it takes away from that feeling of rolling a natural 20 and knowing you did something spectacular. Having to make another roll to confirm it's a true crit...I dunno.

I used to use this chart called Good Hits and Bad Misses from an old issue of Dragon back when I ran AD&D 2e. Fun chart. What I came across, though, was the idea that it took more time to do and was another rules sheet I had to drag with me, so I think the double damage rule is well enough.

Granted, we also had our own Death...Hollywood Style, which was a hoot and a half. :D


VorpalBunny said:
2. Characters add their Dexterity modifier bonus or penalty (if any) to initiative rolls.

Does C&C not do this? I thought it did.
 
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Dragonhelm said:
Does C&C not do this? I thought it did.
No, it doesn't. It's a d10 for each combatant with no modifiers. In the case of any ties, the one with the highest dexterity goes first. If the dexterity scores are the same, those actions are simultaneous.

The only problem here is that monster types don't have ability scores in their stat blocks to use in the case of ties. I plan to just eliminate that part, however. I will use d10, no modifiers, and ties result in simultaneous action. Simple. :D
 

MichaelH said:
No, it doesn't. It's a d10 for each combatant with no modifiers. In the case of any ties, the one with the highest dexterity goes first. If the dexterity scores are the same, those actions are simultaneous.

Thanks for the clarification. :)

I guess my house rule on that will be d10 + Dex modifier (minus if negative).

The only problem here is that monster types don't have ability scores in their stat blocks to use in the case of ties. I plan to just eliminate that part, however. I will use d10, no modifiers, and ties result in simultaneous action. Simple. :D

I think in 2e I just rolled a flat-out d10 and called it good.
 


I've made so many changes it's not even C&C anymore. The system really is taking a form I like. I'm not trying to stay with 1E rather I do stuff to the system you probably haven't seen before. One example:

AC is comprised of three categories: Armor, Dodge, and Parry. Pick two.
 

Haven't played it, but been looking at book. I definitely want to avoid Feats & Skills in C&C, the simplicity of the system is a great virtue.

Some rules:

1. Let Fighters & Knights use Bastard Sword one-handed.
2. '20' is a crit for x2 damage.
3. Base DC is 18, using a Prime gives +6 to ability roll (a much simpler way of saying the same thing, IMO).
4. Max hp at 1st level for PCs sounds like a good idea. Let PCs & NPCs take average-low hp instead of rolling if they want.

4. Been looking at giving characters a level-based AC defense bonus equal to their BTH, to eliminate dependence on magical buffs. They would get this in melee or while actively dodging. Then add level/hit dice to damage to compensate for reduced lethality. :)

Edit: Armour Class using BTH as defense bonus:

1. Full Defense: 10+Armour+DEX+BTH - can't attack.
2. Active: 5 + Armour + DEX + BTH - only use if better than
3. Standard: 10+Armour+DEX

5. Letting 2-handed weapons do +STRx1.5 damage seems a good idea.
 
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Along with a BTH defense bonus I'll use a max DEX limit for armour.
Chain sh/scale/breastpl/chain ml +2, banded/splint +1, plate/full plate +0, to encourage high DEX PCs in light armour.
 

Frostmarrow said:
I've made so many changes it's not even C&C anymore. The system really is taking a form I like. I'm not trying to stay with 1E rather I do stuff to the system you probably haven't seen before. One example:

AC is comprised of three categories: Armor, Dodge, and Parry. Pick two.

I'd be interested in hearing about some of the other changes you're making, Frostmarrow.
 

Akrasia said:
I'd be interested in hearing about some of the other changes you're making, Frostmarrow.

There is one caveat when it comes to AC. You cannot combine medium or heavy armor with Dodge. Basically these are your options:

Light armor+Dodge
Light armor+Parry
Medium armor+Parry
Heavy armor+Parry
Dodge+Parry

All formulas turn out about the same AC but it's nice to know that your ability to avoid harm is based off ...dodging and parrying, for instance. (Note: Parry is equal to BtH/2 rounded down).

Critical Hits: I've combined the 'threat confirm'-roll with the damage roll. All criticals do 1d12 damage whether you strike with a glaive or a knife. Of course I had to downgrade a few d12 weapons in order to make it all fit. Greatsword do 1d10, for example. It should be noted that sneak attacks (or any other special damage dealers) do 1d12 too.

Flanking: You can flank if you strike from behind an enemy and someone else attacks from the front. This is different from 3.5E as you must strike from behind. To simply bracket your enemy won't do.

There is more but lunch hour is up!
 

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