Castles and Crusades beginner here....

Mycanid

First Post
Okay ... I finally buckled down and got off my fungal [AHEM!] and got two books of Castles and Crusades to see what it was like.

For those interested, I got the Monsters and Treasure book and the Player's Handbook....

Any tips, suggestions, warnings ahead of time for me in terms of helpful advice? (Other than reading the books please. ;) )
 

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Let me be the first to say...Welcome to the Crusade. I personally think C&C is a simple but deceptively robust system for fantasy gaming. Most of the mechanics are simple enough that putting your own twist on them is easy enough, as is adding things you may want. Not sure what type of info you're looking for, but if there are any questions you have, and I can answer them, I'll be happy to oblige.
 

C&C is a beautiful system. While I still prefer Moldvay-Cook B/X D&D as a lite system, C&C is a very good option as well, especially if you prefer the core d20 combat mechanic over OD&D tables or THAC0 (not to mention the first edition D&D feel as you look through a C&C book.)
 

FATDRAGONGAMES said:
(not to mention the first edition D&D feel as you look through a C&C book.)

QFT, I didn't realize how much the aesthetics of a game can affect you until I started looking through these books. It was like I was ten again and looking through the AD&D PHB & Monster Manual(only this time I understood what all the numbers meant).
 

Mycanid said:
Any tips, suggestions, warnings ahead of time for me in terms of helpful advice?
Read this.
Then read the C&C Players Handbook section on "Adding Character Level to Checks" (pg 112 of the 2nd printing). This will possibly prevent some confusion on how C&C handles "fighters trying to move silently" or "a rogue tracking an orcish scouting party" and things of that nature.

Remember that C&C is related to d20 (via the OGL), but it's a different beast, with a different approach and attitude, in many cases. Lots of help and friendly advice/discussion to be found on the Troll Lord forums and at Dragonsfoot, too.

Welcome to the Crusade!
 

I really enjoy C&C. Great system. Very simple, has the basics of d20, yet the old school feel of AD&D.

C&C is great because it can work well with other subsystems. You can import non-weapon proficiencies, skills and feats, the Castle Zagyg skill system, or any number of other rules. Or, you can go without.

C&C works with all editions of D&D too, so you can dust off the older books while still utilizing the newer books.

Plus, it's very cost-effective.

Welcome to the crusade! :)
 


The best adventure I know is "Endless Tunnels of Enlandin", which you can get free on dragonsfoot.org - was written for OD&D so you just reverse ACs and add Primes to the monster stats.

I'm finding C&C works very well simply as written. The equipment lists are a bit wonky and you may want to edit/restrict them to what fits in your game, weapons & armour especially. One thing I do is variable weapon damage depending on whether weapon wielded 1 or 2 handed, eg bastard sword 1d10 2h, 1d8 (as longsword) 1h; broadsword 2d4 2h, 1d6+1 1-h.

One point to note is that the game is constructed around levels 1-12, not 1-20; bear this in mind when assigning NPC levels.
 

Imaro said:
QFT, I didn't realize how much the aesthetics of a game can affect you until I started looking through these books. It was like I was ten again and looking through the AD&D PHB & Monster Manual(only this time I understood what all the numbers meant).

Felt the same way when I got my copies. TLG did a wonderful job on the interior design, I just wish the covers were a bit more 'old-school'.
 

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