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Castles and Crusades: A Lion in the Ropes (Full)
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<blockquote data-quote="driver8" data-source="post: 2123705" data-attributes="member: 17559"><p>Heres a couple more pieces of info to help in creation:</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>In ability checks to accomplish a non combat task, the base difficulty is based at 18 plus a difficulty modifier places by the DM. </p><p></p><p>Checks made against a players prime attributes are at a base number of 12 plus modifiers.</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p><a href="http://trolllord.com/files/errata.pdf" target="_blank">http://trolllord.com/files/errata.pdf</a></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="driver8, post: 2123705, member: 17559"] 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: [url]http://trolllord.com/files/errata.pdf[/url] 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. [/QUOTE]
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