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[C&C, AD&D, oD&D] The best of the old stuff...
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<blockquote data-quote="ghul" data-source="post: 3480919" data-attributes="member: 29901"><p>I love to tinker, and tinker is what I do with my C&C, which is more akin to an AD&D/C&C hybrid. It includes integration of AD&D class abilities with C&C abilities. So, my C&C knight is much like an <em>Unearthed Arcana</em> cavalier, excepting the % raise to stats at every level. It is easy to adjust the classes, using the C&C SIEGE engine to resolve class abilities and non-class abilities. For example, a barbarian can apply <em>first aid</em> with a wisdom check, his proficiency in this class ability increasing with each level gain as per the basic premise of the SIEGE engine. So, my 1e <em>Players Handbook</em> and <em>Unearthed Arcana</em> are indispensable for character classes. I also use the weapon specialization rules of those volumes, and many spells as well. </p><p></p><p>I also use the 1e <em>Dungeon Masters Guide</em> (IMNSHO the greatest RPG resource ever written) to assist in a number of things: magic items, dungeon dressing, hirelings, henchmen, and the costs of contracting various mundane services.</p><p></p><p>The 1e <em>Monster Manual</em> and <em>Monster Manual II</em> are also important to my game. I use the <em>Monsters & Treasure</em> C&C volume as well, and although there are subtle differences in duplicated monsters, I believe these add spice to the game. I don't think every wolf or goblin or stirge should be exactly the same, so I enjoy sprucing up my game with monster varieties; this also keeps veteran players on their toes, as they can never assume anything. The tables that group different monsters together by environment at the end of the MM II is also quite useful. </p><p></p><p>For textual and illustrative descriptions/depictions of weapons and equipment, I use the AD&D 2e <em>Arms & Equipment Guide </em>and also the Palladium <em>Compendium of Weapons, Armour & Castles</em>. There is no finer guide than the latter of these two in showing every type of armour, how it is donned. and the culture and period of origination.</p><p></p><p>There is one setting resource to rule them all, one setting to bind them: <em>World of Greyhawk</em> boxed set, 1983. I use this in conjunction with <em>Castle Zagyg Vol. I, Yggsburgh</em>, which go together like cookies and milk.</p><p></p><p>--Ghul</p></blockquote><p></p>
[QUOTE="ghul, post: 3480919, member: 29901"] I love to tinker, and tinker is what I do with my C&C, which is more akin to an AD&D/C&C hybrid. It includes integration of AD&D class abilities with C&C abilities. So, my C&C knight is much like an [I]Unearthed Arcana[/I] cavalier, excepting the % raise to stats at every level. It is easy to adjust the classes, using the C&C SIEGE engine to resolve class abilities and non-class abilities. For example, a barbarian can apply [I]first aid[/I] with a wisdom check, his proficiency in this class ability increasing with each level gain as per the basic premise of the SIEGE engine. So, my 1e [I]Players Handbook[/I] and [I]Unearthed Arcana[/I] are indispensable for character classes. I also use the weapon specialization rules of those volumes, and many spells as well. I also use the 1e [I]Dungeon Masters Guide[/I] (IMNSHO the greatest RPG resource ever written) to assist in a number of things: magic items, dungeon dressing, hirelings, henchmen, and the costs of contracting various mundane services. The 1e [I]Monster Manual[/I] and [I]Monster Manual II[/I] are also important to my game. I use the [I]Monsters & Treasure[/I] C&C volume as well, and although there are subtle differences in duplicated monsters, I believe these add spice to the game. I don't think every wolf or goblin or stirge should be exactly the same, so I enjoy sprucing up my game with monster varieties; this also keeps veteran players on their toes, as they can never assume anything. The tables that group different monsters together by environment at the end of the MM II is also quite useful. For textual and illustrative descriptions/depictions of weapons and equipment, I use the AD&D 2e [I]Arms & Equipment Guide [/I]and also the Palladium [I]Compendium of Weapons, Armour & Castles[/I]. There is no finer guide than the latter of these two in showing every type of armour, how it is donned. and the culture and period of origination. There is one setting resource to rule them all, one setting to bind them: [I]World of Greyhawk[/I] boxed set, 1983. I use this in conjunction with [I]Castle Zagyg Vol. I, Yggsburgh[/I], which go together like cookies and milk. --Ghul [/QUOTE]
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