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

What happens when a fireball spell is cast? How does the DM determine what is affected?

(I'm sorry, I've run many, many sessions without a battlegrid, but there are times when such really helps).

Cheers!
 

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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.

Can you give an example of a spell?
 

MerricB said:
What happens when a fireball spell is cast? How does the DM determine what is affected?

(I'm sorry, I've run many, many sessions without a battlegrid, but there are times when such really helps).

Cheers!

He wings it. :)

He goes "Okay, a fireball is a 20 foot radius. Centered on the goblin on the table, that will definetly hit the ones on the sides. However, 2 on each side are too far back, so they wont be hit."

C&C is about flying by the seat of your pants gaming, using your own mind and common sense to adjucate instead of a grid and a book. The base rules are there - what you do with them is the magic.

And on that note, I'm going to bed. Hopefully someone fills in - Akrasia is doing pretty well for not playtesting :)
 
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Oooo ooooo (raises hands in air to get attention)... Now that I have your attention, I have meself some queries to ask you.

1) How does multiclassing work in this game? From rpgnet, each class has its own experience charts for leveling up, so does multiclassing work more like the older editions where you pick which classes you multiclass and go from there, or does it work more like 3.Xe?

2) What abilities do each race have?

3) How easy would it be to implement feats into the game?

4) Does this game make it easier to create your own classes, and how well do you think prestige classes would work in the game?

That's it for now, but I shall have more for you.
 

I want to buy a small boxed set of three booklets, mainly because of nostalgia value. My question: is there everything (all the classes) mentioned above in this boxed set? Or is it a reduced version? Will be large books (size of regular D&D 3e books) thereafter?
 

Turanil said:
I want to buy a small boxed set of three booklets, mainly because of nostalgia value. My question: is there everything (all the classes) mentioned above in this boxed set? Or is it a reduced version? Will be large books (size of regular D&D 3e books) thereafter?

The small boxed set only includes a "stripped down" version of the rules -- namely, the four "basic" classes (Fighter, Mage, Cleric, Thief) -- and only goes up to level 10. However, it does include an adventure module, dice, and a crayon for the dice! As for size, they are 8.5" x 5.5" (like the original D&D box).

The regular books are hardback, 3.x size, but shorter (130 pages or something). Cheaper too ($20 or $25).
 
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Acid_crash said:
1) How does multiclassing work in this game? From rpgnet, each class has its own experience charts for leveling up, so does multiclassing work more like the older editions where you pick which classes you multiclass and go from there, or does it work more like 3.Xe?.

Multiclassing works in two ways (based on an answer to the same question I asked in another thread).

(a.) The old 1st/2nd edition way. You start out with 2 classes from the "get-go" and divide experience points forever thereafter.

So, given the different experience charts for each class, just like in good old 1st ed., you can end up with an Elf Thief (3rd level)/Fighter (2nd level).

(b.) The old 1st/2nd edition way of dual-classing. At a certain point, you "switch" classes. Unlike the earlier version of dual-classing, though, at some point you can progress again in your original class. This version of multi-classing is closest to the 3.x version.

Acid_crash said:
3) How easy would it be to implement feats into the game? .

I think you could, but that would ruin the simplicity of the game if you did it 3.x style.

Probably the easiest way to do it would be to give players the option to "swap" class abilities for something else. (E.g. swap the figher weapon specialization for cleave).

Acid_crash said:
4) Does this game make it easier to create your own classes, and how well do you think prestige classes would work in the game?

My impression is that C&C is designed to MAXIMIZE the ability of players to add house rules and new classes. It is very modular in nature. Hence it should be easy to make new classes, and introduce prestige classes.

That is, C&C is the a very minimal system that lets you "add" things. I am very eager to get my box set ... :D
 

Acid_crash said:
Oooo ooooo (raises hands in air to get attention)... Now that I have your attention, I have meself some queries to ask you.

1) How does multiclassing work in this game? From rpgnet, each class has its own experience charts for leveling up, so does multiclassing work more like the older editions where you pick which classes you multiclass and go from there, or does it work more like 3.Xe?

Yes, each class has it's own XP tables. What happens is, when you create a character, you can start with two classes. This works like the older editions, where you take the best of both and average most things. You divide XP evenly between classes, so you advance slower. You can pick up another class later on; you start at level 1 in that class, and you adjucate it normally.

Acid_crash said:
2) What abilities do each race have?

Dwarves (+1 Con, -1 Dex)
...Animosity (Elves)
...Deepvision
...Determine Depth and Direction
...Enmity (Goblins and Orcs)
...Defense Expert (Giants and Ogres)
...Resistant to Arcane Magic
...Resistant to Fear
...Resistant to Poison
...Stonecraft

Elves (+1 Dex, -1 Con)
...Enhanced Senses
...Low-Light Vision
...Move Silently (in wilderness settings)
...Spell Resistance (Sleep and Charm)
...Spot Hidden Doors
...Weapon Training

Gnomes (+1 Int, -1 Str)
...Animal Empathy
...Combat Expertise (Goblins and Kobolds)
...Darkvision
...Enhanced Hearing
...Spells

Half-Elves (-1 Con if favored elf lineage)
...Favored Lineage (Human or Elf)
...Enhanced Senses
...Low-Light Vision
...Spell Resistance (Sleep and Charm)(Elf Lineage only)
...Spot Hidden Doors (Elf Lineage Only)

Halflings (+1 Dex, -1 Str)
...Fearless
...Hide
...Move Silently
...Night Vision
...Resistant to Poisons

Half Orcs (+1 Con, +1 Str, -2 Cha)
...Darkvision
...Enhanced Sense of Smell
...Resistant to Disease

Acid_crash said:
3) How easy would it be to implement feats into the game?

Very easily. You could rip them straight out of the PHB if you wanted; I don't see it harming the game in any way.

Acid_crash said:
4) Does this game make it easier to create your own classes, and how well do you think prestige classes would work in the game?

It takes a little more guess work than D&D 3.x to make your own class. I don't think prestige classes would work well, since the base rules have no feats or skills you can choose from, which form the backbone of most prestige class requirements.
 
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Turanil said:
I want to buy a small boxed set of three booklets, mainly because of nostalgia value. My question: is there everything (all the classes) mentioned above in this boxed set? Or is it a reduced version? Will be large books (size of regular D&D 3e books) thereafter?

No, the boxed set only contains four classes (Fighter, Cleric, Wizard, and Thief), four races (Human, Elf, Dwarf, and Halfling), levels up to 10, boiled down rules, some monsters and treasure, and an adventure. It is the basic set of Castles and Crusades, to put it.

Edit: Okay, now I am going to bed. :p
 
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