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Castles and Crusades (NDA is lifted - ask questions, get answers)

GravyFingerz

Gravymancer
Recently, many of the restrictions of the NDA were lifted on Castles and Crusades, and we now have free reign to talk about stuff in the Player's Handbook. If you have any questions, feel free to ask, I'll answer to the best of my ability, and I'm sure the other Trolls at the Troll Lords forum would be happy to chime in!
 
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Thank you for providing this service Talath!

I've already gleaned a lot of info on Castles and Crusades from a related thread at RPG.net.

http://rpg.net/showthread.php?t=141440

Here is a useful summary that was provided by ColinChapman (post # 63)

"I'm also one of the playtesters (and to lesser extent, contributors). So, here's a very thorough rundown:

1) The game plays as quickly, and simply, and easily as OD&D. In fact, I'd go as far as to say it's a bit faster, because everything is based on the same d20 + Attribute Mod + whatever bonus, rule. All roll high, increasing AC ala 3e, etc. No cross-referencing THAC0 tables or any of that malarky.
So, for one thing, it's fast and it's simple, and it's easy to learn. I got a bunch of 10-yr old kids that I teach to make characters for it. Each managed to create a character within 15 minutes, despite being a newbie, and each picked up play within 20 minutes of the adventure starting. Even more impressively, after only making characters for it once, they were each able (and happy) to go off and make characters on their own without any guidance or assistance from me.
To my mind it is a truly outstanding intrductory game, and deserves recognition for that alone if nothing else (even though I also think it's a grand game for other reasons as well).

2) It is not a tactical game. Forgot battlemats, grids, AoOs, and other wargamey approaches.

3) Although as simple and fast as OD&D, it presents you with the same options in terms of race and class as AD&D. None of the old Race-as-class stuff that immediately springs to mind when you hear the words, OD&D.

4) Each Attribute has its own value for saving throws. No saving throw charts or 3-attribute approach. Each attribute (including Charisma) can be used as the basis for saves against different types of spell/attack. This has the added benefit of making Charisma more attractive again. All the Attributes now have value (even moreso when we get onto Primes in a moment).

5) All Attributes are equally valuable. This game makes no assumption that all that matters in a game is how much arse a character can kick.

6) Primes. A given character has a couple of Primary Attributes, and the rest are Secondary. If you're a Fighter, for instance, you'll likely have Strength as one Prime, and probably choose Dexterity or Constitution as another (though you don't have to: selecting a different Prime can have a profound impact on how your character plays).
How do Primes work? Glad you asked.

The base target number for any Attribute check or Save involving a Primary is 12.
The base target number for any Attribute check or Save involving a Secondary is 18.

Those are the numbers you must beat to succeed, so you:
(d20 + Attribute Modifier + Class Level) - any penalty assigned by the CK due to task difficulty. Beat the number required by your Attribute's status, and you succeed.

The same method is used for any Race or Class Ability rolls (as most abilities are based on Attributes, such as the fact that Rogue's Traps ability is based on Dex).

7) Forget a lot of the baggage of previous editions. While the game has "gone back to its roots" in terms of simplicity, lack of intertwined encumbering rules, etc. it has not reintroduced class limits according to race, weapon vs. armor charts, copious tables, etc. No, this baby is all about the simplicity.

8) It has been designed to make conversion easy. I can quite easily take just about anything from OD&D, AD&D1e, AD&D2e, or D&D3.Xe, and convert it with little fuss, because this game draws on exactly the same basis. Same Attribute names, same Attribute ranges, same classes, same races, etc. In fact, I've almost finished working with Jackal on a very thorough conversion of the Dark Sun setting for C&C, and it has been a breeze to do.

9) Here's a listing of the Class Abilities each class gets:

FIGHTER
Good HD, best Attack bonus increase, any weapons or armour.
Weapon Specialization
Combat Dominance (can make multiple attacks against weak opponents)
Extra Attack

Oh, note, forget 3/2 Attacks and that. Practically everyone has a single attack apart from the Fighter, because that's what the Fighter does. No one else, even the other warrior classes, spends as much time learning how to lay the smackdown. That's not to say they won't be good warriors, but they can't expect to face-off against a Fighter of equal level and not have a really rough time of it. In short, many classes may be skilled warriors, but the Fighter is the dedicated ass-kicking weapon master.

RANGER
Good HD, not quite as good Attack bonus as Fighter, any weapons, restricted armour.
Combat Marauders (damage bonus against humanoids and giants)
Conceal
Move Silently
Scale (climb)
Spot Trap
Survive
Track
Favored Enemy

BARBARIAN
Best HD, same Attack as Ranger, any weapons, restricted armour.
Combat Sense (they can sense you sneaking up on them, you coward)
Primal Force (good bonuses to saves)
Primal Fury (go, go Berserker Dave!)
Primal Might (keep fighting past the point of death)
Primal Will (shrug off a little damage)

MONK
Joint best HD, same Attack as Ranger, restricted wpns, no armor.
Abilities outlined in post above.

ROGUE
Second lowest HD, average Attack, restricted armour and wpns.
Back Attack
Cant
Climb
Decipher Script
Traps
Hide
Listen
Move SIlently
Open Lock
Pick Pocket
Sneak Attack

ASSASSIN
HD as Rogue, average Attack (no Assassins are NOT toe-to-toe warriors), any weapon, restricted armour.
Case Target
Climb
Death Attack
Disguise
Hide
Listen
Move SIlently
Poisons
Sneak Attack

WIZARD
Lowest HD, poorest Attack, very restricted wpns, no armor.
Cast Spells!

ILLUSIONIST
As Wizard.
Cast Illusionist Spells (they have a separate spell list).

CLERIC
Good HD, good attack, restricted wpns, any armour.
Cleric Spells
Turn Undead

DRUID
Good HD, good attack, restricted wpns (not as restricted as you might imagine though), v. restricted armour.
Druid Spells
Bonus Languages
Nature Lore
Resist Elements
Woodland Stride
Totem Shape

KNIGHT
HD as Fighter, Attack as Ranger, any weapons (though they avoid those of the peasantry), any armour (though they obviously favour the best they can afford).
Birthright Mount (they get a fine, fully-caparisoned steed)
Horsemanship
Weapon Training - Lance
Inspire
Embolden
Demoralize
Call-to-Arms

BARD
HD as Fighter, Attack as Ranger, slightly restricted wpns and armour.
Decipher Script
Exalt
Legend Lore
Facinate
Exhort Greatness

PALADIN
HD as Fighter, Attack as Ranger, any wpns and armour.
Cure Disease
Detect Evil
Divine Aura
Divine Health
Lay on Hands
Turn Undead
Divine Mount
Aura of Courage
Smite Evil
Divine Healing

9) Spells And Magic
These have been simplified from the SRD. The spell blocks are smaller, and descriptions shorter and easier to read. They also aren't anything like as mechanics-heavy in implementation.
The magic system is, however, the standard fire-and-forget ala Vance, though like anything else in so simple a system, it's easy to modify without worrying about how you're going to impact on any other mechanics.

10) Skills and Feats
These do not exist, well, except as certain race or class abilities.
So, many of you wonder how to deal with that, yes? Very easily. Make the characters roll Attribute checks but don't give them the benefit of adding their class level.
How do you know what skils a character has without porting in your favourite skill system from X game or edition? Read this lil' approach/houserule o' mine:

Character Background

Characters in C&C come from a variety of backgrounds, environments, and social classes, all elements that define who and what a character is as much, if not more, than their character class does. When you stop to consider all of the disparate skills that an individual picks up in the process of growing up, it soon becomes apparent that no single skill system can ever truly take into account all of the things the individual might know. For example, a character raised in a port city is likely to have knowledge of the city's layout, its key inhabitants, some of its history, those places to go and those best avoided, stores and merchants worth dealing with, and those best avoided. The character may also have picked up some nautical terminology. Beyond this, they may actually have experience as a sailor, dock worker, merchant, boatman or fisherman, may know how best to load or unload a sailing vessel, use a rope-and-tackle, and so on. The character may, or may not, have learned to swim, or tie complex knots, or sail a boat, or arrange rigging, or climb ropes with ease. Wealth and social class also impact on what a character learns or does in a given environment. For instance, if the port city character was poor, they might have picked up some skill in begging or scavenging, if they were wealthy, they might know how best to haggle for various trade goods, and what prices are appropriate for bulk purchases.

Rather than present a finite listing of skills that would ultimately fail to truly capture all of the potential knowledge and skill a character has picked up due to upbringing and environment, the Player and CK are encouraged to consider these elements of the character, and make simple, logical decisions as to whether the character would be likely to know something, or be able to do something, based on those background elements.

If it helps to avoid abuse of this approach, the CK may even encourage Players to actively write down an appropriate sentence or two specifically describing the character's background, environment, and prior profession, if any. For example, this is how a writeup for Banabus the Wizard might appear:

Environment: The small village in which Banabus grew up was isolated, the farmers working hard to raise crops from the soil, tending the few pigs and cattle they had. Visitors were rare, save for the strange elves that were known to dwell in the nearby forest, a forest in which Banabus loved to play while young.

Wealth/Class: Of all the farming families, Banabus' was the wealthiest, for his father had a particular talent for raising pigs, and was known as a shrewd haggler when it came to market time. Wanting a better life for their son, Banabus' father and mother set aside some of their hard-earned monies, using them to purchase books and tuition so that Banabus might learn to read, and might one day become a real merchant.

Prior Profession: In due time, Banabus did make the move to the local town, there to seek fortune and trade, and for a short while he did reasonably well for himself. Still, he yearned for something more, for in becoming literate he had gained a thirst for knowledge, a need to understand the greater mysteries of the world. When this drive became too much to bear, Banabus sold up his modest business, and used the monies to apprentice himself to a local wizard, setting him on the path he now follows.

From this we can easily deduce that Banabus would have knowledge of crops, cattle, pigs, and general farming, would be aware of how life is conducted in such a village, would know a little elven etiquette, can scale the odd tree, is very good at haggling, and has knowledge of appropriate costs for farm produce and bulk purchases. He knows how to care for and repair farming implements, can recognize crops and livestock and assess if land is good or poor, is literate, has good arithmetic and accounting skills, and is quite well read. He also has appropriate family and contacts in his home village, and knows a variety of merchants and customers in the town he worked in. He is also familiar with both his home village and town, knowing of a number of key residents, local areas of interest, and a little bit of each habitation's history.

All-in-all, this makes Banabus a well-rounded, believable character, but what happens when Banabus tries to climb a tree, or tries to haggle with that merchant? What should you roll? Simply have the Player make an appropriate Attribute Check for the character, based on the task the character is attempting, though if the skill in question are not related to the character's class, the check is always 18, unmodified by level. If the task is somewhat related to the character's class, such as a Ranger who was a skilled woodsman before, and who is now attempting to figure out which local moss makes the best insect repellent, the check is still 18, but the character's level applies.

Anyway, hope that gives you all some overview?

cheers!
Colin"
 

But I have two questions that have yet to be answered.

1. How does cleric turning work. (For some reason people have been very cagey about this.)

2. How easy will it be to translate existing 3.x characters into C&C?

Thanks! :)
 

Akrasia said:
Thank you for providing this service Talath!

No problem, I noticed a distinct lack of Castles and Crusades Q&A threads, so I felt the need to rectify the situation.

Akrasia said:
But I have two questions that have yet to be answered.

1. How does cleric turning work. (For some reason people have been very cagey about this.)

Unfortunetly, in my version of the rules, It doesn't have the rules for Turning Undead. It's a slight, as Turning Undead rules will be in the PHB. Hopefully someone can fill us in on that.

Akrasia said:
2. How easy will it be to translate existing 3.x characters into C&C?

Ability scores will port straight over, except that the mods will change. You may have to remake characters with illegal classes (since race determines what class you can select) and multiclass characters will have to be redone, since the multiclass rules differ from 3.x. You won't have to worry about skills or feats, since your class will cover it. Equipment can pretty much be ported straight over. All in all, it takes a little bit of work, but it's pretty easy.

Akrasia said:

No problem, my pleasure :)
 
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Funksaw said:
This is the first I've heard of this - What is Castles & Crusades?

It is a "rules lite" version of DnD that draws on features from all editions of the game. I think you can use materials for all editions with the game.

Like 3.x DnD, it uses the basic d20 mechanism to resolve most tasks. Unlike 3.x DnD, it is "rules lite" (no feats, AoOs, etc.).

My impression is that it is an attempt to recreate the "feel" and pace of earlier editions of DnD, while still benefitting from some ideas of 3.x.

The long quote in my earlier post has some more information.
 

What about alignment?

What are the six different saves called?

Is Orc7 a complete statblock?

Without battle maps, in combat, does the CK assign one baddie to each character or are there any tactics involved?

Good to hear your are getting finished. :)
 
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Frostmarrow said:
What about alignment?

Like D&D.

Frostmarrow said:
What are the six different saves called?

they aren't really given names. Each ability score has a save tied to it, and different effects they apply against. These are:

Str: Paralysis and Constriction.
Int: Arcane Magic and Illusion.
Wis: Divine Magic, Confusion, Gaze Attack, Petrification, and Polymorph.
Dex: Breath Weapons and Traps.
Con: Disease, Energy Drain, and Poison.
Cha: Death Attack, Charm, and Fear.

Frostmarrow said:
Is Orc7 a complete statblock?

Not really, by any game's standards.

Frostmarrow said:
Without battle maps, in combat, does the CK assign one baddie to each character or are there any tactics involved?

Have you ever played a game without a grid? The CK describes the scene and the players act accordingly. For example, the CK says "This is a 10 foot by 40 foot room. There is a table with many chairs and a chandalier. One goblin is on the table and there are 4 goblins on each side of the table. What do you do?"

Player 1: I jump on the table and attack the goblin.

So on and so forth. Does that answer your question any? I don't know if I explained it that well; the description is off the top of my head, and it's 3 am.
 
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Okay, I am not a playtester, but I have read everything about this game that I could over the past two days (50 percent because of enthusiasm, 50 percent because of procratination). I have also asked oodles of questions.

So here is what I know ...

Frostmarrow said:
What about alignment?

The standard LG, NG, CG, etc. array. Though it should be extremely easy to either abandon alignment altogether, or use the good old Moorcockian "Lawful/Neutral/Chaotic" triumvirate.

Frostmarrow said:
What are the six different saves called?

I don't know, but I DO know that they correspond to each stat (i.e. Str, Dex, etc.). So yes, Charisma will actually be useful for saving throws.

Frostmarrow said:
Is Orc7 a complete statblock?

I think so, assuming that he is just a "grunt" orc. You might add "6 s.p" to the orc, assuming he has some loot!

Frostmarrow said:
Without battle maps, in combat, does the CK assign one baddie to each character or are there any tactics involved?

I guess there is the same level of tactics involved as there was in, say, 1st edition AD&D, or "Rules Cylcopedia" DnD. You envision the battle scene, and play it out that way. Since there are no AoOs and "5-foot steps", it is easier to keep track of in your mind's eye.

Obviously that will not appeal to people who really like the "battle-map" and tactics elements of 3.x DnD. But that they probably are not the market for C&C anyway.
 

Talath said:
Each ability score has a save tied to it, and different effects they apply against. These are:

Str: Paralysis and Constriction.
Int: Arcane Magic and Illusion.
Wis: Divine Magic, Confusion, Gaze Attack, Petrification, and Polymorph.
Dex: Breath Weapons and Traps.
Con: Disease, Energy Drain, and Poison.
Cha: Death Attack, Charm, and Fear.

Cool! :D
 

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