well, the whole reason I switched to C&C was to easily "kitbash" all the editions of D&D together into my perfect game.
So C&C is my baseline, and all my books from every edition of D&D are my resources. From the 1E DMG, to Basic, to 2E monsters, 3E races, feats, skills, to maybe 4E multiclassing (haven't worked out exactly how I want to do this). Oh, I also keep the idea that monsters "advance".
Now I also have written up house rules to give my players the "core" of what I have done with my "kitbash", but they are also made aware that I draw on ideas, spells, magic items, items, monsters, etc... from any edition of D&D, or Paladium, or anything else I find what I think is a cool idea worth using.My house rules cover my changes to polymorph, teleporting, spell lists, my Runemark Class, class modifications from the C&C baseline, Luck points, God Calls, Energy Drain, etc....
Here they are:
New C&C House Rules (last updated April 26, 2008)
CHARACTER GENERATION:
GOING NEGATIVE RULES:
WRITE THEM!!
Create characters however you wish within the 3-18 range, then racial modifiers. If you want a kind of random method then use either 10+2d4 or 4d6, reroll 1's and 2's until all dice are a minimum of 3, take best 3, arrange stats as desired.
I believe in high stat characters. If you don't I suggest you do for my games. Low stat characters will be very obviously less capable in comparison to high stat characters. So if you want to use low stats, go ahead, but don't complain about it later.
Hit Points: Max Hp's at first level. d4 HD reroll 1's, d6 and d8 reroll all 1's and 2's, d10 and d12 reroll 1-3's. You can also ask me about "take the CK's roll" before you roll for your HP.
Equipment: Max starting gold. Write everything on your character sheet. You don't write it down, you don't have it. Even when I remember you having it. So DON"T FORGET!
CLASSES:
Fighters:
They get to use their BtH to make combat related SIEGE checks, plus their specialization bonuses when using that weapon. All other classes use just their BtH.
Fighters can also learn to master (specialize) a new weapon every 3 levels. So at 4th, 7th, 10th, and so on they can master a new weapon. They only get the +1 to hit and damage. These additional weapons never increase to +2 like your first weapon does. Unless you use one of your additional "mastery's" to do so. So if you want to be +2 with the bow, you can use your 4th and 7th level mastery to do so,
Clerics:
Clerics can do SIEGE checks similar to Wizards.
Clerics can spontaneously convert spells to damage healing spells (IE restore HP's)
Clerics get to add their level to damage healing spells, which increases the amount healed up to the maximum. For example Cure Light cast by a 5th level Cleric rolls 1d8+5 up to a maximum of 8, not 13.
Rangers:
Get to choose an enemy at 6th level and every other level thereafter. IT must be pretty specific, such as Ogres, Frost Giants, Vampires, Worshippers of the "Forest Burners", etc... This allows you to add your bonus to all SIEGE checks against them, including attack maneuvers, AND add your level to the Damage if they didn't qualify for your marauder before. CK approval, of course.
Druids:
They can go one of two paths, animal or elemental. Either path gains the ability to become a Treant at 9th level. At 6th level you choose which path you will follow. Animal can choose animal forms to chang into. Elementalists choose one fo the 4 elementals, earth, air, fire, and water. One form at 6th, 7th, 8th, and 9th you get the Treant form.
Your HD and HP will be the same in your animal and elemental form. In animal/elemental form your BtH will equal your HD, and you gain the movement and special defenses of the animal/elemental form you have. Your damage and attacks are the same as the Animal/Elemental form as well.
At 12th level you can assume each chosen form 2/day. It becomes 3/day at 18th.
Paladins:
When they gain the Smite Evil ability they can use it once per day per level. OR they can choose to have "religious enemy" under the same rules as the Ranger's "enemy". Then choose a new one every two levels, like the Ranger does. They can only do one or the other, not both Smite and Religious Enemy.
Assassins and Thieves:
Your BtH progresses as lvl - 2, so your BtH is 0 at first and second level, but increases by one every level thereafter.
Assassins can make a SIEGE check to do their death attack in one round. The check is TN 12 + level/HD of the target.
Wizards:
SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to a electric ball, ice ball, etc... you make a TN 12 check + your level to beat a CL = to the level of the spell. So to change the fireball to ice would be a CL 3, so beat TN 15.
Similar checks can be done to maximize damage, CL spell level +3
To double range, CL spell level +3
To increase number of targets effected, CL spell level +3 per additional target (example spell, Charm Person to effect two people instead of one)
Failure, in all cases, loses you the spell. Roll a natural 1 and pray for survival if it causes damage.
For Bran's games: Wizards are "sorcerors, and can use Illusionist spells as well, and they "know" all spells automatically, and are limited to casting the "spells per day".
RUNEMARKS:
Are a rune based wizard. Plus everything class related is based off of their Wisdom, not intelligence.
Why? Because rune magic is literally based on word fragments of the "Words of Creation". So rune magic, and the fragments of the words of power used, are the ultimate source of all powers, divine and arcane. So they are treated as Divine, but might be able to use arcane items. Arcane item use is explained later.
Advantages: You only need to have your rune in hand to cast the spell and be able to speak the word of power associated with that spell. So all spells are verbal and material only, with the only material being the spell specific rune stone.
So Runemarks can be tied up, but as long as they have the runestone in their hands, and can speak, they can cast the spell. If they do a successful SIEGE check CL=spell level +4 they can cast the spell by will alone. The runestone is still required to be in hand. So even gagged they can still cast a spell if the SIEGE check is successful. Wizards can do this, but to do it bound and gagged would be a CL=spell level +8 to do so.
Rune stones are made out of expensive materials, but are re-useable. Rune stones cost 25 GP for first level, 35 GP for second level, 50 GP for third level, and 100 GP for levels 4 to 6, then 50 GP per level for levels 7 to 9 (350 GP to 450 GP per spell), with certain price exceptions for spells like Wish, etc... Those costs will be double of what is in the PH, but the rune stone is not consumed.
Biggest drawback: Unlike a mage losing a spell book, if you lose your runestones you can't cast another spell until you make new rune stones for the spells you know/have memorized.
Plus Runemark's cannot use Wizard or Illusionist magic items easily. They must make a SIEGE check versus TN 12 + level the item is made at to use it successfully. If they fail the SIEGE check they can never use that particular item until later. If they succeed they can use that particular item, or item power, from then on. Scrolls can never be used in this manner. Potions can be freely used like any other class. Fail the SIEGE check and they can never use that particular item, or item power, until they make another level to get another SIEGE check to try and figure it out.
Rune magic items:
Runemarks cannot cast arcane or divine classed scrolls, nor do they make scrolls. Runesticks are made in place of scrolls, but for all intents and purposes works just like a scroll. Costs of a runestick are twice that of normal scrolls, but otherwise is the same in terms of time to make them.
They use rods, staves, and wands (very similiar looking to runesticks), but they are all rune based, so called Rune Rods, Rune Staves, and Rune Wands. They can also make potions, but the container is used to empower the fluid inside, so rune potion containers are typically bigger than normal potion vials because of this.
Runemark Skills: Runemarks are very good at engraving and carving, as well as identifying metals and gemstones, since they are so crucial to the basics of making runestones and rune items. All checks, when related to runecasting and making rune items, are WIS based. Otherwise it will be related to DEX, or whatever stat the CK considers relevant.
SIEGE Checks:
As you probably guessed, I allow SIEGE checks to be used for a lot of things other than skills. They can be used by fighters to try and get extra attacks, to get an extra attack when you take an opponent down, to transfer points from your BtH to your damage roll, if you think of it, ask me if you can do it. If you have played 3E many of their feats are good ideas for SIEGE checks.
IMPORTANT: If you successfully use a SIEGE check frequently enough to perform a specific kind of action I will eventually, when I decide to do so, award it as a "signature move". This will mean that as long as your opponent is no more than 3 levels higher than you, or lower, you will not need to perform a SIEGE check to do the "signature move". You can have as many "signature moves" as I decide to award you with.
SKILLS:
Not only do you have any skills specified in the class description, and treat all such skills as if you have a Prime in the related stat for purposes using that skill, you can create a list of 10 more skills for your character to have beyond those specified for your class. You can also add one more skill per point of INT bonus. You can take a skill that is a class skill, but you will get to add your level and treat it as non Prime for purposes of skill resolution.
Clerics and Druids can use their WIS bonus instead, if it is higher than their INT, for purposes of extra skills.
LANGUAGES:
If you take a race other than human you automatically get the listed bonus languages. Humans can have common and an additional language per point of INT bonus. If they want more than that they can burn one of the 10 base skill slots to do so. However, languages do not use up INT bonus points for purposes of skills. So if you have an INT of 18, you get 3 languages as well as 3 additional skill points. This is the same for non-humans. IE an 18 INT gets them 3 more languages of their choice, as well as gives them 3 more skill points.
LUCK POINTS:
You get one luck point +1 per level. So two at level one.
Luck points are used to:
Get a re-roll on an attack roll, save, or SIEGE check. Only 1 re-roll allowed.
To turn a death attack to near death. If an attack outright kills your PC you can permanently burn a luck point to put your character at death's door instead.
You don't refresh your Luck points until your goal/mission is accomplished. This is defined as whatever over all goal your party is working towards. Such as recovering an item, escorting this person/caravan from point A to point Z, finding the daughter of the merchant, etc... NOT when short term goals are accomplished.
Lost/permanently burned luck points are regained anytime I witness you roll 3 Nat 20's to hit, make a save, or SIEGE check in one game session. So make sure I keep track of them, and make sure I witness your rolls. Otherwise its up to me to trust/believe you. I may just deny the validation simply to encourage/motivate you to make sure I witness your rolls.
Online games must use the online dice roller to get this benefit.
Death, the effect of:
When you die, the CK is the god. I determine if you suffer any penalties, per the spell write up. If I deem you died “well”, you will suffer no penalties. If I deem you died badly, you suffer the penalties. So die well and you will have nothing to fear.
GOD CALLS:
This rule is to be used when your character, or group, are about to die. IE to prevent TPK's and character death. Its a long shot, but I have seen it save a character and group from a TPK often enough to recommend remembering this when the party or your character is going down.
Specific Rules changes:
Spellcasting: Unless I declare otherwise, you must declare what spell you are casting when initiative is rolled. If you are hit you can make a Concentration check (CL=damage rolled) to not lose your spell and still cast the spell. Parameters of the spell (target, location, etc...) are established when the spell is cast.
You can half move and still cast a spell in the same round.
Crits and Fumbles:
Criticals: A natural, unmodified roll of 20 on the 20 sided dice is considered a "critical hit". If it is with a non-missile weapon this means you get a free extra attack roll. If it is a missile type weapon it means you multiply your damage by 2.
When rolled on a save versus spell it means no damage is taken if it is a damage type spell. It means you saved versus any spell if the TN was to high for you even to succeed otherwise.
Fumbles: Are one a natural unmodified roll of a "1" is rolled. These cannot be rerolled with luck points. Results of such a roll are usually bad. Such as a save versus a spell is failed. If so you automatically take double damage.
For weapon attacks, it means you lose your attack for that round at the very least. I'll have you roll a DEX save and depending on your roll I'll determine some kind of detrimental result, or nothing more at all.
If your weapon is a feathered edge weapon you may cut off one of your limbs.
Movement: I allow 30 foot moves (or whatever your normal move is) in combination with attacks. Not 15 foot. So a charge covers 60 feet, but still allows +2 to hit and -2 to AC.
SPELL CHANGES/CLARIFICATIONS:
Dismissal and Repulsion are on the Wizard spell list at the same level.
All items are the minimal caster level required to cast the most powerful spell on the item. Still a minimum of 9th level if a wizard item, or 12th level minimum for Clerical items. The rule of needing 3 levels for every + bonus of weapons, armor, etc... still stands. So +5 items will require 15th level.
Only potions change the casting time of a spell, all other items follow all spell parameters as if being cast normally. With the exception of spell components/somantics. Verbal commands are required for all staves, wands, and rods.
Custom designed items can change these things, but it will cost considerably more. At least 30% more.
POLYMORPH HOUSE RULES:
To mostly clarify polymorph effects, but some rule specifics are in here.
You can only polymorph into creatures twice own size or weight, whichever is greater. Which means Creatures descriptions which put them as being taller OR heavier cannot be polymorphed into.
Example: So if you are 6 foot tall you can Poly into a Ogre or Troll, but not giants or horses. They exceed the height and/or weight limit.
When Polymorphed (self, or other, by the caster) the caster can manipulate the STR of the form, even a "buffed up" version of yourself.
CL=2xSTR increase
Example: Your STR is 13 and you want the new form to be an 18.
CL-2x5=10
Failure: STR stays 13
Crit Fail: STR drops by 5 to an 8
Crit Success: +2 to STR score, so an 18 becomes 20.
Items Worn:
Small things like rings, earrings, bracers, shoes/small boots, necklaces, etc... "meld into" the new form. Unless the new form is still "humanoid", even if size is changed, so are the items changed. IE your clothes. Armor, etc... change size with you, as long as you remain “humanoid” (human shaped). If they meld they become inactive if they are magical. If they do not meld because you assume a humanoid form, then they still work. Plus they can still be recognized.
Larger things, like pants, knee high boots, armor, helmets, shirts, large necklaces, etc... fall off. This is because your body will ooze right out of them, since they cannot be absorbed.
So stuff dropped like this will have to be picked up by the caster in their new from, or some ally will have to pick them up, etc....
TELEPORTING:
I personally think that Teleporting from anywhere you wish, to anywhere you wish is more powerful then teleporting from locations you have to prepare with a circle/pillars/etc...
So I am changing up the order in which you receive the spells, and altering them a little bit. At 5th level you get Teleport Circle, its duration is “instantaneous”, not 1 turn per level. Its CT is a full round, meaning it always goes off on a initiative of “1”. Which means you, and whomever is going with you, needs to be within the circle when you finish casting.
Teleport is now a 7th level spell, but is otherwise the same.
There is still an 8th level Teleport Circle, and it is as written other than still taking a full round to cast. IE it goes off at “1” on the round in which it is cast.
Teleport W/O Error is now a 9th level spell.
Teleport Circle spells teleport 250 pounds per caster level of creatures and equipment.
No circle means they teleport 1 person/creature/2 caster levels and all those creatures are wearing and holding, or 100 pounds of equipment/objects. Combinations are not possible.
There is a 9th level Teleport Circle that has a casting time of 8 hours and a permanent duration when cast and has a material component cost of 10,000 GP. The area of effect is determined by the size of the component(s) used to create the spell. The weight limit per caster level can be multiplied ([250]x2, x4, etc...) by adding 1000 GP in components per multiple (x2=2000 GP, x4=4000 GP, and so on.)
So to have it teleport 1000 pounds per level that is a x4 multiplier so the material component cost is 14,000 GP.
The material can be whatever the caster wants (standing stones, a circle of solid silver 30 foot in
diameter, a doorway, archway, pool of mercury, etc...)
GRAPPLING:
When grappled a target can make either a STR or DEX save, whichever is better, to break free of the grapple. While Grappled they can either struggle to break or slip free, or they can draw a dagger, wand, or use some kind of magic item that needs only a command word to be spoken.
A dagger can be used to attack, but at a -2 to all attacks, and only to attack the creature grappling the wielder. Wands can be similarly used, and they do not have to attack their grappler, but can attack other targets within their line of sight.
Two Handed Fighting:
If you want to be a two weapon Fighter take DEX as Prime. This cuts the penalties in half to -2 for primary hand and -3 for the off hand. Dex bonus' offset these penalties, so an 18 DEX would change these to +1/0. If DEX isn't prime then the penalties remain 3/6, but the DEX bonus still offsets these before a roll is made. So if you have a +2 DEX bonus the penalties are 1 and 4, then you roll your attacks as normal. Typically BtH + STR bonus' + magic.
ENERGY DRAINS:
When hit by a creature that energy drains you get a save. The save is CON based, CL is equal to HD of the creature. If you fail the save then you lose a level and HP loss is equal to your HD average plus your CON bonus, if any So if you are a fighter you lose 5+CON bonus in hit points.
Still, all is not lost. It takes creatures about 24 hours to fully digest your life energy in my games. So if you kill the creature, or creatures, who stole your life force within 24 hours of them doing so your life force will be released and will find its way back to your body. You must be within 10 feet of the creature when it is destroyed for this to happen automatically. For every 10 feet beyond 10 feet there is a cumulative -2 penalty to your CHA (or CON, whichever the CK decides is most appropriate and beneficial to the player) save for your life force to find and return to you.
So if you are 30 feet away when the creature is destroyed you must make a save at -4 to get your life force back. 10 feet or less no save is required.
Skills list:
Select 10 of the following skills. Any skill that is not related to a specific class is TN 12. Any closely related to a class (such as Sleight of Hand, Handle Animal, etc...) is TN 18, but selecting it as a skill allows you to add level, which you do not get to do with other skill checks you do not select.
Acrobatics (DEX)
Athletics (STR)
Bluff (CHA)
Concentration (CON)
Diplomacy (CHA)
Handle Animal (CHA sometimes DEX)
Intimidate (CHA)
Knowledge: Arcana (INT)
Knowledge: History (INT)
Knowledge: Local (CHA)
Knowledge: Medicine (INT)
Knowledge: Nature (INT or WIS)
Knowledge: the Planes (INT)
Knowledge: Religion (INT)
Notice (WIS)
Perform (CHA)
Profession (INT or WIS)
Sense Motive (WIS)
Sleight of Hand (DEX)
Sneak (DEX)
Use Mechanical Device (DEX or INT)
Alternative look at it:
STR: Athletics
DEX: Acrobatics, Sleight of Hand, Sneak, Use Mechanical Device****
CON: Concentration
INT: Knowledge: Arcana, History, Medicine, Nature**, the Planes, Religion, Profession**, Use Mechanical Device****
WIS: Notice, Knowledge: Nature, Profession**, Sense Motive
CHA: Bluff, Diplomacy, Handle Animal*, Intimidate, Knowledge: Local, Perform.
*Handle Animal has certains uses for which DEX may be used.
** For Knowledge: Nature and Profession you may use your WIS or INT mod which ever is higher.
**** For Use Mechanical Device, you may use your DEX or INT mod, whichever is higher
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Here are the fine details of the skill list:
Acrobatics (DEX)
Is for all Balance, Escape Artist and Tumble checks
Athletics (STR)
Is for all Climb, Jump and Swim checks.
Bluff (CHA)
Is the same.
Concentration (CON)
Is for all Concentration checks.
Diplomacy (CHA)
Is the same.
Handle Animal (CHA or sometimes DEX)
Is for all Handle Animal and Ride checks.
Intimidate (CHA)
Is the same.
Knowledge: Arcana (INT)
This skill takes over all Knowledge: Arcana checks and Spellcraft checks. It also pertains to Knowledge checks for Constructs, Dragons, Elementals, Magical Beasts and Oozes.
Knowledge: History (INT)
Knowledge: Local (CHA)
Is for all Gather Information and Knowledge: Local checks.
Knowledge: Medicine (INT)
Is for all Heal checks.
Knowledge: Nature (INT or WIS)
Is for all Knowledge: Nature and Survival checks as well as checks for Animals, Giants, Fey, Monstrous Humanoids, Plants and Vermin.
Knowledge: the Planes (INT)
Is for all Knowledge: the Planes checks, as well as for Survival checks when on a different plane, as well as checks for Aberrations, Elementals and Outsiders.
Knowledge: Religion (INT)
Is for Knowledge: Religion checks as well as for checks for Outsiders with an Alignment subtype and the Undead.
Notice (WIS)
This takes over all Spot, Listen and Search checks.
Perform (CHA)
Is the same, save for there is no distinction between what sort of performance type you choose – that is simply fluff/flavor.
Profession (WIS)
Is for all Craft and Profession checks. (Tree here, but specific Craft/Proff still need to be selected per point)
Sense Motive (WIS)
Is the same.
Sleight of Hand (DEX)
Is for all Sleight of Hand and Use Rope checks.
Sneak (DEX)
Is for all Hide and Move Silently checks
Use Mechanical Device (DEX or INT)
Is for all Disable Device and Open Lock checks.