C&C house rules -- what are yours?

Here are some additional house rules I am using in my games.

------------------------------

Critical Hits

A critical hit (full damage, no roll) occurs when a character/creature either rolls a natural '20' or exceeds his/her/its enemy's AC by 10+. For example, Galen rolls a 17, adds +4 in modifiers to his roll, and ends up with 21. Since this is 10 more than his opponent's AC of 10, Galen critically hits his oppenent even though Galen did not roll a natural 20. [The purpose of this revision is to make it more likely that skilled fighters will score a critical hit.]

-----------------------------

Initiative

PCs add their DEX bonus to initiative rolls.

Fighters add +1 to their initiative rolls, starting at level 5 (so +1 at level 5, +2 at level 10, etc.).

------------------------------

Casting in Combat

Spellcasters can cast during combat. However, if they are hit before they can release their spell (i.e. earlier in the round, or at the moment of casting), they must make a concentration check or lose the spell. Wizards and illusionists use INT for their checks, whereas clerics and druids use WIS [the idea here is that the PC must keep his/her 'wits' and utter the enchantment, despite being hit]. The concentration roll = 1d20 + attribute modifier + 6 (since the attribute is a prime) + PC level. It must beat 18 + damage taken. [Yes, this makes casting after being hit difficult -- as it should be!]

-----------------------------

Untrained Skill Checks

A PC can attempt most skills/tasks that involve an attribute that concerns one of his/her 'primes'. So for example, a wizard with dexterity as a prime can try to pick someone's pocket. However, for any skill/task that is not 'class related' (i.e. a class ability, or a task that is clearly related to the class in question), the PC does not add his/her level to his/her attempt. So a wizard would never add his/her level to a pick pocket attempt. Finally, there are a few skills/tasks that cannot be attempted by a PC not trained in the class ability in question -- such class abilities are 'restricted', so to speak. Examples include the traps and poison abilities of assassins, the disguise ability of assassins and illusionists, the mounted combat abilities of knights, etc.

---------------------------------

New Languages

PCs who have INT as a prime gain knowledge of one new language every 5 levels, starting at level 5. PCs who do not have INT as a prime gain one new language every 10 levels (starting at level 10). A PC must have an INT of 11+ in order to learn new languages.

----------------------------------

Knowledge Gained Through Study and Training

During the campaign, PCs may acquire volumes of lore, or study with individuals who are experts in certain fields. Once a PC completes a full 100-200 hours of study (if using a book), or 80-160 hours of training (under the supervision of an expert), that PC gains one 'training unit' in that area of knowledge. Examples of such areas of knowledge include: herbs and plants (of a certain region); wildlife and game (again of a certain region); weather; astrology; alchemy; history (of a particular region, people, etc.); religion (concerning a particular culture or god); and so forth.

If the PC was not previously familiar with the subject matter in question, he can, upon completing his studies, try to use his newly acquired knowledge in the future. When attempting to use this knowledge, he rolls d20 + INT + 6 (if INT is a prime) + 1 (per 'training unit'). His ability does not go up as he gains levels -- unless the area of knowledge/expertise in question is class-related (e.g. knowledge of the gods for a cleric). Rather, he gains a +1 bonus for every 'training unit' he gains through study. Training units are cumulative with class level bonuses if the area of knowledge is in a class related area.

No PC can gain more than a +3 bonus in any given area of knowledge through study/training.

---------------------------------

Bardic Lore

Bards use CHA when checking for knowledge about current events, people, or items. This is because such information is usually gained by talking to locals, etc. Bards use INT when checking for knowledge about 'academic' subjects or noncurrent (historical) events, people, or items.

Knowledge gained through study and training is normally cumulative with bard lore (though there are certain exceptions with respect to 'esoteric lore', e.g. lore concerning the planes).
 

log in or register to remove this ad

Akrasia wrote:

Casting in Combat

Spellcasters can cast during combat. However, if they are hit before they can release their spell (i.e. earlier in the round, or at the moment of casting), they must make a concentration check or lose the spell. Wizards and illusionists use INT for their checks, whereas clerics and druids use WIS [the idea here is that the PC must keep his/her 'wits' and utter the enchantment, despite being hit]. The concentration roll = 1d20 + attribute modifier + 6 (since the attribute is a prime) + PC level. It must beat 18 + damage taken. [Yes, this makes casting after being hit difficult -- as it should be!]

Do you also, then, have a house rule that allows "holding" your initiative? Or do you have spellcasters declare that they're casting before the initiative roll and assume that casting begins at the top of the round?

Otherwise, interrupting casting isn't possible.
 

Mythmere1 said:
Do you also, then, have a house rule that allows "holding" your initiative? Or do you have spellcasters declare that they're casting before the initiative roll and assume that casting begins at the top of the round?

Otherwise, interrupting casting isn't possible.

Wouldnt there be some situations where this would occur without needing to declare? Some spells (I think) require 2 rounds to cast..depending on intiative, a monster could strike at a caster in the middle of a spell.

Likewise a monster who attacks "first" in intiative could force a caster who comes later to make a check vs damage. But this depends on if your using group vs individual intiative, rerolling every round etc..and I guess only a foolish caster would try to cast after being successfully struck. Unless the situation was desperate that is.

But all in all except for extreme situations, casting on a stromy sea or the back of a moving wagon it seems concentration check would be rarer in C&C given that theres no AoOs. And that non armored wizards are going to stay far far away from melee.
 

Mythmere1 said:
....
Do you also, then, have a house rule that allows "holding" your initiative? Or do you have spellcasters declare that they're casting before the initiative roll and assume that casting begins at the top of the round?. ...

I have the former rule -- PCs can 'hold' their initiative until a later point (essentially the 3e rule).

But...
Mythmere1 said:
Otherwise, interrupting casting isn't possible.

This doesn't necessarily follow, since spellcasters are pretty easy to identify in my campaign (wizards need staffs to cast most spells, and clerics need to brandish their holy symbols). As a result, most intelligent NPCs/monsters will be able to identify the spellcasters in any group, and will often focus their attacks on him/her -- effectively trying to prevent spellcasting.
 

I am considering allowing some feats (maximum number allowed being as per d20/3e number of feats allowed to all characters independant from the class). This will be mainly feats such as Power Attack, Toughness, Weapon Finesse, and a lot of homebrewed feats. My idea is to not make them available for free and automatically, but having players pay for them in XP. Gaining a feat would cost 10% (or 20% ?) of the number of XP required for the character to go to the next experience level. (Plus no more than 1 feat can be gained at each level, which means that a 6th level PC without feat could know 3 of them, but will only be able to learn one at 6th level, then another at 7th level, etc.) Doing so doesn't make feats a new and automatic feature of all PCs and NPCs.
 

The only house rule I am using in my current campaign is having half-orcs as an actual standard race (think Morrowind Orc) instead of a hybrid mistake. I am treating half-orcs as the new humans. They breed faster and are more aggressive due to their shorter life span. Eventually they will replace humans as the dominant race in the world. It has made some interesting PC inspired plot twists. ;)

Xzuatl
 

Xzuatl said:
The only house rule I am using in my current campaign is having half-orcs as an actual standard race (think Morrowind Orc) instead of a hybrid mistake. I am treating half-orcs as the new humans. They breed faster and are more aggressive due to their shorter life span. Eventually they will replace humans as the dominant race in the world. It has made some interesting PC inspired plot twists. ;)

Xzuatl

In my campaign, orcs breed extremely fast also - they are a constant threat, and given the high level of orc mortality at the hands of humans, it's also the only way to justify the hordes of them that a good standard fantasy campaign requires.
 

correct me if I'm wrong but doesn't every gm worth his salt have house rules and every system worth anything say when in doubt modify?
I'm not that familiar with C&C I looked it over saw that they had 5 or 6 different types of saves and laughed at this supposed simplified system. I'll admit that is my initial impression but that doesn't change my question and no I'm not out trolling I really am perplexed by the thread
 

Razz0putin said:
correct me if I'm wrong but doesn't every gm worth his salt have house rules and every system worth anything say when in doubt modify?

Yes, but C&C is deliberately designed to encourage and facilitate the use of house rules. It was deigned in a 'modular' manner -- altering one aspect of the system will not 'unbalance' the game as a whole. In contrast, altering some feature of 3e D&D (e.g. removing AoOs) can have all kinds of unforeseen consequences for the game as a whole.

Anyway, even if most good GMs modify the games they play, I don't understand why you have a problem with people who play C&C sharing their house rules with each other. If this topic does not interet you, there is no need for you to read this thread.

Razz0putin said:
I'm not that familiar with C&C I looked it over saw that they had 5 or 6 different types of saves and laughed at this supposed simplified system. I'll admit that is my initial impression but that doesn't change my question and no I'm not out trolling I really am perplexed by the thread

Saving throws are not distinct from ability scores -- rather saving throws just are 'ability score' checks.

Anyway, having played both 3e and C&C extensively, I can assure you that C&C is a vastly faster and simpler system. Here it is in a nutshell.

For resolving any task (combat, skill, or saving throw): roll d20, add modifiers, try to beat the relevant targent number (TN).

In combat: roll d20, add modifiers (class level modifier, +/- ability score modifier, +/- miscellaneous modifiers, e.g. magical bonuses or disease penalties), try to beat target number (enemy's armour class).

All other tasks and saving throws are determined by the relevant attribute (i.e. a task/saving throw is 'strength' related, 'dexterity' related, etc.).

So for all noncombat tasks and saving throws: roll d20, add modifiers (+6 if the attribute in question is a 'prime', +/- relevant attribute modifier, + level if the task in question is a class-related one or you are rolling for a saving throw). The PC must beat the target number (18 +/- relevant modifiers, + enemy's level if appropriate) in order to succeed. For all noncombat rolls, assume that you add your prime if the roll concerns a prime attribute.

If you are actually curious about the game (its feel and mechanics) here is my review:

http://www.enworld.org/reviews.php?do=review&reviewid=2082201
 

I don't have a problem with people that play C&C. It just touted itself as a simpler system and admittedly upon skimming the rules it didn't seem much simpler. Admitted AoO were a little tricky for me to get at first but I never thought they were that complex. I will check out your review don't have time this weekend but soon.
 

Remove ads

Top