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

Aaron2 said:
Shouldn't that be "Dex save at -5"?



I don't see it as anything other than adding an extra step. Plus, it forces the DM to reveal to the players the DC of a task before the players roll, thus removing all possible fudge room from the DM.


Aaron

I don't see how it is an extra step, honestly. The Player's calculate DCs and roll against them. All the CK has to do is wait for a response and describe what happens. And remember, this is how I would do it.

Besides, from OD&D to 2nd edition, you knew the target number of your saves. Remember how 1st level Fighters had to roll 16 or higher to make a Breath Weapon save? Same priniciple.
 
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Faraer said:
Although I've been in the C&C loop, I've not heard too much about the adventure modules -- apart from Castle Zagyg, of course. Those are a big part of the game's attraction for me, after all.

The box set comes with an adventure that seems to be called "The Rising Knight"
Assault on Blacktooth Ridge is the first adventure module (low-level)
Castle Zagyg: Yggsburgh is the big one (mid-level) -- a 'campaign-base module' with much Gygaxian area description and dungeons (September?)
Other modules listed are The Fell Axe, Shadows of the Halfling Hall, The Fingers of the Forsaken Hand, and For the Streets of Bergaine.

Anyone who's worked on or playtested any of these know more?

Unfortunetly, I haven't had the pleasure to peruse these modules, although I look very forward to Castle Zagyg. But we are only allowed to talk about the PHB right now, so it is moot point.
 

I understand where you're coming from now, Talath. Thanks. :) You, too, Jackal42 -- your bit about the +6 bonus helped.

Nick
 

And continuing with Faraer's line of questioning - how easy would it be to convert C&C adventures using the 3.x rules?

(It looks to be easy at first glance, but I suppose it depends on how different the monsters are in C&C...)
 

Aaron2 said:
Shouldn't that be "Dex save at -5"?

I don't see it as anything other than adding an extra step. Plus, it forces the DM to reveal to the players the DC of a task before the players roll, thus removing all possible fudge room from the DM.

Aaron

There's no reason the DM (or CK, for Castle Keeper, as it's called in C&C) needs to reveal the DC/challenge level of a task to the players if he doesn't want to. He could easily just say "Dex save," the players call out their totals and if it's a Prime -- "17, Prime" or "23, non-Prime" -- and the CK then factors in the challenge rating to determine if they're successful or not. C&C is intended to be loose and free-form, and is not hung up on exact terminologies and procedures.

And FWIW I actually agree that for players used to the d20 DC system using the 12/18 system as written will seem a little unwieldy and they'll find it easier to keep the base DC static at 18+challenge level and factor the Prime bonus as a +6 on the players' rolls for that stat -- the end results will be exactly the same and there's absolutely nothing in the rules to say you can't do it that way. If I were to play C&C that's exactly how I'd do it.
 


Glad to be of service as well. :)

And converting C&C to 3e would be pretty easy in fact as you'd be adding things more than anything else. But adventures will be pretty easy to play with any D&D edition you want. :)
 

arnwyn said:
And continuing with Faraer's line of questioning - how easy would it be to convert C&C adventures using the 3.x rules?

(It looks to be easy at first glance, but I suppose it depends on how different the monsters are in C&C...)

I don't think it would be that hard, honestly. First of all, treasure is ported straight to C&C; you could use most of the magical items out of the DMG with little or no modification.

Traps are easy too. Note the damage of the trap and assign it a level. For example, an arrow trap in D&D would be:

Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20. Market Price: 2,000 gp.

In C&C, I would think it would be written in shorthand like this:

Arrow Trap; 1d6 damage; level 1 trap.

Which means when a rogue searches for it, he adds 1 to the DC based on whether the searching ability is based on a prime attribute or not, and add 1 to the DC to disable it, again considering primes. If he fails, he takes 1d6 damage. You can use this also for any sort of natural hazard.

Monsters, I would take straight out of the monster book. Unfortunetly, I can't really talk about that. And doubly unfortunate, I'm not playtesting the monster book, so I couldn't tell you how easy it would be to slap class levels on a monster. I imagine it'd be pretty easy, but you gotta watch out for those monsters who are multiclassed in 3.x, they pose the biggest problem.

Hope that helps out!
 



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