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

Since Talath is actually a playtester, trust his answers over mine.

I just keep jumping into this thread because C&C strikes me as really cool!
 

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Akrasia said:
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).

I failed my saving throw and just ordered this boxed set (5 minutes ago). It's mainly out of nostalgia as I had the original boxed set (not really the original one, a later printing when box was white) but idiotically sold it 24 years ago...
:( Snif... Bouhouhou....

I will probably buy the hardbook. From what I read here, I will certainly run it for my daughter (11 years old) who has a hard time grasping the 3rd ed rules. But myself, I nonetheless think I am gonna stick with normal d20 anyway....
 

Turanil said:
... But myself, I nonetheless think I am gonna stick with normal d20 anyway....

Heh, I probably will too -- but only because my players would KILL me if I tried to switch rules in the midst of our campaign.

But for future campaigns, I think C&C is the way for me, at least as a DM.
 

Hi all, another C&C playtester here. I'm lending a hand on the various forums for those who are catching a lot of questions. ;)

I generally go by Jackal but it seems I'm not the only one...oh well. :)

So then, to the meat. I'll answer a few of the above specific questions for my first post here, so hope that'll help a bit.

Multiclassing is a more simplified version of the 2e system. You don't have a list of options you can choose from so you're restricted very little. You still can't take a class that your race doesn't allow of course but, beyond the lack of "multiclass combinations" it's like the 2e system. Keep in mind however that this is the core and can easily be tweaked to fit your own game. In fact, this was the reason for leaving it so lite on the restrictions. That way your CK (GM) doesn't have an existing system full for this or that restriction to get over if he wishes to change something around.

With the exception of the human you'll find that the races have always stayed pretty much constant. So dwarves are still the stout workers of metal they've always been and elves are the crafty woodsmen with pointy ears. What's nice is that all races are balanced from the start so you no longer need level restrictions or multiclass restrictions that try to balance the races for you. As for humans, they get an extra prime attribute, meaning they have fully 50% of their saves and checks improved. So they're not at all overpowered but you'll take a good long look at all the races when picking one to play. And you can be pretty sure that, in the end, you'll pick your race based on roleplaying, and not because one is "better" than the other.

You can drop feats in with no conversion needed, simple as that. :)

Classes haven't been at all a problem if you use the existing ones as a base. Colin (the quoted gentleman above with the long intro to the game) and I have been working on a Dark Sun conversion for C&C and it's coming along great. The amount of material we've been able to cover (and make better) is amazing in the short time we've been working on it. And it's all thanks to the fluid system that is C&C. And we've had to create one or two classes from scratch for our conversion so I can say with some conviction that it's easier than ever before (at least to this old gamer).

Prestige classes, on the other hand, aren't going to fit in too well. The game has more of an old school feel which means it pretty much left those out. So that would be on the high end of the conversion table. But, the nice thing is that it can still be done. It's not going to be a total breeze and you'll have to make some judgment calls but in the end the system easily allows for the material to be ported if you're willing to do the work.

As for the boxed set, so far as I know all the above information is correct. It's going to be what I like to call "basic C&C" so it can serve as an intro to the game or stand on its own two feet as a good game in and of itself. In fact, I'm sure it will do both in the future. But as far as I'm aware (though I can't really speak for the Trolls) it's mostly to be a tribute and nostalgia product. The fact that it's a great game is gravy...and a testament to how well the Trolls know their stuff. :)
 

Jackal42 said:
...
Multiclassing is a more simplified version of the 2e system. You don't have a list of options you can choose from so you're restricted very little. You still can't take a class that your race doesn't allow of course but, beyond the lack of "multiclass combinations" it's like the 2e system. Keep in mind however that this is the core and can easily be tweaked to fit your own game. In fact, this was the reason for leaving it so lite on the restrictions. That way your CK (GM) doesn't have an existing system full for this or that restriction to get over if he wishes to change something around.
...

Okay, I'm a bit confused now. I thought there was something analogous to the "dual-class" option in C&C. Or at least some other playtester assured me that there was.

Am I mistaken. :\
 

By the way, I really would like to know what Diaglo thinks of this game! ;)

Will you abandon OD&D for that one? Will you give it a look otherwise?

I am really interested to know that. :D
 

Both options are available in C&C just as they were in 2e. So your character can start as a single class and stay that way, he can start as a single class and change classes later on, or he can start with two or more classes.

So far it's even possible for your character to start with two or more classes and then later change your class once more (so becoming a multi and dual class character). Some of these little loop holes may be plugged before the game comes out but, then again, they may not. The entire system is designed so you can do what you please with it and the classing system is no exception. You certainly have a full fledged system that gives you everything you need...but it doesn't try to inforce anyone's version of "flavor" on you. :)
 

Jackal42 said:
Prestige classes, on the other hand, aren't going to fit in too well. The game has more of an old school feel which means it pretty much left those out. So that would be on the high end of the conversion table. But, the nice thing is that it can still be done. It's not going to be a total breeze and you'll have to make some judgment calls but in the end the system easily allows for the material to be ported if you're willing to do the work.

Well, if you take the way that the RC (DnD Rules Cylcopedia) handled "proto-prestige classes", it would not be too problematic, I should think.

In RC, a fighter that got to level 9 could choose to become a paladin (Lawful), knight (Neutral), or avenger (Chaotic). Similar options were available to other classes. So long as things were balanced, there should be no problem with implementing a similar system of "prestige classes" for C&C. Or so I hope ...
:)

Also: Thanks for coming here to answer our questions, Jackal!
 

About tactics: Yes I have played RPGs without battle mats before. In my experience GM's usually assigns one baddie per character and have any leftovers attack the best fighter dude.
 

Frostmarrow said:
About tactics: Yes I have played RPGs without battle mats before. In my experience GM's usually assigns one baddie per character and have any leftovers attack the best fighter dude.

There's no excuse for bad GMs! ;)
 

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