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Moving to C&C... need help
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<blockquote data-quote="Imaro" data-source="post: 3730746" data-attributes="member: 48965"><p>Actually, I would have to argue this point. Doing a "whirlwind attack" by the C&C rules would be a siege strength check, modified by ability modifier, his level, HD of opponents, any applicable modifiers a CK feels apply and whether it's prime or not. </p><p></p><p>So a 1st lvl Ftr with a +3 Str mod, a prime in Str and fighting Goblins(HD=1) would have to roll a 9 or higher(assuming the CK felt no additional difficulty was warranted...you know just like modifiers to DC's in 3.5) to pull of this maneuver against the goblins. These mechanics are exactly whats in C&C. </p><p></p><p>The only real difference I see is that the player is actually telling me what he's trying to accomplish, rather than selecting it from a pre-fabricated list.</p><p></p><p>As far as handling things differently...house rules don't exsist in D&D, and everyone chooses the exact same DC modifiers for every situation no matter what, huh? I think this is highly unlikely, the DM/CK makes judgement calls in both systems.</p><p></p><p></p><p></p><p></p><p>Who said they were unique to C&C? Don't certain games(I know BRP and D&D do) that state certain things are impossible without the skill or training? C&C says go ahead and try it because it's up to your CK what is and isn't possible.</p><p></p><p>Besides you were arguing C&C doesn't have a mechanic in place that will allow players to mimic 3.5's feats...actually it does. The rulebook states a siege check can be made for any action. Does it guarantee succeess or that's it's even likely...nope I think that's a function for the GM's campaign world. If I'm running a wuxia type campaign...heck make a dex check to run up walls and you'll have a good chance at success. In a more historically based campaign, you can try it(though I would hope my players would respect the genre conventions of my campaign) but it's gonna be hard to nigh impossible to pull off.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3730746, member: 48965"] Actually, I would have to argue this point. Doing a "whirlwind attack" by the C&C rules would be a siege strength check, modified by ability modifier, his level, HD of opponents, any applicable modifiers a CK feels apply and whether it's prime or not. So a 1st lvl Ftr with a +3 Str mod, a prime in Str and fighting Goblins(HD=1) would have to roll a 9 or higher(assuming the CK felt no additional difficulty was warranted...you know just like modifiers to DC's in 3.5) to pull of this maneuver against the goblins. These mechanics are exactly whats in C&C. The only real difference I see is that the player is actually telling me what he's trying to accomplish, rather than selecting it from a pre-fabricated list. As far as handling things differently...house rules don't exsist in D&D, and everyone chooses the exact same DC modifiers for every situation no matter what, huh? I think this is highly unlikely, the DM/CK makes judgement calls in both systems. Who said they were unique to C&C? Don't certain games(I know BRP and D&D do) that state certain things are impossible without the skill or training? C&C says go ahead and try it because it's up to your CK what is and isn't possible. Besides you were arguing C&C doesn't have a mechanic in place that will allow players to mimic 3.5's feats...actually it does. The rulebook states a siege check can be made for any action. Does it guarantee succeess or that's it's even likely...nope I think that's a function for the GM's campaign world. If I'm running a wuxia type campaign...heck make a dex check to run up walls and you'll have a good chance at success. In a more historically based campaign, you can try it(though I would hope my players would respect the genre conventions of my campaign) but it's gonna be hard to nigh impossible to pull off. [/QUOTE]
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