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<blockquote data-quote="Philotomy Jurament" data-source="post: 3873146" data-attributes="member: 20854"><p>Saving throws in C&C are ability checks (e.g. Poison is Con, et cetera). Attacks work similar to d20, in that you have an attack bonus and roll to hit a target AC where higher numbers are better.</p><p></p><p></p><p>Everything is an ability-check. Your PC assigns two stats (three if human) as "prime." Prime ability-checks are easier than non-prime ability checks (it's equivalent to a +6 bonus). So an action's chance of success depends on the following:</p><p>1. Difficulty (like DC)</p><p>2. Is the relevant ability Prime? If so, it's easier for you.</p><p>3. Is the action central to your PC's class? If so, add your level to the roll.</p><p>4. Any misc. modifiers that might apply</p><p></p><p></p><p>Everything is an ability check. There's no specific feat-mechanic, but feat-like actions can be handled with the ability check mechanics. </p><p></p><p>Example: You want a shifty, lightly armored fighter who can talk his way out of situations, as well as fight. In 3.5, you'd pick feats like Dodge and Weapon Finesse and skills like Bluff and Diplomacy. In C&C, you'd assign Dex and Cha as prime. You end up with the same basic result, it's just that the 3.5 approach is fine-grained and the C&C approach is coarse-grained.</p><p></p><p></p><p>There are no multiclassing rules in the current core books (although the forthcoming <em>Castle Keepers Guide</em> is expected to cover them. There are multiple optional rules for multi-classing. The most official is the rules from the Castle Zagyg supplement (available as a free download). Those are very similar to the AD&D rules, and also cover dual-classing, which might be an option if your players don't like traditional multiclassing. (They also include an optional "skill bundle" system that is very similar to the approach used in EGG's <em>Lejendary Adventure</em> game.) There are also optional multiclassing rules available for download from Dragonsfoot (these combine the multiple classes into a single class, similar to B/X's race-based classes), and in one of the issues in <em>Crusader</em> magazine.</p><p></p><p></p><p>I'd recommend the <em>Players Handbook</em>. If you have the AD&D monster books/DMG, then that's all you really need. If you don't have the AD&D monster books/DMG, then you should also pick up <em>Monsters and Treasure</em>.</p><p></p><p>Lastly, a brief word on 'missing' rules/subsystems in C&C. C&C is very easy to tinker with. It's extremely easy to import subsystems you like from other editions. You'll almost certainly do some house-ruling, at some point. However, my advice is to restrain yourself, at first. Try running it largely by-the-book until you have a firm grasp on how the system works. You might be surprised to find that some things you would've added simply aren't necessary.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3873146, member: 20854"] Saving throws in C&C are ability checks (e.g. Poison is Con, et cetera). Attacks work similar to d20, in that you have an attack bonus and roll to hit a target AC where higher numbers are better. Everything is an ability-check. Your PC assigns two stats (three if human) as "prime." Prime ability-checks are easier than non-prime ability checks (it's equivalent to a +6 bonus). So an action's chance of success depends on the following: 1. Difficulty (like DC) 2. Is the relevant ability Prime? If so, it's easier for you. 3. Is the action central to your PC's class? If so, add your level to the roll. 4. Any misc. modifiers that might apply Everything is an ability check. There's no specific feat-mechanic, but feat-like actions can be handled with the ability check mechanics. Example: You want a shifty, lightly armored fighter who can talk his way out of situations, as well as fight. In 3.5, you'd pick feats like Dodge and Weapon Finesse and skills like Bluff and Diplomacy. In C&C, you'd assign Dex and Cha as prime. You end up with the same basic result, it's just that the 3.5 approach is fine-grained and the C&C approach is coarse-grained. There are no multiclassing rules in the current core books (although the forthcoming [i]Castle Keepers Guide[/i] is expected to cover them. There are multiple optional rules for multi-classing. The most official is the rules from the Castle Zagyg supplement (available as a free download). Those are very similar to the AD&D rules, and also cover dual-classing, which might be an option if your players don't like traditional multiclassing. (They also include an optional "skill bundle" system that is very similar to the approach used in EGG's [i]Lejendary Adventure[/i] game.) There are also optional multiclassing rules available for download from Dragonsfoot (these combine the multiple classes into a single class, similar to B/X's race-based classes), and in one of the issues in [i]Crusader[/i] magazine. I'd recommend the [i]Players Handbook[/i]. If you have the AD&D monster books/DMG, then that's all you really need. If you don't have the AD&D monster books/DMG, then you should also pick up [i]Monsters and Treasure[/i]. Lastly, a brief word on 'missing' rules/subsystems in C&C. C&C is very easy to tinker with. It's extremely easy to import subsystems you like from other editions. You'll almost certainly do some house-ruling, at some point. However, my advice is to restrain yourself, at first. Try running it largely by-the-book until you have a firm grasp on how the system works. You might be surprised to find that some things you would've added simply aren't necessary. [/QUOTE]
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