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who else loves the C&C...?
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<blockquote data-quote="Philotomy Jurament" data-source="post: 3350355" data-attributes="member: 20854"><p>There're a couple of ways to address stuff like this. </p><p></p><p>If it's just part of his background, and is something he's good at, but no longer really practices, I'd cover it with primes. Make him a fighter with Str, Dex, and Wis prime. The primes give the equivalent of a +6 bonus, so he'll be reasonably good at climbing, using ropes, survival, etc. If he was an officer, maybe make Int prime instead of Wis.</p><p></p><p>If the pirate-type skills are an integral and continuing part of his character, then I'd allow him to use them as class abilities, adding his level. (If the additional abilities were significant, I'd probably want to bump the XP progression -- essentially giving him a custom class). Another approach is to use the <a href="http://www.trolllord.com/newsite/downloads/pdfs/cz_options_skills.pdf" target="_blank">optional secondary skills</a> rules from the Yggsburgh book (essential buying leveled skill bundles with XP). </p><p></p><p>If it's just adding a point or two of climb over ten or twelve levels, then I wouldn't bother with it. (IMO, many "but what about" examples fall into this category.) You don't need an entire skill system to handle edge cases like that; just give him a +2 circumstance bonus and have done ("having been on and around ships for months, you've become more familiar with climbing the rigging, so take a +2 on your climb check while pursuing Black-Heart Bill..."). </p><p></p><p>In general, C&C is a very class-oriented system. That means skills are handled broadly, and in relation to the class. While it doesn't cover every conceivable situation and degree of skill, I find that it covers the majority of what's needed, and that the decreased complexity is worth it. YMMV, as always.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 3350355, member: 20854"] There're a couple of ways to address stuff like this. If it's just part of his background, and is something he's good at, but no longer really practices, I'd cover it with primes. Make him a fighter with Str, Dex, and Wis prime. The primes give the equivalent of a +6 bonus, so he'll be reasonably good at climbing, using ropes, survival, etc. If he was an officer, maybe make Int prime instead of Wis. If the pirate-type skills are an integral and continuing part of his character, then I'd allow him to use them as class abilities, adding his level. (If the additional abilities were significant, I'd probably want to bump the XP progression -- essentially giving him a custom class). Another approach is to use the [url=http://www.trolllord.com/newsite/downloads/pdfs/cz_options_skills.pdf]optional secondary skills[/url] rules from the Yggsburgh book (essential buying leveled skill bundles with XP). If it's just adding a point or two of climb over ten or twelve levels, then I wouldn't bother with it. (IMO, many "but what about" examples fall into this category.) You don't need an entire skill system to handle edge cases like that; just give him a +2 circumstance bonus and have done ("having been on and around ships for months, you've become more familiar with climbing the rigging, so take a +2 on your climb check while pursuing Black-Heart Bill..."). In general, C&C is a very class-oriented system. That means skills are handled broadly, and in relation to the class. While it doesn't cover every conceivable situation and degree of skill, I find that it covers the majority of what's needed, and that the decreased complexity is worth it. YMMV, as always. [/QUOTE]
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