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Castles & Crusades: Player's Handbook
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<blockquote data-quote="Treebore" data-source="post: 2812753" data-attributes="member: 10177"><p>In case people are actually still reading this thread I just want to throw in a few $.02 comments.</p><p></p><p>Skills: Yes, you can port in systems from d20 or whatever. Or you can do what I am doing and use the SIEGE system and use a base of 12 for classes/races that I as the CK decide would make the character "familiar" with the skill, and use 18 for those I deem unfamiliar. I also factor in "ROLEplaying". If a player wants their character to have a specific skill, most commonly armor maker, weapon maker, bladcksmith, and herbalist, we work it out through roleplaying or character history if they want the character to start play with a definite and defined skill.</p><p></p><p>I am familiar with how long a lot of apprenticeships lasted in the old days, as well as journeyman status, etc..., so I use this knowledge to tell a player to add "x" months or years to their characters age when starting up new characters. </p><p></p><p>For skills they want to obtain after starting play they will actually have to take a "break" from adventuring that may last years. Which is the case with my current players. Fortunately they alll want to pick up skills that all require the same amount of time in which to do their apprenticeships.</p><p></p><p>I have also made them aware that a lot of time spent as an apprentice is simply to "pay" for the training they are receiving, so if they can actually pay gold their training time can be cut by half or more.</p><p></p><p>My players and I are happy with this, and it certainly helps make their characters much more "real".</p><p></p><p>BTW, apprenticeships give and additional +2 bonus to beating the TN of 12, Journeyman gives +3, and achieving Master level (which takes actual years of campaign time) will give a </p><p>+6, if a player ever actually tries to achieve Master.</p><p></p><p>So far we are greatly enjoying the "simplicity" of C&C versus 3E, but we all admit we will definitely return to playing 3E. Plus we all believe we will have a much more relaxed approach to playing 3E when we do get back to it.</p><p></p><p>Another realization/shocking revelation I have had about myself and D&D. All that house ruling I used to hate prior to 3e, I have come to find out I actually love/d it. As a DM it is what really made me feel "connected" to the game. Plus it is/was much easier than trying to figure out what TSR/WOTC meant/means with the new Feat, rules, what have you. I always understood what my group and I came up with for solutions.</p><p></p><p>That was a HUGE epiphany for me.</p></blockquote><p></p>
[QUOTE="Treebore, post: 2812753, member: 10177"] In case people are actually still reading this thread I just want to throw in a few $.02 comments. Skills: Yes, you can port in systems from d20 or whatever. Or you can do what I am doing and use the SIEGE system and use a base of 12 for classes/races that I as the CK decide would make the character "familiar" with the skill, and use 18 for those I deem unfamiliar. I also factor in "ROLEplaying". If a player wants their character to have a specific skill, most commonly armor maker, weapon maker, bladcksmith, and herbalist, we work it out through roleplaying or character history if they want the character to start play with a definite and defined skill. I am familiar with how long a lot of apprenticeships lasted in the old days, as well as journeyman status, etc..., so I use this knowledge to tell a player to add "x" months or years to their characters age when starting up new characters. For skills they want to obtain after starting play they will actually have to take a "break" from adventuring that may last years. Which is the case with my current players. Fortunately they alll want to pick up skills that all require the same amount of time in which to do their apprenticeships. I have also made them aware that a lot of time spent as an apprentice is simply to "pay" for the training they are receiving, so if they can actually pay gold their training time can be cut by half or more. My players and I are happy with this, and it certainly helps make their characters much more "real". BTW, apprenticeships give and additional +2 bonus to beating the TN of 12, Journeyman gives +3, and achieving Master level (which takes actual years of campaign time) will give a +6, if a player ever actually tries to achieve Master. So far we are greatly enjoying the "simplicity" of C&C versus 3E, but we all admit we will definitely return to playing 3E. Plus we all believe we will have a much more relaxed approach to playing 3E when we do get back to it. Another realization/shocking revelation I have had about myself and D&D. All that house ruling I used to hate prior to 3e, I have come to find out I actually love/d it. As a DM it is what really made me feel "connected" to the game. Plus it is/was much easier than trying to figure out what TSR/WOTC meant/means with the new Feat, rules, what have you. I always understood what my group and I came up with for solutions. That was a HUGE epiphany for me. [/QUOTE]
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