Those Pesky Circumstance Bonses

I'm curious how you other Conan players keep track of Circumstance bonuses.

I look at the character sheet and see a place for the Ability modifier, the Skill rank, and a Misc. Modifier.

To me, the Misc. Modifier should be a modifier that always modifies the skill, no matter the conditions (Such as Cimmerians getting +2 racial bonus to Climb, no matter the situation).

But then, the games throws at you all these circumstancial modifiers. For example, Cimmerians get a +2 circumstance bonus to Move Silently if the check is made in temperate or cold hills and mountains. They get a -2 circumstance penalty to Bluff checks if they are verbally based.

How do you guys record this stuff and keep track of it?

Do you list it a notes section?

Do you just try to remember all he circumstancial modifiers?



What I've done is cut the Misc. Modifier box in half with a diagonal line for the skills that have circumstantial modifiers. Mods that affect the skill under all circumstances goes in the lower, right hand area. Mods that are circumstantial go in the upper left hand area.

This way, if I see the mod, I'll know there's a circumstance modifier (which I'll have to look up if I don't remember it--but at least I know its there).

Do any of you have a better method?





Here's an example of what I'm talking about above. Take a 1st level Cimmerian Barbarian with DEX 12.

MOVE SILENTLY skill mod { 5 } = ranks { 4 } stat mod + { 1 } misc mod + { 2/0 }

That tells me that there is a +4 modifier to this skill normally, but I can sometimes add another 2 points if the circumstance applies (I don't include the circumstance mods in the total). If there is a modifer in the bottom half of the Misc box, then I would include that in the total.
 
I just write it in empty space next to the appropriate skill total window with a note describing circumstance. It doesn't change in time so it can be wrtten in small print with a pen.
 
Gotcha. I tried that at first, but it made my character sheets look sloppy. And, I quickly found I'd run out of room. I use the official, Mongoose 2E sheet.

Then I tried just writing the circumstance modifier outside the boxes, next to the skill, in a couple of places, before settling on what I wrote above.
 
Supplement Four said:
Gotcha. I tried that at first, but it made my character sheets look sloppy. And, I quickly found I'd run out of room. I use the official, Mongoose 2E sheet.
So how many circumstance bonuses you've got? One or two side notes do not look "sloppy" to me.
 
Jacek said:
So how many circumstance bonuses you've got? One or two side notes do not look "sloppy" to me.

Just doing the skills on the not-yet-complete 1st level Barbarians for my new campaign, they've got six circumstance bonuses. I'm thinking more will come later in the game as he characters level, yes?

For example, I might use the rules in the Players Guide, and that thing is full of circumstance bonuses.

The skills section of the Mongoose 2E character sheet doesn't leave a whole lotta room, and you've got to write very small. There's definitely no room to write "temperate and cold hills and mountains" next to the +2 circumstance bonus for Move Silently--you've got to shorten that to a word or two ("Cimmeria-like" would do, I guess).
 
S4 I do the same thing, kinda.
I put the nationality modifier + ability modifier + possible synergy modifier + skill ranks. If there is a "climate modifier" I just put an asterisk next to the amount and condition. It can be a pain in the rear, but it lays it out pretty well and is transparent so nobody questions my math.

Craft Alchemy 2+1+3+2+10= 18
This is what my Chagan 10th level scholar has:
2= for the base class skill ranks at creation for being a Chagan.
1= for the bonus to the skill usage for being a Chagan.
3= for the Int bonus my character has
2= for the synergy bonus because my character has a high enough Craft Herbalism skill.
10 for the actual skill points the character spent on the skill.


PS I am not usung 2nd edition, so this is still on the Atlantean edition stuff.
 
Supplement Four said:
For example, I might use the rules in the Players Guide, and that thing is full of circumstance bonuses.
Oh, I see. I'm using the main rulebook only at the moment. But if there is significant number of those bonuses to mark upon the sheet, then indeed it might be a problem.

Spectator said:
I just put an asterisk next to the amount and condition.
Wher would that be exactly?
 
Jacek, for example Kushites have the hot weather bonus for the outdoor skills; like survial, spot, etc...
In the example above, there is no climatic bonus for the alchemy skill. but there were a bunch of other bonuses which is why I used it.
 
Yep. A homemade sheet could have boxes for situational modifiers, like Spectator has done.

I'm pretty happy with the Mongoose official sheet, but the Misc box can be confusing.

I guess I'll stick with my { / } idea until I see something better.
 
Supplement Four said:
I guess I'll stick with my { / } idea until I see something better.

After my first game session, it's clear to me that I've got to find something better. The system gets confusing if the character gets a circumstance bonus from more than one source.

What I'm going to do is keep a separate sheet with circumstance modifiers. The character sheet will be used to record permanent, all-time mods, and the player can look on the separate sheet to see if any circumstance mods apply. Eventually, the player will memorize his circumstance mods, but for now, the separate sheet looks like the best option.
 
Darn S4!
So are you only going to let the actual skill-ranks that were purchased on the sheet?
While the player has to remember Native bonuses, Synergies, climate modifiers, etc...
Dude, you are going to have some players writing their mods on their hads in ink!!!
 
Spectator said:
Darn S4!
So are you only going to let the actual skill-ranks that were purchased on the sheet?

I'm using the official Mongoose character sheet. It's got room for all the permanent bonuses.

While the player has to remember Native bonuses, Synergies, climate modifiers, etc...
Dude, you are going to have some players writing their mods on their hads in ink!!!

My players were getting confused on what modifier to use. If I put the permanment mods on the character sheet, then have a second sheet the characters can look over when they want, I'm hoping that will solve the issue.
 
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