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<blockquote data-quote="Akrasia" data-source="post: 1805137" data-attributes="member: 23012"><p>Such adventures could easily be handled by C&C IMO. Many of the skills you mention will be "class abilities" -- e.g. rogues get "open locks", "traps", etc. The rules allow for non-rogues to attempt some rogue tasks (e.g. hiding), but without the class level bonus that rogues get. </p><p></p><p>As for bluffing, appraising, etc., some of those will also be class abilities (e.g. I am pretty sure that the Bard class will get a number of special social abilities), but the others would be handled through "attribute checks" -- e.g. using Charisma for bluffing, Intelligence for appraising, etc.</p><p></p><p>Characters can designate two ability scores as their "Primes" (humans get to designate three). One "Prime" is determined by the character's class (e.g. fighters automatically get strength, etc.). The other is chosen by the player. The "Primes" reflect the abilities with which the character is especially well trained (e.g. two characters with 18 intelligence are both geniuses, but the one who chose INT as her "Prime" is also very well educated). </p><p></p><p>It is much easier for characters to succeed at tasks that involve one of their "Primes" than it is for them to succeed at other tasks. So "Primes" are, roughly, a "rules lite" way to hand skills and feats.</p><p></p><p>Finally, it is also worth mentioning that there will be optional rules for introducing skills, additional combat rules, and other things in the "full rules" for C&C, once they are released. The design philosophy for C&C appears to be to present a "rules lite" framework, onto which additional things can be added, as players see fit, rather than start with a very complex system right away.</p><p></p><p>Sorry for taking so long to answer your question! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Akrasia, post: 1805137, member: 23012"] Such adventures could easily be handled by C&C IMO. Many of the skills you mention will be "class abilities" -- e.g. rogues get "open locks", "traps", etc. The rules allow for non-rogues to attempt some rogue tasks (e.g. hiding), but without the class level bonus that rogues get. As for bluffing, appraising, etc., some of those will also be class abilities (e.g. I am pretty sure that the Bard class will get a number of special social abilities), but the others would be handled through "attribute checks" -- e.g. using Charisma for bluffing, Intelligence for appraising, etc. Characters can designate two ability scores as their "Primes" (humans get to designate three). One "Prime" is determined by the character's class (e.g. fighters automatically get strength, etc.). The other is chosen by the player. The "Primes" reflect the abilities with which the character is especially well trained (e.g. two characters with 18 intelligence are both geniuses, but the one who chose INT as her "Prime" is also very well educated). It is much easier for characters to succeed at tasks that involve one of their "Primes" than it is for them to succeed at other tasks. So "Primes" are, roughly, a "rules lite" way to hand skills and feats. Finally, it is also worth mentioning that there will be optional rules for introducing skills, additional combat rules, and other things in the "full rules" for C&C, once they are released. The design philosophy for C&C appears to be to present a "rules lite" framework, onto which additional things can be added, as players see fit, rather than start with a very complex system right away. Sorry for taking so long to answer your question! ;) [/QUOTE]
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