We are required to put a pic in hahaah
Below are several options for creating or recreating a siege engine mechanic for Castles and Crusades. Please feel free to correct my math or any mistakes you might note. Add suggestions etc. Let us work through this as a team!!! LOL
In the original document there were no armor classes (1). Armor was a CL.
No armor CL0
Leather CL2
Chain CL5
Plate CL8
Encased CL10
An attack was a siege check. An attack was a strength check. (2) A successful hit is scored on an 18 or better. (3)
As you can see in the chart below the chances to hit were high and the dice range was huge.
Prime Secondary Modifiers
+6 +2 Add level and modifiers as usual
1st level Fighter(P) Wizard (P) Wizard (S)
CL0 +7 +6 +2
Range 8-28 7-27 3-23
Chance to hit 50% 45% 25%
Current 55% 50% 50%
5th level Fighter(P) Wizard (P) Wizard (S)
CL0 +16 +12 +8
Range 17-36 13-32 9-29
Chance to hit 95% 75% 50%
Current 75% 60% 60%
In this chart only the BtH is added. As you can see, this differentiated the fighting classes in quick order and gave a preponderance of importance to strength as a prime even for nonfighting classes. It is a game where, at the end of the day, the swift sword rules.
Prime Secondary Modifiers
+6 +2 Add Base to Hit (BtH) and modifiers as usual
1st level Fighter(P) Wizard (P) Wizard (S)
CL0 +7 +6 +2
Range 8-28 7-27 3-23
Chance to hit 50% 45% 25%
Current 55% 50% 50%
5th level Fighter(P) Wizard (P) Wizard (S)
CL0 +11 +7 +3
Range 12-31 8-27 4-23
Chance to hit 75% 55% 30%
Current 75% 60% 55%
One: By original I mean the second or third draft because the 1st draft was almost wholesale rejected.
Two: This is not entirely true because for some types of attacks it was a dexterity check.
Three: In the original document the target number was 20. This was changed because it was viewed as too difficult.
Note: There were three iterations of the game in the development process before the final was settled on. All iterations have been lost except the final. The final was also reworked to some extent to accommodate current (circa 2005) gaming structures and was ‘off-balance’ from the first three iterations in certain areas. For example; through the first three iterations we kept the experience point valuations I had developed. In the final writeup, those valuations were amended for certain classes. Those original notes may be somewhere at Steve’s house. I routinely drop stuff off at Steve’s for safe keeping. I am very poor at keeping stuff. Steve is not. They may show up. There is a red notebook somewhere containing all those notes Mac and myself compiled under a yellow light on my front porch. This is why we call it the Red Book.
4 comments:
In this system I am guessing that primary/secondary are determined by weapon proficiencies, not by class, correct? So in this case the wizard would be proficient with a staff do +6, but not with a sword so +0, allowing them the use of that weapon in a pinch.
I would lower all CLs by one, so, yeah no armor is CL -1, of but it puts it in par with the current system.
I would probably also use weapon proficiencies similar to AD&D, and allow characters to use 3 or 4 proficiency slots to become proficient in a weapon not on their class list. This you could have that wizard using a sword at 12th or 16th level with the downside of just being absolutely terrible with weapons prior to that.
Uhhhhhh
Well, that's interesting, I don't think i ever considered proficiencies
.
it is a -4 for weapons one is not proficient in. So that changes things up a bit. I suppose, considering the chart below, if one is comfortable with the low % chance to hit for wizard at 5th level, it works out fine. I am - they are supposed to be wizards not fighters after all.
5th level Fighter(P) Wizard (P) Wizard (S)
CL0 +11 +7 +3
Range 12-31 8-27 4-23
Chance to hit 75% 55% 30%
Current 75% 60% 55%
My question would be with shields. Would they affect the CL as AC or would they absorb damage? If AC, then basically the CL to hit anyone would be AC-10.
Post a Comment