Castles and Crusades: A Lion in the Ropes (Full)

Well, driver, I'm definitely interested in this. You're right, it does look sufficiently different from D&D that I don't think I'll get everything right the first time around, but I'll also probably pick it up quickly as we go. If you don't mind doing it this way, can you roll me up some stats and gold for a human ranger? Then I will use those to make a character off that cheat shot, post it, and if there are any major boo-boos just let me know... and if there are minor boo-boos... well I've always thought it's fun to play a character with some flaws!

Edit: just looked at this thread, looks like most people wanna play front liners- so I'd be willing to take wizard spot instead.
 
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scout989 said:
Well, driver, I'm definitely interested in this. You're right, it does look sufficiently different from D&D that I don't think I'll get everything right the first time around, but I'll also probably pick it up quickly as we go. If you don't mind doing it this way, can you roll me up some stats and gold for a human ranger? Then I will use those to make a character off that cheat shot, post it, and if there are any major boo-boos just let me know... and if there are minor boo-boos... well I've always thought it's fun to play a character with some flaws!

Edit: just looked at this thread, looks like most people wanna play front liners- so I'd be willing to take wizard spot instead.

Cool, welcome to both of you! I wish I had remembered the cheatshet link earlier.

Scout- The adventure is location based, so a ranger would come in handy. And the C&C ranger is different from the DnD version so its a different experience. Not that a spellcaster would be useless. So play what you want to..Ill let you decide.

If everyone stays interested we'll go with a group of four, each at level 2 with normal starting gold. No henchmen. If khraven wishes to join us the more the merrier.
 
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Heres a couple more pieces of info to help in creation:

1. The cheatsheet was made for new level one players in C&C. The spell lists should be fine for level 2 players. Classes are archetypes and gain "feats" or class abilities as they gain in levels. Some classes gain abilities at level 2 and they are not listed on the cheatsheet, so Ill inform you of those abilities.

2. Attributes and Prime attributes: Task resolution in C&C revolves around the concept of the prime atrributes, attributes that a character is particularly skilled in. Choice of prime ability is often more important than attribute modifiers, which seem to start out smaller than in d20 (+0 or +1 seems to be the norm in starting C&C characters).

Each class has a listed prime attribute. In addition each player picks another prime attribute. Humans choose 2 primes instead of 1 for a total of 3. So demi humans will have 2 prime attributes, humans 3.

In ability checks to accomplish a non combat task, the base difficulty is based at 18 plus a difficulty modifier places by the DM.

Checks made against a players prime attributes are at a base number of 12 plus modifiers.

The player uses the approriate atribute to make a check vs the difficulty target (much like DC in d20 checks). The player rolls a d20 plus attribute modifier plus his character level.

If a character tries to attempt a task outside his classes background or training the characters level is not factored in. For instance a dwarf fighter wants to sneak past four guards at a castle gate. Not trained in stealth, he rolls a d20 plus his dex mod-but would not add his character levels. If the dwarf has dex as a prime attribute the base difficulty is 12, if not the base is 18. A rogue would add his or her class level to the d20 roll.

Make sense? Keep this on mind when assigning stats and choosing your primes. There are no dump stats, but some abilities have a greater bearing on classes than others. C&C classes are very much archetypes.

3. Here a link to the C&C erratta pdf. I include it mostly for the quick reference table for class allowed armor which is easier to read and the table on page 3 that clarifies which weapons are 2 handed and which are not:

http://trolllord.com/files/errata.pdf

4. Gnomes and halflings are small creatures. As such they probably couldnt use 2 handed weapons and norma one handed weapons would be 2 handed to them. Im willing to discuss exceptions to this.

5. Half elf racial abilities are affected slightly by which lineage is dominant elf or human, which the player chooses. The half elf presented in the cheatsheet has a human lineage. The main difference is that human lineage imparts a +2 bonus to a secondary attribute check, while elf heritage imparts heightened seneses, twilight vision, spell resistence and attribute modifiers of an elf.

6. Each race has bonus languages which are gained with an int bonus if any and are not listed in the cheatsheet. All characters start with common and if demihuman thier races language.
 
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How are you running the game? In the forums post-by-post play? If so, I think I might join in.

Currently I am looking at a human or half-elven assassin (neutral of course). I'm a little unsure about prime checks. If I picked something like Int or Wis as a prime, does the character gain knowledge skills or some other types of skills? Constitution checks would seem rare, too. Please let me know.
 

O.K. since this is a one-shot I will probably go ahead with the human ranger idea. Of course I need the stats and gold rolled, but I can tell you I will probably have Str, Dex, and Con as my three primes and my three highest scores (in that order). The character concept I have is of a woodsman, never really thought of himself as a warrior until he was attacked in the deep forest by a (name horrible looking but not really dangerous monster here), which is when he discovered that axes weren't just meant for trees. Since he knocked that thing around, he's been walking around thinking he's the bees' knees, hence his willingness to jump on board any adventure train that rolls through town. For my part, my favorite part of roleplaying this guy is gonna be the first time he gets in a fight with something he can't walk all over (whoa, you mean these things could actually KILL me?!!!). He'll undoubtedly use an axe, probably two handed, probably the same one that he used to kill the earlier monster. That's the basics of my character, anyway.
 

scout989The ranger idea sounds good, and quite appropriate for the starting level. Here are your stats to assign as you wish: scout989's stats (3d6=10, 3d6=11, 3d6=11, 3d6=16, 3d6=10, 3d6=8)

Your starting gold scout989's gold (3d8=14) 14x10=140 gp.

howandwhy99 The game is play by post here at ENWorld in Playing the Game. Checks are very similar to Basic DnD, as they are more abstracted than in 3.5 DnD. Many things that are set skills in d20 are dependent in C&C on the characters background and the characters class. As a result, they are more free from.

The result I think is a game based a bit more of roleplaying and character.

Anyways, the prime attribute allows for a lower seting of the base difficulty of a check at 12. A non Prime attribute check would be set at 18. See my last post for a bit of an explanation of this.

Another example would be somethign like this: A wizard comes across an alchemist's rune on a dungeon wall. In his youth the wizard studied many alchemist texts and feels that the rune look familiar. The wizard has int as a prime attribute. The difficulty of the check to recognize the rune is 12 (since int is prime to the wizard) plus 6(the rune is fairly obscure so it is set as a challenging task by the DM) for a total of 18. The wizard rolls a d20 and adds his int modifier and character level (which reflects his past experience with runes).

If the wizard was level 2 and had an intelligence score of 13, his check might go something like this: D20 roll of 11 +2 (for char level) +1 (for int modifier) for a result of 14. The wizard feels that the rune is familiar but cant read it. If he were a more experienced wizard, he might have been able to.

Also, if the rune had been more common, the DM might have judged it to be easy difficulty and added a +1 difficulty to the base check of 12 for a difficulty of 13. In that case the wizard would have identified the rune.

All the 6 attributes are tied to various saves so all attribute scores are important. But prime attribute make checks with those attributes a little easier.

Let me know if you want to join us.
 
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If you still have room, my curiosity is piqued (and I'm really jonesin for a game). so I would be interested. where might I find enough info to be coherent in this system?
 

mps42- Id check out the cheatsheet posted earlier up in this thread. The mechanics of C&C are different but also similar to d20. Although the cheatsheet isnt a complete substitute for the players handbook, it does help. Let me know.

Ive also discussed the basic mechanic in this thread. C&C is a rules lite system so it probably wouldnt be to hard to jump in especially if your a non spellcaster.

Still like I said before, if you do like rpgs Id recommend the C&C PHB, not just for this game but for your local group. If you like older versions of DnD, IMHO C&C emulates the "feel" and freedom of those versions.
 

O.K. here's what I've got so far-

Code:
James Ferdinand III
Human Ranger2
Str 16 +2		 HP:20
Dex 11 +0		 BtH: +1
Con 11 +0
Int 8 -1
Wis 10 +0
Cha 10 +0
Promary Abilities are Str, Dex, Wis
Weapons:
Two-handed Axe +3 d10 +2
Shortbow +1 d6
 
Armor:
Studded Leather Armor bonus +3
 
Possessions:
Two-handed Axe 20 gp Enc 3
Shortbow 30 gp Enc 3
Studded Leather Armor 25 gp Enc 2 (1 when worn)
20 arrows 2 gp Enc 2
Backpack 2 gp Enc 4 (3 when worn)
In Backpack:
Flint + Steel 1gp Enc-
Bedroll 1 sp Enc 3
1 Week Rations 3 gp Enc 4
Flask o' Firewater ? gp Enc 1
Strapped to Backpack:
1 Torch 1 cp Enc 2
Heavy Boots 1 gp
Tunic and Trousers 7 sp
Cloak 5 sp
Hat 4 sp
Look it over, if you would. Anything I didn't include it's because I wasn't too sure how closely this follows D&D. Also, it would be useful to know, cuz the cheatsheet was entirely clear on this, does a backpack reduce the total encumbrance of the things inside added together by one, or does each thing over one encumbrance get reduced by one? Anyway, let me know where to go with it from here. Oh yeah, I took the axe down to a d10 because it was originally a woodsmans axe, not meant to be used in combat.
 
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scout989 said:
O.K. here's what I've got so far-

Code:
James Ferdinand III
Human Ranger2
Str 16		 HP:17?
Dex 11
Con 11
Int 8
Wis 10
Cha 10
Weapons:
Two-handed Axe d10
Shortbow d6
 
Armor:
Studded Leather Armor bonus +3
 
Possessions:
Two-handed Axe 20 gp Enc 3
Shortbow 30 gp Enc 3
Studded Leather Armor 25 gp Enc 2 (1 when worn)
20 arrows 2 gp Enc 2
Backpack 2 gp Enc 4 (3 when worn)
In Backpack:
Flint + Steel 1gp Enc-
Bedroll 1 sp Enc 3
1 Week Rations 3 gp Enc 4
Flask o' Firewater ? gp Enc 1
Strapped to Backpack:
1 Torch 1 cp Enc 2
Heavy Boots 1 gp
Tunic and Trousers 7 sp
Cloak 5 sp
Hat 4 sp
Look it over, if you would. Anything I didn't include it's because I wasn't too sure how closely this follows D&D. Also, it would be useful to know, cuz the cheatsheet was entirely clear on this, does a backpack reduce the total encumbrance of the things inside added together by one, or does each thing over one encumbrance get reduced by one? Anyway, let me know where to go with it from here. Oh yeah, I took the axe down to a d10 because it was originally a woodsmans axe, not meant to be used in combat.

LIke good ole Ad&D C&C sort of leaves some gaps of information in regards to encumbrance. The cheatsheet gives a backpacks capacity as 8 ENC while the book doesnt. So I would say a worn but empty backpack has an ENC of 3, but has a capacity to hold 4 more ENC. The backpack decreases the total ENC by one, so a fully loaded backpack would give an ENC of 7.

Clothing, armor, and containers like sacks or waterskins are also considered as worn and the ENC is reduced by 1.


I have a few more points/questions:

1. Take full hp for both levels , so youd have 20 hp.

2. Dont forget to declare your primes.

3. Here are the ranger class abilites and the attributes they are tied to:

Conceal (dex) which allows camoflage in a wilderness area with successful check.
Delay/neutralize poison (wis) works on natural poisons requires herbs and or bandages.
Scale (dex) allows climbing or movement over dangerous inclines or slopes.
Traps (wis) detection and setting of non mehcnaical traps in the wilderness( snares, pits, etc)
Survival (wis) forage and shelter ability for 2-8 people for 1-2 days. requires 5-8 hours of hunting/gathering.
Track(Wis) self explanatory can follow a creatures trail for 5 hours. Can also hide tracks or gain information about type or number.
Combat Marauder: Gains pluses to combat against humanoids(orcs, kobolds, etc) and giants (giants, ogres etc). +1 at every level to hit and added to damage. (So at level 2 would be +2 to hit and +2 added damage)
Move Silently (dex) requires half speed movement or suffers -5 penalty. Only usable outdoors.

4. The attribute bonuses should be on the cheatsheet. C&C is a little different than DnD. At 16, your str bonus is +2 for instance.

5. Your bonus to hit (BtH) at level 2 is +2. This is added to any dex bonus for ranged attacks or str bonus to melee attacks.

6. Is firewater liquor? :)

Feel free to ask any more questions. Ive probably not explained myself too well.
 
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