My C&C campaign is kicking some major butt

Mythmere1 said:
I'd make one suggestion for a rule to clarify ahead of time (using one of the many methods from old D&D) - the rules leave it open whether and how a wizard can cast spells while in melee - this is left up to the CK.
What do you suggest? Make a Constitution attribute check whenever a spellcaster is hit in combat while casting a spell to see if he finishes his casting or not?


Mythmere1 said:
Don't forget to download the character sheet from the TLG site, though. http://www.castlesandcrusades.com/candc.htm It speeds things up.
Thanks for the link! Indeed, a character sheet is extremely important. :)


By the way Mythmere, I plan to make a short netbook of houserules for Castles & Crusades (with a few illustrations of my own). This began because I needed to houserule something about the attribute check*, but will eventually make it 6 to 10 pages of stuff. I was considering including some of your houserules too...

(* I want the 12/18 system always remain a 12+ or 18+ roll, not values altered to fit challenge or what not. As such, I will say things like "make a Dexterity check at -5"; so players roll their d20, add modifier and subtract penalty, and see if it is 12+ or 18+ as appropriate to their prime attribute. In addition, only those with abilities such as Climb, etc. will add their level to the attribute check, meaning that, for example, everybody can climb a cliff or wall, but only rogues are extremely good at it).
 

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Turanil said:
What do you suggest? Make a Constitution attribute check whenever a spellcaster is hit in combat while casting a spell to see if he finishes his casting or not?
The first problem, though, is how to hit the spellcaster when he casts a spell. There are no rules in the PH for readying actions to swing at the spellcaster when he begins casting a spell or for spellcasters provoking an attack of opportunity when they begin to cast a spell. Only a spell that has a casting time of greater than 1 round will result in the spellcaster casting past his turn in the initiative and there are very, very few of those. So you have to decide if you will allow a readying action and if a spellcaster casting a spell with a CT of 1 can be interupted, and if so, how.

I don't want to introduce any kind of attack of opportunity to my C&C game, nor do I want to have everyone declare actions before initiative like in AD&D, so I am considering introducing some kind of "ready" action for this and other scenarios. So if you want to ruin the spellcaster's spell you must win initiative. Then you must "ready" yourself to attack the spellcaster when he begins casting his spell. You may make a melee attack or a ranged attack, but you cannot move first. You may move up to half your move before readying your attack. If the spellcaster decides not to cast a spell, or whatever action you readied against does not happen, you may still make your melee or ranged attack, but only against the original target and not until the end of the round. If you cannot make the attack for some reason, you forfeit your attack this round.

If the spellcaster is hit in this way, he must make either an arcane magic (Int) or divine magic (Wis) saving throw, depending upon which type of magic he casts, or lose the spell. The CC for the save would be 12 + half the damage + the level of the spell. Thus, a 5th level wizard wants to lightning bolt the evil knight. The knight assumes the wizard is gunning for him, moves within striking distance and gets ready to run the wizard through when he starts to cast his spell. The wizard risks it and begins casting his lightning bolt spell. The evil knight's broadsword almost runs the wizard through, but the wizard dodges at the last moment, only taking a minor cut along the ribcage. But this has forced the wizard to concentrate on something else besides his spell, so he might lose the spell. The damage from the broadword was 6, so the wizard adds half of that and the level of the spell to 12, getting 18. He must make an Int save against 18 or lose the spell. If his Int modifier is +2, then he must roll an 11 or higher on a d20 or lose the spell.

This is not written in stone or anything, just some thoughts on how to do this with a ready type action. Any thoughts?
 

I get the idea. Good suggestions for how to hit a spellcaster in combat. However, for the save I will rather do something very simple requiring no calculations during combat. Something like a Constitution check against 12/18 + damage inflicted. That way, nothing to think about, easy to compute and immediately roll.

Thanks.
 

Hi, Turanil, sorry it took me so long to respond to your question from DF. The free pdf project is working on a Yahoo Group at http://games.groups.yahoo.com/group/CandC_Society/

I'd be happy to post house rules on my site, too. I'm trying to keep the free pdf project away from house rules at the outset, and focused on new spells or mini-adventures - the more basic types of resources.

In terms of the best rule for melee spellcasting, there are lots of ways to do it. It depends on your preference. Michael H describes the framework exactly. The two basic models are the old school and the new school. Old school doesn't allow spellcasting in melee, period. New school allows spellcasting in melee with a free attack by the opponent, and a concentration check based on damage.

Our group uses a hybrid. The wizard can "five foot step" out of combat, incurring a free attack. But then he is out, and can cast his spell without being attacked by the melee opponent. However, anyone who is specifically "holding" a better initiative result can choose to attack during the spell casting with chance of disrupting the spell.

This five foot step manuever is a house rule, too - C&C doesn't use a five foot step.

This is why I suggested thinking about how this part works before starting the game - there are several options.
 

Turanil said:
I get the idea. Good suggestions for how to hit a spellcaster in combat. However, for the save I will rather do something very simple requiring no calculations during combat. Something like a Constitution check against 12/18 + damage inflicted. That way, nothing to think about, easy to compute and immediately roll.

Thanks.


That will work. But you still have to decide whether people have a chance to attack while he's casting.
 



Mythmere1 said:
Excellent!

Thanks!

I've added some more information on the setting, plus a summary of recent events (including my last campaign).

The next post will begin describing the current campaign.
 

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