Ry
Explorer
I like the idea of the core mechanic of C&C, but something's still not quite right. Although I need sleep badly, I also need to jot these down.
Here's what I want to do:
1. The core mechanic becomes d20 + ability modifier + (class modifier if appropriate) (+ other modifiers) versus DC to achieve result.
Class modifier starts at 4 for level 1, and goes up 1 every level.
2. Bring Attacking, Defending, Causing/Resisting Damage, Saving / Beating Enemy Saves, and Skills under (1). (Players roll all the dice).
3. Classes are defined as collections of skills where the class modifier applies, and special class abilities gained at various levels. Weapon groups will be skills for attacking, armor types will be skills for defending.
4. Multi-class characters are discouraged (far easier to make a new base class), but they could get synergies the way you'd expect (Fighter 3 / Rogue 1 has a Class Modifier of +6 for Long Blades, +4 for Sneaking, and +7 for Short Blades).
5. Some class abilities are the same as feats, others are bonuses. For example, the Fighter will get attack bonuses to keep himself ahead of the pack (so a Fighter who specializes in Long Blades will have certain advantages over a Paladin who happens to use Long Blades).
6. "Feats" will be options, but options that clearly make the characters more powerful. They would be included to add customization, and would either bring new things under the class modifier's jurisdiction, give a new ability, or give a special bonus to certain actions.
Besides the loads of writing I'd have to do, suggestions/problems/pitfalls?
Here's what I want to do:
1. The core mechanic becomes d20 + ability modifier + (class modifier if appropriate) (+ other modifiers) versus DC to achieve result.
Class modifier starts at 4 for level 1, and goes up 1 every level.
2. Bring Attacking, Defending, Causing/Resisting Damage, Saving / Beating Enemy Saves, and Skills under (1). (Players roll all the dice).
3. Classes are defined as collections of skills where the class modifier applies, and special class abilities gained at various levels. Weapon groups will be skills for attacking, armor types will be skills for defending.
4. Multi-class characters are discouraged (far easier to make a new base class), but they could get synergies the way you'd expect (Fighter 3 / Rogue 1 has a Class Modifier of +6 for Long Blades, +4 for Sneaking, and +7 for Short Blades).
5. Some class abilities are the same as feats, others are bonuses. For example, the Fighter will get attack bonuses to keep himself ahead of the pack (so a Fighter who specializes in Long Blades will have certain advantages over a Paladin who happens to use Long Blades).
6. "Feats" will be options, but options that clearly make the characters more powerful. They would be included to add customization, and would either bring new things under the class modifier's jurisdiction, give a new ability, or give a special bonus to certain actions.
Besides the loads of writing I'd have to do, suggestions/problems/pitfalls?