Akrasia
Procrastinator
Some of my players are still trying to get used to the SIEGE system, with its primes, etc.
Since they are already intimately familiar with the 3e skill system, I devised the following document to help them to think about the SIEGE system in '3e' terms.
Thoughts?
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Using the C&C SIEGE system to accommodate 3e skills
Below is a list of 3e skills, grouped under their appropriate attributes. Note that some of the attributes are different from 3e (e.g. climb is a dexterity ability in C&C, not strength). I have tried to organize them in accordance with C&C, but all the 3e skills should be listed.
I have also added a few abilities that are treated as 'skills' in C&C (e.g. the ranger's 'tracking' ability).
Characters can try any of these skills -- except those that are restricted to certain classes, or simply not used in the game.
When a character tries to use one of these skills, they roll 1d20, add their attribute modifier, add 6 if the attribute in question is a 'prime', add their level (unless the skill is a class ability), and any miscellaneous modifiers (due to spells, magic items, health, etc.).
A character's roll must beat a TN (target number -- obviously similar to the 3e DC).
Routine tasks: 9 or less. (Normally not rolled.)
Easy tasks: 10 - 15.
Average tasks: 16-20 (18 is the baseline).
Difficult tasks: 21-25.
Hard tasks: 26-30.
Damn Hard tasks: 30+.
The Primes and their Associated Skills:
Strength
Jump: @
Swim: @
Dexterity
Balance: @
Climb: @, CL [ranger*, rogue, assassin]
Escape Artist: @, CL [rogue, assassin]
Hide: @, CL [ranger*, rogue, assassin]
Move Silently: @, CL [ranger*, rogue, assassin]
Open Lock: SS or CR [rogue]
Ride (Horsemanship): CL [knight]
Sleight of Hand (Pick Pocket): @. CL [rogue]
Tumble: NA
Use Rope: NA
Constitution
Concentration
Intelligence
Appraise: SS
Craft: SS
Decipher Script: CR [rogue, bard,
Disable Device (Traps): CR [ranger*, rogue, assassin,
Forgery: CR [rogue, assassin]
Knowledge: SS or CL, depending on subject
Nature Lore: CR [druids]
Poisons: CR [assassins]
Search
Spellcraft: NA
Wisdom
Case Target: CR [assassin]
Heal
Listen: CL [rogue, assassin]
Profession: SS
Sense Motive: NA
Spot: CL
Survival: CR [ranger]
Track: SS or CR [ranger]
Traps, Wilderness: CR [ranger]
Charisma
Bluff
Diplomacy
Disguise: CR [assassin, illusionist]
Gather Information: CL [bard]
Handle Animal: SS
Intimidate
Perform: SS or CR [bard]
Use Magic Device: NA
Code:
@ = armour check penalty
NA = not applicable (not used in the game)
SS = covered by relevant secondary skill (i.e. you need the OAD&D DMG secondary skill in order to use this ability).
CL = only classes who have this skill as a class ability add their level to the relevant skill checks (other classes can try, but they never add their level). [Classes for whom this is a class ability are listed in parentheses.]
CR = only classes who have this skill as a class ability can use this skill (and they add their level when doing so). [Classes for whom this is a class ability are listed in parentheses.]
Regarding CL & CR: Classes with an * are classes who have a similar ability, but not precisely the skill in question -- e.g. rangers who have 'scale' (natural surfaces) but not 'climb'.
Since they are already intimately familiar with the 3e skill system, I devised the following document to help them to think about the SIEGE system in '3e' terms.
Thoughts?

------------------------------------------
Using the C&C SIEGE system to accommodate 3e skills
Below is a list of 3e skills, grouped under their appropriate attributes. Note that some of the attributes are different from 3e (e.g. climb is a dexterity ability in C&C, not strength). I have tried to organize them in accordance with C&C, but all the 3e skills should be listed.
I have also added a few abilities that are treated as 'skills' in C&C (e.g. the ranger's 'tracking' ability).
Characters can try any of these skills -- except those that are restricted to certain classes, or simply not used in the game.
When a character tries to use one of these skills, they roll 1d20, add their attribute modifier, add 6 if the attribute in question is a 'prime', add their level (unless the skill is a class ability), and any miscellaneous modifiers (due to spells, magic items, health, etc.).
A character's roll must beat a TN (target number -- obviously similar to the 3e DC).
Routine tasks: 9 or less. (Normally not rolled.)
Easy tasks: 10 - 15.
Average tasks: 16-20 (18 is the baseline).
Difficult tasks: 21-25.
Hard tasks: 26-30.
Damn Hard tasks: 30+.
The Primes and their Associated Skills:
Strength
Jump: @
Swim: @
Dexterity
Balance: @
Climb: @, CL [ranger*, rogue, assassin]
Escape Artist: @, CL [rogue, assassin]
Hide: @, CL [ranger*, rogue, assassin]
Move Silently: @, CL [ranger*, rogue, assassin]
Open Lock: SS or CR [rogue]
Ride (Horsemanship): CL [knight]
Sleight of Hand (Pick Pocket): @. CL [rogue]
Tumble: NA
Use Rope: NA
Constitution
Concentration
Intelligence
Appraise: SS
Craft: SS
Decipher Script: CR [rogue, bard,
Disable Device (Traps): CR [ranger*, rogue, assassin,
Forgery: CR [rogue, assassin]
Knowledge: SS or CL, depending on subject
Nature Lore: CR [druids]
Poisons: CR [assassins]
Search
Spellcraft: NA
Wisdom
Case Target: CR [assassin]
Heal
Listen: CL [rogue, assassin]
Profession: SS
Sense Motive: NA
Spot: CL
Survival: CR [ranger]
Track: SS or CR [ranger]
Traps, Wilderness: CR [ranger]
Charisma
Bluff
Diplomacy
Disguise: CR [assassin, illusionist]
Gather Information: CL [bard]
Handle Animal: SS
Intimidate
Perform: SS or CR [bard]
Use Magic Device: NA
Code:
@ = armour check penalty
NA = not applicable (not used in the game)
SS = covered by relevant secondary skill (i.e. you need the OAD&D DMG secondary skill in order to use this ability).
CL = only classes who have this skill as a class ability add their level to the relevant skill checks (other classes can try, but they never add their level). [Classes for whom this is a class ability are listed in parentheses.]
CR = only classes who have this skill as a class ability can use this skill (and they add their level when doing so). [Classes for whom this is a class ability are listed in parentheses.]
Regarding CL & CR: Classes with an * are classes who have a similar ability, but not precisely the skill in question -- e.g. rangers who have 'scale' (natural surfaces) but not 'climb'.