SHWEEEET!
House Rules for my C&C campaign
- Ancalagon
- Level 8: Noble
- Posts: 1734
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Time for another House Rule!
Inspired by HackMaster 4e and my old gaming group from the the early 90s, The Iron Circle, I instituted a Fractional Ability Scores mechanic to allow for the possibility of slowly improving attributes over time i.e. with the gaining of experience levels. It started like this:
FRACTIONAL ABILITY SCORES – Method I
After a value is assigned to each attribute, roll the percentile dice six times. Assign the percentile (fractional) numbers to the attribute values as desired then record them on the character sheet next to the attribute value. For purposes of play, the attribute value is considered to be the integer assigned to it. For example, Thomas of Shrewsbury, a young archer with a DEX of 15 and a fractional 86 is still considered to have a 15 in DEX.
As characters gain experience levels, they increase their fractional scores at varying rates depending upon the attribute and the chosen class. When a fractional ability score surpasses 100, the attribute value is raised by 1, the fractional 100 is discarded, and the remaining fractional points become the new fractional value.
I then whipped up a table that listed each class vertically with attributes listed horizontally. The players could reference the table to see which die would be rolled to increase the attribute's fractional score each time a level was gained. For example: The Fighter rolled a d8 for CHA, a d12 for CON, a d10 for DEX, a d4 for INT, a d20 for STR, and a d6 for WIS. Each class had its own progression. I liked using all of the dice across all of the attributes for varying rates of fractional improvement as most suits the class archetypes. It wasn't perfect but it allowed everyone a chance to improve a character's attribute(s) every now and then. Several of my players have already increased an attribute in this fashion.
Let's go back to Thomas of Shrewsbury. Our archer with a DEX 15 (86) has attained 2nd level and may now roll a d20 for additional fractional points. The result on the die is a 17 so that 86 + 17 = 103. The archer’s DEX increases to 16, the 100 fractional points are discarded, and 3 fractional points remain. The archer’s DEX can now be recorded on the character sheet as 16 (03) with changes to modifiers as per the PHB.
A few players pushed back a bit in favor of min/maxing the percentile improvements to most benefit the attributes they preferred but in a way that ran counter to how I envisioned the class archetypes. For example: a character that did not have STR as a primary class attribute wanting to put the d20 on STR. Only one player made a convincing discussion about switching the fractional improvement dice from the standpoint of the way the character, a cleric, had been played and the background of the character's church as opposed to the simple "I wanna do it this way!" rationale. So I allowed the changes... which made start pondering how I could rework this house rule so as to still function under the optimal advancement based on class archetypes like STR for Fighters, INT for Wizards, WIS for Clerics, etc. while incorporating the Primary / Secondary attribute mechanic of C&C and allowing some player choice for where the improvement dice are placed. Here is what I came up with:
FRACTIONAL ABILITY SCORES – Method II
After a value is assigned to each attribute, roll the percentile dice six times. Assign the percentile (fractional) numbers to the attribute values as desired then record them on the character sheet next to the attribute value. Players assign the d20 for additional fractional points to the prime attribute mandated by the chosen class (i.e. STR for Fighters, INT for Wizards, WIS for Clerics, etc.)
Human characters will possess two other prime attributes which are chosen by the player at character creation. The player may assign the d12 and the d10 to the other two prime attributes as desired. The three secondary attributes will receive a d8, d6, and a d4 assigned as the player chooses.
Demi-human characters will possess one additional prime attribute, chosen at the time of character creation, beyond that mandated by the chosen class. That attribute will receive a d12 for fractional advancement. The four secondary attributes may be assigned the d10, d8, d6, and d4 as the player chooses.
I think I succeeded with hitting my goals using Method II. For future campaigns, I intend to use Method II as the Fractional Ability Score advancement house rule. Any constructive comments / suggestions?
Inspired by HackMaster 4e and my old gaming group from the the early 90s, The Iron Circle, I instituted a Fractional Ability Scores mechanic to allow for the possibility of slowly improving attributes over time i.e. with the gaining of experience levels. It started like this:
FRACTIONAL ABILITY SCORES – Method I
After a value is assigned to each attribute, roll the percentile dice six times. Assign the percentile (fractional) numbers to the attribute values as desired then record them on the character sheet next to the attribute value. For purposes of play, the attribute value is considered to be the integer assigned to it. For example, Thomas of Shrewsbury, a young archer with a DEX of 15 and a fractional 86 is still considered to have a 15 in DEX.
As characters gain experience levels, they increase their fractional scores at varying rates depending upon the attribute and the chosen class. When a fractional ability score surpasses 100, the attribute value is raised by 1, the fractional 100 is discarded, and the remaining fractional points become the new fractional value.
I then whipped up a table that listed each class vertically with attributes listed horizontally. The players could reference the table to see which die would be rolled to increase the attribute's fractional score each time a level was gained. For example: The Fighter rolled a d8 for CHA, a d12 for CON, a d10 for DEX, a d4 for INT, a d20 for STR, and a d6 for WIS. Each class had its own progression. I liked using all of the dice across all of the attributes for varying rates of fractional improvement as most suits the class archetypes. It wasn't perfect but it allowed everyone a chance to improve a character's attribute(s) every now and then. Several of my players have already increased an attribute in this fashion.
Let's go back to Thomas of Shrewsbury. Our archer with a DEX 15 (86) has attained 2nd level and may now roll a d20 for additional fractional points. The result on the die is a 17 so that 86 + 17 = 103. The archer’s DEX increases to 16, the 100 fractional points are discarded, and 3 fractional points remain. The archer’s DEX can now be recorded on the character sheet as 16 (03) with changes to modifiers as per the PHB.
A few players pushed back a bit in favor of min/maxing the percentile improvements to most benefit the attributes they preferred but in a way that ran counter to how I envisioned the class archetypes. For example: a character that did not have STR as a primary class attribute wanting to put the d20 on STR. Only one player made a convincing discussion about switching the fractional improvement dice from the standpoint of the way the character, a cleric, had been played and the background of the character's church as opposed to the simple "I wanna do it this way!" rationale. So I allowed the changes... which made start pondering how I could rework this house rule so as to still function under the optimal advancement based on class archetypes like STR for Fighters, INT for Wizards, WIS for Clerics, etc. while incorporating the Primary / Secondary attribute mechanic of C&C and allowing some player choice for where the improvement dice are placed. Here is what I came up with:
FRACTIONAL ABILITY SCORES – Method II
After a value is assigned to each attribute, roll the percentile dice six times. Assign the percentile (fractional) numbers to the attribute values as desired then record them on the character sheet next to the attribute value. Players assign the d20 for additional fractional points to the prime attribute mandated by the chosen class (i.e. STR for Fighters, INT for Wizards, WIS for Clerics, etc.)
Human characters will possess two other prime attributes which are chosen by the player at character creation. The player may assign the d12 and the d10 to the other two prime attributes as desired. The three secondary attributes will receive a d8, d6, and a d4 assigned as the player chooses.
Demi-human characters will possess one additional prime attribute, chosen at the time of character creation, beyond that mandated by the chosen class. That attribute will receive a d12 for fractional advancement. The four secondary attributes may be assigned the d10, d8, d6, and d4 as the player chooses.
I think I succeeded with hitting my goals using Method II. For future campaigns, I intend to use Method II as the Fractional Ability Score advancement house rule. Any constructive comments / suggestions?
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
If I were going to implement fractional ability scores, I think I would try and tie in their gained fractions to the amount of experience earned during each session. For example, if a player earned 300 exps in one evening, maybe allow a specific percentage of exps earned, apply to the fractional score. Not sure on details, I've have to give it more in-depth thought, but logically, it makes sense in my head. I mean, experience is what levels a character, ergo, experience should also play a role in increasing stats.
I'll have to ponder some more and see if I can come up with a working process.
I'll have to ponder some more and see if I can come up with a working process.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
- Ancalagon
- Level 8: Noble
- Posts: 1734
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
I'm pondering giving Thief (Rogue) characters another class ability to help them in their money making ventures: APPRAISE which would be Intelligence based.
There are many types/categories of goods that can be appraised so I'm thinking the rogue wouldn't be experienced with all of them to start with. The knowledge could be developed as the character gains experience while trying to accurately appraise something he hasn't dealt with very much could impose steep CL modifiers if not outright impossibility. Some categories could be: Mercantile Goods, Gems & Jewels, Armor & Weapons, Objets d'Art, etc.
If I institute this, the CK would make the APPRAISE roll and inform the rogue of what he thinks the value of the item(s) are. The rogue will think he knows an item's value, unless the roll really bombs, but only the CK will know for certain. This is similar to the DM rolling a thief's move silently skill in AD&D. The thief thinks he's silent but only the DM knows for certain.
For a class that really like to "get that treasure", I figured being able to determine its value will help him pocket some choice bits of it as the opportunities come along.
There are many types/categories of goods that can be appraised so I'm thinking the rogue wouldn't be experienced with all of them to start with. The knowledge could be developed as the character gains experience while trying to accurately appraise something he hasn't dealt with very much could impose steep CL modifiers if not outright impossibility. Some categories could be: Mercantile Goods, Gems & Jewels, Armor & Weapons, Objets d'Art, etc.
If I institute this, the CK would make the APPRAISE roll and inform the rogue of what he thinks the value of the item(s) are. The rogue will think he knows an item's value, unless the roll really bombs, but only the CK will know for certain. This is similar to the DM rolling a thief's move silently skill in AD&D. The thief thinks he's silent but only the DM knows for certain.
For a class that really like to "get that treasure", I figured being able to determine its value will help him pocket some choice bits of it as the opportunities come along.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Ancalagon
- Level 8: Noble
- Posts: 1734
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Here is the write up for the APPRAISE rogue ability. I sent this to one of my players running a rogue for feedback, etc.
APPRAISE (Intelligence) This ability allows a rogue to determine the approximate value of a particular item. Since rogues have been described as the ultimate thieves, it is logical that they should possess knowledge to determine the value of the items they steal. The ability to appraise items enables a rogue to lessen the likelihood of being shortchanged when attempting to fence their ill-gotten goods. The CK will make the check and relay results to the player so that whether right or wrong, the rogue believes he has appraised as accurately as possible.
At 1st level a rogue may attempt to appraise those goods with which he has familiarity from his early life. For example, the child of a merchant would be able be familiar with mercantile items such as clothing, livestock, tools, etc. The child of a noble might have familiarity with objets d’art and thereby able to appraise them.
Goods are grouped as follows: Arms & Armor, Art, Gems, Jewelry, and Mercantile.
A rogue should make efforts to learn about additional types of goods in order to possess the necessary knowledge to appraise them. The player must communicate these efforts to the CK, the type of goods to be studied, and when the time to do so is being taken (most likely down time between adventures). If the CK is satisfied with the rogue’s efforts, the character may add another category of goods which may be appraised. A new category of goods may be added at every odd numbered level of experience (3rd, 5th, 7th, etc.).
A rogue may attempt to appraise an item from a class of goods from which he is not experienced but the player must provide to the CK sufficient justification as to why he would have a chance to do so. If the CK believes the attempt feasible there will be a significant CL assigned to the check based on the circumstances at hand, background of the rogue, etc. The CK is encouraged to be “creative” with disseminating info for such failed appraisal attempts…
APPRAISE (Intelligence) This ability allows a rogue to determine the approximate value of a particular item. Since rogues have been described as the ultimate thieves, it is logical that they should possess knowledge to determine the value of the items they steal. The ability to appraise items enables a rogue to lessen the likelihood of being shortchanged when attempting to fence their ill-gotten goods. The CK will make the check and relay results to the player so that whether right or wrong, the rogue believes he has appraised as accurately as possible.
At 1st level a rogue may attempt to appraise those goods with which he has familiarity from his early life. For example, the child of a merchant would be able be familiar with mercantile items such as clothing, livestock, tools, etc. The child of a noble might have familiarity with objets d’art and thereby able to appraise them.
Goods are grouped as follows: Arms & Armor, Art, Gems, Jewelry, and Mercantile.
A rogue should make efforts to learn about additional types of goods in order to possess the necessary knowledge to appraise them. The player must communicate these efforts to the CK, the type of goods to be studied, and when the time to do so is being taken (most likely down time between adventures). If the CK is satisfied with the rogue’s efforts, the character may add another category of goods which may be appraised. A new category of goods may be added at every odd numbered level of experience (3rd, 5th, 7th, etc.).
A rogue may attempt to appraise an item from a class of goods from which he is not experienced but the player must provide to the CK sufficient justification as to why he would have a chance to do so. If the CK believes the attempt feasible there will be a significant CL assigned to the check based on the circumstances at hand, background of the rogue, etc. The CK is encouraged to be “creative” with disseminating info for such failed appraisal attempts…
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Necron 99
- Level 8: Noble
- Posts: 2092
- Joined: December 5th, 2018, 1:43 pm
- Location: Jacksonville, FL
Nice write up, I like the concept and think it fits well with the thief class.
“He found himself wondering at times, especially in the autumn, about the wild lands, and strange visions of mountains that he had never seen came into his dreams.” - Fellowship of the Ring, J.R.R. Tolkien
- Ancalagon
- Level 8: Noble
- Posts: 1734
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Thanks!
I'm still waiting to hear back from the player to whom I sent the write up last weekend.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
- Ancalagon
- Level 8: Noble
- Posts: 1734
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Never heard back from the player therefore I am instituting the house rule anyway. I have spoken.
“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan
Totally stealing this cool shield rule for my 5e campaign where critical hits are counted as "grievous wounds" doing half+1 of the targets total HP [the half-HP point being described as the transition point between the character avoiding physical damage and the character suffering contusions and lacerations etc]. The destroyed shield is quite the nice touch, too. Love it!
I've already implemented heavy-class armours as giving a 5e death save [DC10] for a critical hit to do normal damage, so I think a shield would do likewise. The gritty caveat being regardless of the success/failure of the death save, the shield "explodes" in ruination as it makes its final defense of the wielder. Should give some nice role play moments to enhance a gritty game world, eh wot!?
I've already implemented heavy-class armours as giving a 5e death save [DC10] for a critical hit to do normal damage, so I think a shield would do likewise. The gritty caveat being regardless of the success/failure of the death save, the shield "explodes" in ruination as it makes its final defense of the wielder. Should give some nice role play moments to enhance a gritty game world, eh wot!?
- Ancalagon
- Level 8: Noble
- Posts: 1734
- Joined: December 5th, 2018, 5:42 pm
- Location: Bellevue, NE
Talk about thread necromancy... ARRIIIIISSE!!!Deil the Yin wrote: ↑November 20th, 2021, 1:17 pm Totally stealing this cool shield rule for my 5e campaign where critical hits are counted as "grievous wounds" doing half+1 of the targets total HP [the half-HP point being described as the transition point between the character avoiding physical damage and the character suffering contusions and lacerations etc]. The destroyed shield is quite the nice touch, too. Love it!
I've already implemented heavy-class armours as giving a 5e death save [DC10] for a critical hit to do normal damage, so I think a shield would do likewise. The gritty caveat being regardless of the success/failure of the death save, the shield "explodes" in ruination as it makes its final defense of the wielder. Should give some nice role play moments to enhance a gritty game world, eh wot!?
The should be destroyed on a Nat20 / crit. Doing so adds a bit o' drama and forces the PC to have to spend coin to replace it.

“Once you give a charlatan power over you, you almost never get it back.” - Carl Sagan