Showing posts with label CnC. Show all posts
Showing posts with label CnC. Show all posts

Tuesday, June 16, 2009

Revised C&C variant combat rules




My friend and co-tinkerer, Jon from Seattle (aka Redbeard), has released a revised version of his Castles and Crusades variant combat rules based on feedback from many of you fine folks. I'm pasting his latest greatest below (for more discussion about it, mosey over to Dragonsfoot here.)

Why a Grid? To enjoy combat as a tactical mini-game. Tumbling, flanking, pulling an Errol Flynn. To give the melee types the ability to protect the squishies, define simple “Attacks of Opportunity.”

1.Defining the Grid: Go with 5' squares and round to nearest.

2.Threat Range aka Reach
*Threat Range is how far you can reach and smack someone with a melee weapon if you've got one (or if you're trained in unarmed combat) and you're currently able to defend yourself.

*Most melee weapons for human sized critters will have a threat range of 5' – one square

*Polearms have a threat range of 10' if you've been trained with them (see Class Abilities).

*Weapons like nets, whips and chains may have larger threat ranges.

*Larger creatures will have larger threat ranges. Add 5' for each size greater than medium.

*Extraordinarily small creatures, such as Pixies, may have no Threat Range at all.

*Some creatures like snakes or creatures with long appendages may have Threat Ranges larger than their size would indicate.

3.Threat Attacks
*You get to make a Threat Attack on an enemy when it first enters your threat range. The Threat Attack is resolved immediately, before the enemy gets to make another action.

*Most combatants only get to make one Threat Attack per round.

*The CK can allow Threat Attacks when an enemy is unable to defend itself. Beg your CK.

4.Position
*Aware combatants are assumed to be able to adjust their facing as needed during a round (as usual, the CK applies commonsense to this rule. This is to keep people from simply running around behind someone who sees them coming.)

*Flanking: When two (or more) attackers are on completely opposite sides of a target, all such attackers are considered Flanking and get +2 to hit. Rogues qualify for backstab.

5.New Combat Maneuvers for the Grid
Push: A successful Push pushes the target back 5' in the direction desired by the attacker, who moves into the vacated space. The target number is 10 plus the to-hit bonus and size of the defender (+2/-2 per size difference). The attacker rolls a d20, adds strength and base to hit for combat trained classes (CK's discretion.) An attacker using a shield adds a +2 to the die roll.

Body Blow: a big hit (19 or 20 on a successful to hit) from a melee attack (determined by CK) can push a target back 5' and enter the vacated space. Defender gets a strength saving throw against 10+damage inflicted with -2/+2 for each size difference.

Tumble: Avoid a threat attack by making a Tumble check (dex check, + character level for rogue, assassin, monk). The target number is 10+ the base to hit of the Threat Attacker.

Dodge: a defender can increase their dodge bonus against one attacker from +2 to +4 by giving ground and moving 5' back in the direction specified by the attacker.

6.Class Abilities (which class gets them)
Hold the Line (Fighter): When a character with the Hold the Line ability succeeds on a threat attack, the target must cease movement in that space.

Combat Reflexes (any character with strength prime): A character with Combat Reflexes may make one Threat Attack per opponent entering Threat Range, not one per turn.

Potent Charge (Fighter, Knight with Lance) - if the character with Potent Charge is being Threat Attacked by the target of a charge, the charge is resolved first if the charger's weapon can reach its target (instead of the threat attack being resolved first.)

Uncanny Dodge (Barbarian,Monk) Can't be flanked except by attackers of higher level.



Thursday, May 7, 2009

Amazons as PC Race?



Exploring the sandy environs of the Slumbering Ursine Dunes in the Hill Cantons last Saturday, the players stumbled upon a series of low, distant islands on the horizon. While they have yet to fill in this particular blank spot on their map, it has given me leeway to expand the invisible walls of their sandbox a little more. A noteworthy part of this mysterious, magically-shrouded chain is an island ruled by the legendary iron-willed Amazon queen Antianara.

This little piece of campaign lore wouldn't normally drag a blog entry out of me if it wasn't for a recent inspired bit of serendipitous postings on the Troll Lord Games and Knights-n-Knaves Alehouse boards about nixing barbarians as a class in favor of reclassifying them as playable races in C&C and AD&D 1e. Amongst the satisfyingly diverse group of suggestions for new, variegated barbarian races tricked out with their own custom attribute hikes and racial/cultural abilities is the Amazon. Count me among the intrigued.

Down here in the human-centric HC we have been sloppy with barbarians, now numbering no less than four out of our 14 PCs. It's doubtful that we'll go the full way and dump our valiant, ill-smelling northern brothers as a class mid-stream, but I do see an opening for introducing the Amazon as an option for new characters.

While I may yet adopt Keolander's yeoman work on Hyperboreans, Steppe, and Desert barbarian races at an appropriate moment, my own campaign's conception of what constitutes an Amazon is a bit at odds with the conception posited on the previously-mentioned boards. The Amazon presented there seems more of an agile, jungle-setting kinda race of wimmin folk (they climb trees and cliffs well, get a bonus on their starting Dexterity, wear light armor, yadda yadda) than the somewhat more-civilized, strong-boned Greek Mythical/Black Sea Amazons I am imagining.

Besides a bit more gravitas, what would this other Amazon entail in game terms? A bonus to strength? A penalty to Charisma for their brusque arrogance? Bonuses to hit with a spear or short bow? What classes would be compatible?

Tuesday, May 5, 2009

Variant Combat Rules for C&C

Today's post features a guest appearance from my long-time friend and co-thinker in Seattle, Jon. Like myself, Jon compulsively has to tinker around under the hood with a rules set. Recently he's been striving to "crunch-ify" tactical options in C&C (and AD&D first edition likely with some modification). with a homebrewed grid-based system. You can download the full version here.

Jon's eager to see how they fare in the thunder and fury of actual table top play, so please send along feedback if you decide to experiment with them. Hill Cantons players will be play-testing these rules at our next session.

Wednesday, April 29, 2009

Quickie Starting Equipment Generator

The Starting Equipment Generator is an optional character generation step to help C&C and AD&D first edition players and game masters quickly crank out the equipment for low to mid-level player and non-player characters. These charts have been revised and updated to supplement the ones I released previously in the 15-Minute Character Generator.

Note that these tables are geared toward levels roughly from first to fifth. For levels past this, I recommend that you pick up Mike Stewart's excellent Traveller-esque system for generating high-level C&C characters in Crusader #8.

First-level characters roll once on each of the the following charts without modifiers. Characters starting from 2-5 level add one to all rolls for each level they start past the first. For each two levels after their first, they additionally get a roll on the weapons or adventuring gear chart. Example: Mogo the Mighty, a fifth-level fighter gets a +4 on each of his equipment chart rolls. He rolls a "4" on the melee weapon chart, adds his +4 to get a masterwork weapon of his choice. He also now gets to extra rolls for being four levels of above first He opts to roll an additional time on the melee weapon chart and an additional time on the adventuring gear chart. 

Optional modifiers or free rolls can be based on results from the previous background charts at the GM's discretion. Example: Bruno the Battler rolls that he was “conscripted into the army” and “displayed heroism on the battlefield”. Based on Bruno's glorious martial exploits, the GM decides to allow him to either add +1 roll to his roll on the armor chart or roll an additional time on a weapon chart.

Chart 1: Armor (Roll d8) 

Cleric, Ranger +1 to roll

Fighter +2

Knight, Paladin +3

Rogue, Assassin, Druid only class-appropriate armor

Magic User, Illusionist, Monk no roll

1 Padded/leather coat **

2-3 Leather armor **

4 Ring mail *

5 Hide *

6 Studded/laminar leather *

7 Scale mail/Cuirboille

8 Mail shirt

9 Chainmail hauberk

10 Full chain suit/splint mail

11 Breastplate

12 Plate mail

13 Full plate

14+ Magical armor (GM picks)

* 1 extra roll on weapon or shield chart

** 2 extra rolls on weapon or shield chart


Chart 2: Shield (Roll 1d6)

1 None

2-3 Buckler or Small Shield

4-5 Medium Shield

6 Large Shield


Chart 3A: Melee Weapon (Roll 1d6)

Clerics, Magic Users, Illusionists, and Rogues hand weapon only

1-2 Hand weapon (dagger, hand axe, short sword, light mace, morningstar, staff, club)

3-4 Sword (long, broad, falchion, rapier, scimitar), battle axe, heavy mace

5 Spears, polearms, pike, lance,

6 Two-handed weapon (two-handed axe, two-handed sword, bastard sword, great scimitar)

7 Expert-made weapon, +1 damage (player picks)

8 Masterwork weapon, +1 to hit and damage (player picks)

9+ Magic weapon (GM picks)


Chart 3B: Missile Weapon (Roll 1d6 if character gets extra roll)

Magic Users, Clerics, Rogues, Druids only-class appropriate weapons

1 Sling/Darts

2 Thrown (Hand axe, spear, javelin)

3 Light Crossbow

4 Short Bow

5 Heavy Crossbow

6 Long Bow

7 Expert-made weapon, +1 damage (player picks)

8 Masterwork weapon, +1 to hit and damage (player picks)

9+ Magic weapon (GM picks)

(one free batch of ammo assumed)


Chart 4: Adventuring Gear (Roll 1d6)

All packs come with backpack, pouch, bedroll, water skin, tinderbox, and one week of iron rations

1-2 Pack A (10 oil flasks, lantern, shovel, two caltrops, whistle)

3-4 Pack B (10 torches, four oil flasks, 10 pieces of chalk/charcoal, blank scroll, mirror, crowbar)

5-6 Pack C (five torches, five oil flasks, 50 ft. rope, grappling hook, wooden pole)

7+ Any from above, Magical misc. item (GM picks)


Chart 5: Mount (Roll 1d6)

+3 if Knight, Horse nomad-type barbarian

-2 if Monk

1-2 None

3 Mule

4 Pony

5-6 Light riding horse

7 Heavy horse

8 Light warhorse

9 Heavy warhorse

10+ Any from above, special mount or vehicle (GM choice)

(saddles and other riding gear assumed)


Chart 6: Class-based equipment

Fighter, Ranger: extra weapon roll, 10 gp starting

Knight, Paladin: 30 gp starting

Cleric, Druid: holy symbol, 10 gp

Bard: musical instrument, 5 gp

Thief: Thieves tools, 5 gp

Wizard, Illusionist, spellbook, 5 gp

Barbarian, Monk, 2 gp


Chart 7: Starting cash (Roll d6),
Monk, Barbarian -1

1 10 gold pieces

2-3 20 gp

4 40 gp

5 60 gp

6 80 gp

7 150 gp

8 250 gp

9 500 gp

10 1,000 gp

11 1,500 gp