[C&C] Taking Down the Stone Giants

AnthonyRoberson

First Post
I had an interesting episode in my C&C game last night. The party scouted out the lair of some stone giants that was located in a steep valley. The PCs (which are all about 12th level) scouted out the area with the use of Fly and Invisibility. The wizard then did something I didn't expect....

He positioned himself above the caves and sent in an Arcane Eye. He then cast Projected Image straight down 50' into the caves (using the Arcane Eye for line of sight). With this combo running he then proceeded to waste most of the giants from the Image with Fireball, Ice Storm etc....

First of all, did I get any rules wrong? The tactic appeared sound from a rules perspective. Could I have done anything reasonable to let the giants put up more of a fight? I just hate it when smart players make encounters such a pushover! :)
 

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Arcane eye requires concentration or it goes inert. Plus the spell description would say spells could be cast through it if allowed. It doesn't, so its impossible to cast spells through it. Plus you can't "concentrate" on two different spells at the same time, which is what would have to happen to use both the eye (to maintain line of sight at all times) and the Projected Image at the same time.

Now you could have allowed him to break these rules by making a SIEGE check to maintain all those spells at the same time. CL=to all the spells levels added together. So a CL of 13 for a fireball, arcane eye, and Projected Image all being done at the same time. Which would be a TN of 25. I generally add a general +3 CL modifier to such SIEGE checks. So it would be at least a TN 28 if I were to decide to let it happen.

So going by the spell descriptions, no, the mage couldn't have done what he did. However, there is no reason why you couldn't have allowed a SIEGE check to let them pull it off anyways.

So in this situation you can say you had them do a SIEGE check (each time they cast a new spell) and just decided to assume they succeeded each time, but in the future SIEGE checks will be made and failure will mean the loss of all involved spells from memory for the day.
 

I know nothing about C&C, and don't think the system is for me, but I am intrigued by the SIEGE check. Is it basically a mechanic that lets you "break" the rules by letting you accomplish something you normally couldn't? Can you give me a primer, Treebore?
 

Soel said:
I know nothing about C&C, and don't think the system is for me, but I am intrigued by the SIEGE check. Is it basically a mechanic that lets you "break" the rules by letting you accomplish something you normally couldn't? Can you give me a primer, Treebore?


The SIEGE check is just an attribute check. Roll 1d20 + most closely related attribute modifier + charcter level, versus a target DC that can be modified as the CK sees fit. There are no clear rules on how to apply it in C&C past a brief elaboration on the preceding sentence. It's as open to abuse as the CK allows it to be, really.

The bottom line on C&C as a mechanical system is that it's up to the individual CK to apply checks and balances via judgement calls. If your CK is inexperienced or not very wise, your game will suffer as a result. If, on the other hand, he is practiced and smart, things will often shake out okay. The game is ultimately as weak or as strong as the CK.
 

Soel said:
I know nothing about C&C, and don't think the system is for me, but I am intrigued by the SIEGE check. Is it basically a mechanic that lets you "break" the rules by letting you accomplish something you normally couldn't? Can you give me a primer, Treebore?

Here are examples from my house rules document as to show a variety of ways I use SIEGE checks:

CLASSES:

Wizards:
SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to a electric ball, ice ball, etc... you make a TN 12 check + your level to beat a CL = to the level of the spell. So to change the fireball to ice would be a CL 3, so beat TN 15.

Similiar checks can be done to maximize damage, CL spell level +3

To double range, CL spell level +3

To increase number of targets effected, CL spell level +3 per additional target (example spell, Charm Person to effect two people instead of one)

Failure, in all cases, loses you the spell. Roll a natural 1 and pray for survival if it causes damage.


RUNEMARKS:
Are a rune based wizard. Plus everything class related is based off of their Wisdom, not intelligence.


...So Runemarks can be tied up, but as long as they have the runestone in their hands, and can speak, they can cast the spell. If they do a successful SIEGE check CL=spell level +4 they can cast the spell by will alone. The runestone is still required to be in hand. So even gagged they can still cast a spell if the SIEGE check is successful. Wizards can do this, but to do it bound and gagged would be a CL=spell level +8 to do so.
...
Biggest drawback: Unlike a mage losing a spell book, if you lose your runestones you can't cast another spell until you make new rune stones for the spells you know/have memorized.

Plus Runemark's cannot use Wizard or Illusionist magic items easily. They must make a SIEGE check versus TN 12 + level the item is made at to use it successfully. If they fail the SIEGE check they can never use that particular item until later. If they succeed they can use that particular item, or item power, from then on. Scrolls can never be used in this manner. Potions can be freely used like any other class. Fail the SIEGE check and they can never use that particular item, or item power, until they make another level to get another SIEGE check to try and figure it out.


Rune magic items:
Runemark Skills: Runemarks are very good at engraving and carving, as well as identifying metals and gemstones, since they are so crucial to the basics of making runestones and rune items. All checks, when related to runecasting and making rune items, are WIS based. Otherwise it will be related to DEX, or whatever stat the CK considers relevant.



SIEGE Checks:

As you probably guessed, I allow SIEGE checks to be used for a lot of things other than skills. They can be used by fighters to try and get extra attacks, to get an extra attack when you take an opponent down, to transfer points from your BtH to your damage roll, if you think of it, ask me if you can do it. If you have played 3E many of their feats are good ideas for SIEGE checks.

IMPORTANT: If you successfully use a SIEGE check frequently enough to perform a specific kind of action I will eventually, when I decide to do so, award it as a "signature move". This will mean that as long as your opponent is no more than 3 levels higher than you, or lower, you will not need to perform a SIEGE check to do the "signature move". You can have as many "signature moves" as I decide to award you with.

LUCK POINTS:

You get one luck point +1 per level. So two at level one.

Luck points are used to:

Get a re-roll on an attack roll, save, or SIEGE check. Only 1 re-roll allowed.

To turn a death attack to near death. If an attack outright kills your PC you can permanently burn a luck point to put your character at death's door instead.

You don't refresh your Luck points until your goal/mission is accomplished. This is defined as whatever over all goal your party is working towards. Such as recovering an item, escorting this person/caravan from point A to point Z, finding the daughter of the merchant, etc... NOT when short term goals are accomplished.

Lost/permanently burned luck points are regained anytime I witness you roll 3 Nat 20's to hit, make a save, or SIEGE check in one game session. So make sure I keep track of them, and make sure I witness your rolls. Otherwise its up to me to trust/believe you. I may just deny the validation simply to encourage/motivate you to make sure I witness your rolls.

Online games must use the online dice roller to get this benefit.


GRAPPLING:

When grappled a target can make either a STR or DEX save, whichever is better, to break free of the grapple. While Grappled they can either struggle to break or slip free, or they can draw a dagger, wand, or use some kind of magic item that needs only a command word to be spoken.

A dagger can be used to attack, but at a -2 to all attacks, and only to attack the creature grappling the wielder. Wands can be similarly used, and they do not have to attack their grappler, but can attack other targets within their line of sight.


Two Handed Fighting:

If you want to be a two weapon Fighter take DEX as Prime. This cuts the penalties in half to -2 for primary hand and -3 for the off hand. Dex bonus' offset these penalties, so an 18 DEX would change these to +1/0. If DEX isn't prime then the penalties remain 3/6, but the DEX bonus still offsets these before a roll is made. So if you have a +2 DEX bonus the penalties are 1 and 4, then you roll your attacks as normal. Typically BtH + STR bonus' + magic.


ENERGY DRAINS:

When hit by a creature that energy drains you get a save. The save is CON based, CL is equal to HD of the creature. If you fail the save then you lose a level and HP loss is equal to your HD average plus your CON bonus, if any So if you are a fighter you lose 5+CON bonus in hit points.

Still, all is not lost. It takes creatures about 24 hours to fully digest your life energy in my games. So if you kill the creature, or creatures, who stole your life force within 24 hours of them doing so your life force will be released and will find its way back to your body. You must be within 10 feet of the creature when it is destroyed for this to happen automatically. For every 10 feet beyond 10 feet there is a cumulative -2 penalty to your CHA (or CON, whichever the CK decides is most appropriate and beneficial to the player) save for your life force to find and return to you.

So if you are 30 feet away when the creature is destroyed you must make a save at -4 to get your life force back. 10 feet or less no save is required.
 

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