[Castles & Crusades] How would you implement a skill system in it?

Turanil

First Post
Well, to begin with, I am perfectly aware that as written, Castles & Crusades doesn't need a skills system! (Since the SIEGE engine is there to replace it.)

However, several times I heard read some people tell they would implement a skill system in their C&C games. Now, I am just curious to know how they would do it. :)

Lets say that the rogues abilities (climb, pick-pocket, etc.) become skills. Normally you get +1 to each of them every level (i.e.: add your level when making an attribute check with them). I guess that if they would become skills, you would get a number of skill points each level that either enable to do exactly that (+1 to each of them), or you could instead spend some points into other skills (either "new" skills such as Appraise, or abilities from other classes such as the bard's Legend Lore ability).

Suggestions? Comments?
 

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Here is my idea, Turanil (granted, I have not thought too much about this).

I would keep existing class abilities as class abilities (i.e. treat them as 'class-specific' skills). So the classes, 'as written', would not change.

I would then 'port in' something like the skill system from RC D&D, and give players something like 2 + INT bonus skill points at first level. The skills they choose would improve like normal class abilities (i.e. roll d20, add ability score bonus and level to determine outcome).

The standard TN for skills would depend on whether the skill's relevant ability score was a 'prime' or not (or, alternatively, give PCs a +6 with skills that belong to their 'prime').

PCs can try some skills untrained, but they do not get to add their level to the attempt (and perhaps suffer a -2 'untrained' penalty).

I would then let PCs choose a new skill every 4 levels (i.e. at 4th level, at 8th level, etc).

At least this kind of skill system would be relatively painless to add onto C&C.
 

Really, just about any skill system could be ported in. That's the nice part of C&C - it has house ruling in mind.

Personally, I could see adding in the D&D skill system, either as-is or to where class level replaces skill ranks. For the skills that double up, give a +3 (or pick a number) bonus to that skill.
 


Dragonhelm said:
Really, just about any skill system could be ported in. That's the nice part of C&C - it has house ruling in mind.

Personally, I could see adding in the D&D skill system, either as-is or to where class level replaces skill ranks. For the skills that double up, give a +3 (or pick a number) bonus to that skill.

True, but I would be more likely to port in the TRUE20 skill method if I were inclined to go the standard skill direction. Its a lot easier to keep up with, and no fussy skill point allocation and bookkeeping to keep up with.
 

kobold said:
It already has one- it's called the SEIGE Engine.
Thanks for telling me.

kobold said:
Personal opinion, but why try and change the way its writen?
Because C&C is a game that was designed to let people houserule it at their leisure. I did read several people stating they were going to include the D&D skill system in it, other saying that the CKG would include one; so I was curious and wanted to know more about their ideas.
 


Cutter XXIII said:
I was under the impression (and I could be wrong) that Yggsburgh is introducing a rudimentary skills system, under the rubric of Secondary Skills.

I did not edit the portion of the book that explains such a system, but most of the stat blocks include a secondary skill.

I was under that impression too, and look forward see to what EGG came up with for C&C. :)
 

Turanil said:
Because C&C is a game that was designed to let people houserule it at their leisure. I did read several people stating they were going to include the D&D skill system in it, other saying that the CKG would include one; so I was curious and wanted to know more about their ideas.
True enough, I just really appreciate what I feel is an already slick well thought system for adjudicating the use of skills.
Now all that to the side, I did implement a small house rule for people who needed a skill system in my game, after characters are made pick a secondary skill/ side profession- any profession, I don’t have or keep a list. One of the guys decided he was a traveling merchant in his spare time another that he was the merchants bodyguard. In the old days Gygax was very clear that a characters skills and profession where his class and there was little time for anything else. Anything to do with this ”profession” gets plus 1 to the roll to resolve the task.
Although I was snippy in my prior comment, its still my opinion that C&Cs task resolution is fine as written.
 

Hi. Here is my proposal (which also can be found on troll lord's boards)...

Gaining Skills
At each new character level (including level 1), a character gains 1 new skill. Alternatively, a characters gains a new skill at each even level or any other progression as determined by the GM (including different progresssions for different classes). This skill can be chosen from the list of basic skills or the character’s list of advanced skills. If a skill has a speciality, the speciality must be chosen at the time the skill is learned. The same skill cannot be learned more than once, the only exception being skills with a speciality. If such a skill is learned more than once, it applies to a new speciality. Training time and cost for learning a new skill is subsumed in the character’s training time for advancing in character level.

Basic skills
A basic skill can be learned by any character regardless or race or class. If a character has learned a basic skill, he can make an ability check using the ability the skill is based on and modified by his character level. A character without a basic skill can still make a check, but does not add his character level.

Advanced Skills
Advanced skills can be learned by characters of specific races or classes only. All special class abilities can be considered advanced skills already learned by that class. If a character has learned an advanced skill, he can make an ability check using the ability the skill is based on and modified by his character level. A character without an advanced skill can still make a check, but does not add his character level.

Challenge Class
The CC for skill checks is determined by the GM, using the CB (12 if the skill’s ability is one of the character’s primary abilities or 18 if it is not) + CL (using the guidelines for a task’s difficulty (PHB p10 or a monster’s HD or a character’s level).

Basic Skills (All Characters)
Appraise (Int), Balance (Dex), Bluff (Per), Diplomacy (Cha), Drive (Str), Forgery (Int), Gather Information (Cha), Heal Wounds (Wis), Intimidate (Cha), Perform (Cha), Search (Int), Sense Motive (Cha), Spot (Wis), Swim (Str)

Advanced Skills (All Characters)
Knowledge (Arcane, Divine, Nature or any other field of knowledge that must by studied) (Int), Trade (Armorer, Jeweller Weaponsmith or any other craft or profession) (Wis)
 

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