
c1n0g |

My search foo has denied me... Is there a list of dice expressions that work on these forums somewhere? Can I do drop lowest die stuff for example?
Here's some Stats anyways BD lol...
Stat: 4d6 ⇒ (3, 5, 2, 6) = 16 14 - 1 = 13
Stat: 4d6 ⇒ (6, 5, 4, 4) = 19 15 - 1 = 14
Stat: 4d6 ⇒ (2, 4, 2, 3) = 11 9 - 1 = 8
Stat: 4d6 ⇒ (5, 2, 2, 3) = 12 10 - 1 = 9
Stat: 4d6 ⇒ (5, 4, 3, 6) = 18 15 + 1 = 16
Stat: 4d6 ⇒ (4, 6, 5, 3) = 18 15 + 1 = 16

Black Dow |

Hey Man
These are the roll methods we're using:
Method Two: Roll 4d6. Discard the lowest-scoring die and total the remaining three. Do this for each of the six attributes. This method raises the average attribute score, increasing the power of the character as compared to the standard C&C method. Increasing the average attributes in the game increases attribute modifier bonuses to hit points, to the to-hit roll, and to damage. The character thus becomes more powerful and is more likely to successfully perform tasks and survive. Once the six scores are generated, each score is assigned to an attribute of the player’s choice.
Method Six: Use any of the systems above, but reduce any one attribute by two points or any two attributes by one point, and then increase a second attribute by one. Basically, the player trades two points to raise one attribute by one point.
Not 100% on the +1/-1 mods listed?

Andostre |
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Hey c1n0g, the dice expressions for these forums are not as robust as some of the others I've seen around.
You can choose any number up to 100 before the 'd' to represent the number of dice you're rolling, and any number up to 1,001 after the 'd' to represent the type of dice you're rolling.
{dice=You can do this}46d532{/dice}
You can do this: 46d532 ⇒ (287, 219, 297, 326, 29, 416, 501, 134, 337, 365, 424, 259, 208, 528, 13, 492, 294, 128, 469, 366, 246, 480, 21, 530, 71, 470, 157, 193, 216, 215, 155, 338, 162, 183, 174, 418, 141, 252, 183, 148, 375, 153, 153, 76, 29, 434) = 12065
If you want to drop a die, the die rolls are laid out so that you can see what was rolled, and then you'll have to subtract the die roll value from the total.
You can also add any number at the end of a dice roll.
{dice=Like this}3d6+8+10+19{/dice}
Like this: 3d6 + 8 + 10 + 19 ⇒ (6, 1, 3) + 8 + 10 + 19 = 47
Finally, you can forgo the die rolls and just use the feature as a calculator.
{dice=Calculator}5+94+8+15{/dice}
Calculator: 5 + 94 + 8 + 15 = 122

c1n0g |

Hey Man
These are the roll methods we're using:
Method Two: Roll 4d6. Discard the lowest-scoring die and total the remaining three. Do this for each of the six attributes. This method raises the average attribute score, increasing the power of the character as compared to the standard C&C method. Increasing the average attributes in the game increases attribute modifier bonuses to hit points, to the to-hit roll, and to damage. The character thus becomes more powerful and is more likely to successfully perform tasks and survive. Once the six scores are generated, each score is assigned to an attribute of the player’s choice.
Method Six: Use any of the systems above, but reduce any one attribute by two points or any two attributes by one point, and then increase a second attribute by one. Basically, the player trades two points to raise one attribute by one point.
Not 100% on the +1/-1 mods listed?
The -1 and +1 listed were using Method Six so I was gonna bump the two 15s up to 16 and drop the other four rolls by one.

Black Dow |

Ah okay - remember its a -2 to one ability and then +1 to any 2 others.
So by my reckoning here's what you have pre +/- mods:
Stat: 4d6 ⇒ (3, 5, 2, 6) = 14 (drop the 2) = +1 bonus
Stat: 4d6 ⇒ (6, 5, 4, 4) = 15 (drop a 4) = +1 bonus
Stat: 4d6 ⇒ (2, 4, 2, 3) = 9 (drop the 2) = +0 bonus
Stat: 4d6 ⇒ (5, 2, 2, 3) = 10 (drop a 2) = +0 bonus
Stat: 4d6 ⇒ (5, 4, 3, 6) = 15 (drop the 3) = +1 bonus
Stat: 4d6 ⇒ (4, 6, 5, 3) = 15 (drop the 3) = +1 bonus
Without any jiggery pockery you have a broad spread of +1 bonuses. An Elf gains +1 DEX (advise you to up one of those 15s to a 16 to increase bonus to +2) and -1 CON (your 10 could suck that up to a 9 without a negative impact or you could drop the 14 to a 13 and it remains +1).
Your call :)
If you want to sacrifice two points in one of you higher scores to add +1 to two others (say 15s) that would push them to 16s (and net a +2 bonus in each).
9-12 = +0
13-15 = +1
16-17 = +2
18-19 = +3
I'd be more inclined to go all-rounder - bear in mind Druids can wield the following weapons: Bows, club, dagger, dart, hand axe, hammers, scythe, sling, sickle, spears, sword (any), staff
(although "metal" weapons will be fashioned out of cold-forged iron or copper rather than steel or bronze). Elves also gain a +1 with one of the following: composite longbow, comp shortbow, longbow, shortbow, longsword or shortsword... so you'll gain a +1 to hit with one of those :)
Have a think - see what fits. i've a cool way of introducing you into the game once the gang arrive in Haranshire (after this gobbo skirmish). Will give you some regional lore also as you'll be a wise elf o' the wyld ;)

c1n0g |

Method Six: Use any of the systems above, but reduce any one attribute by two points or any two attributes by one point, and then increase a second attribute by one. Basically, the player trades two points to raise one attribute by one point.
Bold above is mine; so I decreased 4 attributes by one each for a net 2x +1s. I'll make it work for a single plus one if decreasing a single attribute by 2 is the only option. If it's a -2 to one attribute for a +1 to two attributes that makes it easy too... But, all respect, I think maybe you misread the quote?
Been a minute since I looked at it, but am I right that this is a bit more swords and boards than spell slinging, rules wise? Seems like martials may not lose a step until a bit later than PF and D&D and physical DMG is semi important for everyone to have some of... Yea?

Black Dow |

@C1n0g: Yeah that's all good, so you'll reduce 2 attributes by 1 point each and increase a second attribute by a point. Note that last point on the quote 2 points dropped to increase one by 1 - should have made it clearer that its a one time option, not something you apply to your whole array.
The trade off is skewed as its really allowing players to increase prime attributes or decrease drop stats to increase one they want to use heavily in their character build.
Its not like PF where its 1-for-1 say when using points for a build. Again sorry if that wasn't clear.
Martial characters definitely work well in C&C, but spellcasters do wield decent power at higher levels. The Night Below campaign becomes a real meat-grinder down the line (in the deep Underdark particularly).
We currently have the following:
Half-Orc Monk
Halfling Thief
Dwarven Cleric
Half-Elf Fighter
Gnome Illusionist
Our Human Bard/Barbarian is awol and will likely be off on his travels until his player rejoins.
Have a Dwarven Ranger incoming from Woodsmoke and whatever you want to play... be it a Elf Druid or if you want to rebrand/rebuild have at it.

c1n0g |

@BD - Ya got any of that lore? Just the bits and bobs left. Will go with the Elfy Druid or Druidy Elf. Will be another for Range... Hope WS didn't also go full bow boi.
PS The Encumbrance is a tad... Rough, do people roll around burdened? Can always dump the ole Shoulder pack for combat eh? Clothes having an EV seems a tad rough though...

Black Dow |

Yeah am mustering the lore for you, pending a wee rankle I PM'd you about.
So our Dwarven Cleric has sadly had to drop out, leaving us sans cleric. So before you commit to a druid, if you fancy a cleric (see the Campaign Tab for list of gods should you wish to change...
A character has an Encumbrance Rating [ER] equal to their strength score. This is then modified by the character’s prime attributes. If the character has either the strength or constitution attributes as prime, they may add 3 to their Strength Score to determine their Encumbrance Rating. If the character has both strength and constitution as prime, then they may add 6.
This Encumbrance Rating is the total amount of Encumbrance Values [EVs] the character can carry before being Burdened.
A character is considered Unburdened, Burdened, or Overloaded according to the amount of EV they are carrying. If the character is carrying less than their Encumbrance Rating in EV, then they are Unburdened. If they are carrying more than their Encumbrance Rating, but less than triple their ER then they are Burdened. A character that is carrying more than three times their Encumbrance Rating is considered Overburdened.
Unburdened Up to 1 x ER
Burdened: 1 x ER to 3 x ER | Effect: -10 ft to character’s Move Score (minimum of 5 ft), +2 to Challenge Level of all Dexterity Based Checks
Overburdened: More than 3x ER | Effect: Move reduced to 5 feet per round, Automatically fail all Dexterity Based Checks, Lose Dexterity bonus to AC.
I'm not going to police Encumbrance in draconian fashion, but keeping a ballpark on your ER vs EV would be good to see on everyone's characters. For me it was always something I never minded tracking as a player, so it tends to factor into my games.
Further on Encumbrance we're running some variant rules:
+5 ER to all medium races and +3 ER to all small races.
Worn & Capacity Items
Items that are designed to carry and redistribute the weight and bulk of other items are called Capacity Items. Capacity Items can carry a number of items equal to their Capacity. Furthermore, a Capacity Item cannot carry any item whose EV is equal to or greater than it’s Capacity rating. So a Backpack, with a Capacity of 8, can carry up to 8 items whose EVs are 7 or less. Items that are carried in a Capacity item do not have their EV included in the character’s Encumbrance Total. Instead, the character only notes the EV of the Capacity item. So the character wearing an EV 2 Backpack that has a Bedroll (EV 3), hammer (EV 2), 50 nails (EV 1), and one torch (EV 1) has five items in the Backpack (and thus has space for three more items). The character’s Encumbrance Rating is only increased by 2 when they carry the Backpack, ignoring the EVs of the items inside of it.

c1n0g |

+5 ER to all medium races and +3 ER to all small races.
Worn & Capacity items...
That bonus definitely makes things manageable then. I see the title but no mention of clothes, does that mean the shirt on my back and boots on my feet don't actually count? (I was legitimately looking at going barefoot to save on shoes lol, full hippy wood elf druid...)