Aus_Snow said:
I didn't realise C&C had a universal mechanic - although I have heard of the 'Siege Engine' or 'Siege Mechanic' or something like that, on forums. I'll not be lumping C&C in with 1e then, when I'm rabbiting on about 'inconsistency'.. or 'wonkiness'
Yeah, the SIEGE engine is what I was referring to. It's basically an ability check, but there are several variables. The first is whether an ability is "prime" or not. If it's prime, your base target number for the check is lower. The second is whether you apply your level as a bonus; if the activity is something central to your character/archetype, then you get your level as a bonus. Lastly are the situational modifiers common to any such system.
So a SIEGE engine check is used to cover class abilities (e.g. a Rogue's move silently check), skill-like abilities (e.g. a Knight might check against Int to recognize the heraldic device of another knight), feat-like maneuvers (e.g. disarming an enemy), saving throws (e.g. Save vs. Poison is a Con SIEGE engine check), et cetera. Pretty much everything except attack rolls; those are similar, of course, being a d20 roll to hit a target AC, but they don't use the SIEGE engine mods (i.e. prime, PC level), they use a base attack bonus, etc, just like 3E. (And AC works just like 3E, too, rather than like older D&D editions.)
What is it about surprise and saving throws, out of curiosity?
After playing C&C for a while, I find that using the SIEGE engine for surprise has genre and archetype-breaking effects. In C&C, surprise is handled with perception checks (i.e. Wis-based SIEGE engine checks). Because primes weigh heavily in such checks (a prime is equivalent to a +6 bonus), clerics are often the best PCs for detecting enemies, because they usually have high Wis scores that are also prime. This just doesn't feel right to me: I think rogues and rangers should be best at this type of thing. Also, as levels go up, surprise becomes almost impossible. I don't like that, either. This is a case where I think a separate subsystem with a different mechanic would work better.
I like the B/X way of doing things, but I want a few more modifiers than B/X's approach provides. AD&D's approach added to the B/X system, but did so in a way that made calculating surprise very difficult in some situations. I'm adopting the concept, but converted everything to percentages instead of ratios (e.g. 2:6, 1:8, etc). So my system makes surprise a percentile check. Rangers and rogues have a modifier, as do certain races. It's straightforward and seems to work pretty well. I haven't implemented it in-game, yet, though. Actually, I've been relying more on common sense and less on die rolls to determine surprise, so it hasn't felt like a critical issue.
With saving throws, it's mostly the "advancing level" and primes issues. Between the two, saving throws either become trivially easy or harder than they should be for a given PC level. I think the B/X or AD&D saving throw table better models the way I think saving throws should work; I think your class and level should weigh more than your ability score/bonus/prime. So this is another case where I'd rather have a wonky, separate subsystem, instead of shoe-horning saving throws into the universal mechanic system. Again, I haven't actually changed anything in-game, yet, but if I do, I'll probably just adopt the AD&D saving throw charts.
I really like C&C's SIEGE engine for handling skill-like or feat-like actions, though.