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  1. M

    Castles & Crusades-evil and/or chaotic knights

    Has anyone given any thought to how to handle chaotic or evil knights? I posted a couple of weeks ago on the General board about knights' codes generally, and got one very good contribution of the sort of code that non-lawful aligned knights might have. It focused on the knight's treatment by...
  2. M

    Castles & Crusades: Monsters

    Monsters & Treasure should be out soon... Can't wait - all such questions will be answered!
  3. M

    C&C - How can I use it with DnD?

    If your D&D campaigns are d20 D&D, there's not much in the Castles & Crusades PHB that can be imported, because it's a book of core rules (same territory as the 3E PHB). If you're thinking of changing some fundamental rules, like turning or skills, it would be of some use as a resource for...
  4. M

    *Happy Dance* My Grim Tales & C&C are nearly here

    As you know, most people love Castles & Crusades or hate it. Seems to depend on the overall "atmosphere-target" of your game, your desire for exact answers in the rules, and also how well you can call 3E rules to mind at a moment's notice. When you read the CCPHB, there seems to be an "aha!"...
  5. M

    C&C house rules -- what are yours?

    We use crits but not fumbles. No confirm required, double damage.
  6. M

    *Happy Dance* My Grim Tales & C&C are nearly here

    Henry, Grim Tales was another system I was thinking about before C&C. I shied away because my goal was rules lite more than flavor. I'd love to see a comparative view of the systems if it makes sense - it GT isn't any lighter, the comparison wouldn't make sense, of course. But I'm curious...
  7. M

    Castles & Crusades: Monsters

    From the fact that "Beasts" is a category, I think 3E, as opposed to 3.5, is the source of the conversions. I'm waiting to see the Monsters book (and then I'll probably go on a conversion binge...)
  8. M

    C&C house rules -- what are yours?

    Five foot step lets you attack or cast a spell afterwards, but if it takes you out of combat the other combatant gets his attack (if he hasn't already taken it that round).
  9. M

    Castles & Crusades battle tactics

    "Nice." I don't think that word means what you think it means...
  10. M

    Castles & Crusades battle tactics

    Because you're a wizard this time around.
  11. M

    Castles & Crusades battle tactics

    I agree (not necessarily munchkin, tho'). 3E clerics I've seen stand in the line, then back out to cure, taking the risk of the AOO. 3E is more mobile within the melee than C&C. Oops. I had a feeling I might be wrong on that. C&C definitely encourages hirelings by the combat style. Even...
  12. M

    Castles & Crusades battle tactics

    +1 to attacks on rear sides, +2 to rear attack, rogues get multiple damage for back attacks. In 3.5 (IIRC) it's a +1 bonus to hit any time two attackers are on opposite sides of a defender.
  13. M

    Castles & Crusades battle tactics

    That's an insightful point, Mooglempmog - any facing system benefits the side with more combatants, which is usually the bad guys except in battles with big nasties. I wish BOTH C&C and 3.x used slightly better modifiers for situations in which one side or the other fights well enough to gain...
  14. M

    Castles & Crusades battle tactics

    I've been mulling over the tactical effects that the Castles & Crusades rules have on combat. If anyone else has insights, please let me know. One thing is that although a character's ability to do weird and varied things to a face-to-face opponent is reduced considerably in C&C, the overall...
  15. M

    Castles & Crusades - illusionists

    In your game, do you use the rule of "if you disbelieve, you get a save," or "you automatically get a save to indicate disbelief"? Does using one or the other throw off the illusionist's power relative to the rest of the party? I hate the whole "you have to disbelieve to get a saving throw"...
  16. M

    Why did HM do this, but not 3E?

    At one point, BOZ was asking people to find all the dead monster uses from previous editions. I wonder if there's something in the works along these lines. Treebore, I'd be really interested to hear how those Hackmaster modules work when converted to a Castles & Crusades game.
  17. M

    Anyone playing Castles & Crusades w/ high level characters?

    High level is fun - it's not immediately clear from a quick read, but the wizards start to really kick in. For example: no limit on the number of missiles in magic missile. Lots of little tweaks that change things around. The game's a lot more subtle than it appears, especially in the spells.
  18. M

    [C&C] Will there be a revised Player's book?

    You should come and visit the Castles & Crusades forums. http://p075.ezboard.com/btrolllordgames No one has done a very in-depth thread on this topic yet, although the various threads on house rules cover some of the ways to integrate d20 and C&C. There are two theories on it: starting with...
  19. M

    Anyone playing Castles & Crusades w/ high level characters?

    With the CCPHB only being out for six weeks or so, almost everyone I've heard here and on the Troll Lords message board has a party of pretty low level adventurers. Did anyone else, like me, convert a 3E party to the C&C rules? My party is 9th (one 10th) level. Am I alone in having kept an...
  20. M

    Tell me about your Castles and Crusades adventures!

    My campaign's in for some difficult adventure-writing, since I've got one character who's decided to build political power as his method of battling evil and the rest are more traditional high-level adventurers who want to continue saving the world by killing ever-bigger monsters and taking...
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