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

Kajamba Lion said:
Is this really easier or just different? I'm not saying that it sounds bad, but I'm not necessarily convinced that 12/18 is simpler than having one set DC. I like the idea of six saves tied to the six abilities, but I'm not sure that's easier than having three saves so much as it's just different. Don't get me wrong here -- I'm not cracking on Castles and Crusades -- it does sound fun. Just a question.

Nick

I think it is easier, personally, and an awesome idea.
 

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Another way, then -- what makes it easier to you as compared to how it works in regular D&D?

It's just that I've read your example a couple times now and I'm not seeing why. I can see that the numbers for saves are easier to compute (level + ability bonus, fair enough), but it seems to me that the other numbers are just shifted into another column (instead of having good or bad save bonuses, you now have good or bad save DCs). I don't see a way in game where this would be any easier, except that the DM doesn't have to set Save DCs. If that's it, then fair enough.

Nick
 

how much customization of characters is there? it sounds like you pick your race and class (and not every race can be every class), you pick your Primes, and that's basically it. unlike 3.xE you don't have skills or feats to personalize your character.

is there something i'm missing? one thing i didn't like about previous editions of D&D was that characters of the same class often ended up being very similar. what does C&C do to prevent this?
 

The idea behind C&C initative is that it doesn't really use any modifiers (no dexterity, no weapon speed, no casting time, etc) so you can do it either way. The default is written that you declare your action and then go with it. But there isn't anything keeping you from doing it the other way around. Roll initiative and as each turn comes up ask the player what he wants to do. The mechanic works the same either way, just depends how much freedom you want to give your players. ;)

As to how you keep track of so many combatants at once that's when you'd use group initative (one roll for each group instead of each member). Do that for large battles and for smaller combats use individal initative. If you want be more "realistic" you can, of course, keep track of all three dozen at one time if you want, all up to you.

And if you want to use the 3e system it will fit in just fine without causing any problems. :)

Xp is pretty much as stated above. You get xp for killing monsters and for other optional events. We're a bit in the dark as to how optional those will be in the rules but, hey, it's your game so if you don't want to give story awards, individual awards, or awards for treasure just don't hand them out...no worries there either.

And I'm not a Troll so I can't say for sure but it's very much my impression that Monsters & Treasures will hit the shelves at the same time the Player's Book does. That's just my informed guess however, so take it as you please. ;)

Regarding the 12/18 mechanic you could easily just make all target numbers what you want and give a player a +6 bonus when his prime comes into play. Nothing wrong with that. It's just not the way the Trolls went.

If you are trying to save against a fireball and your dexterity is prime your target number is 12 + caster's level + anything the CK adds (like a penalty for being stuck in a 5 foot cage while trying to duck and cover). If your dexterity is not prime then your target numder is 18 + the same as above. So a prime stat does easily translate into a +6 bonus no problem and you can do it that way without having to convert anything. :)

Edit: What C&C does to create more character flexibility is reduce rules. It's back to roleplaying basics. If you play the fighter right out of the book and take away all character development...yes, they will all be clones. But C&C is easy to modify by adding skill systems, feats, etc if you want them. But for those who don't want to add anything (which is fine, the game works great right out of the book) then you depend on each character being different because each player is different. C&C doesn't try to make characters different because one can swing a light sword faster or one can hit harder with a heavy sword. That's one way of course but C&C focuses on making your fighter different by boiling the rules down to something simple so YOU can make your fighter different. Some are going to like that and some aren't...for those who don't then you either add something in (and this is VERY easy) or perhaps the game isn't for you. :)
 
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Kajamba Lion said:
Another way, then -- what makes it easier to you as compared to how it works in regular D&D?

It's just that I've read your example a couple times now and I'm not seeing why. I can see that the numbers for saves are easier to compute (level + ability bonus, fair enough), but it seems to me that the other numbers are just shifted into another column (instead of having good or bad save bonuses, you now have good or bad save DCs). I don't see a way in game where this would be any easier, except that the DM doesn't have to set Save DCs. If that's it, then fair enough.

Nick

If we're talking about the CK doing all the math for the DCs, then I can see that it would be more trouble than d20. However, when you involve the players in determining their DCs based on your input, it's easier.

It makes it harder to calculate secret DCs, I'll give you that. But it's that sharing of the workload that makes it easier. Instead of calculating the DCs, have the players do it and then roll to see if they make it. That's how I'd do it, anyway.
 

d4 said:
how much customization of characters is there? it sounds like you pick your race and class (and not every race can be every class), you pick your Primes, and that's basically it. unlike 3.xE you don't have skills or feats to personalize your character.

is there something i'm missing? one thing i didn't like about previous editions of D&D was that characters of the same class often ended up being very similar. what does C&C do to prevent this?

There isn't really. It's like OD&D, where members of a class end up looking the same mechanically. If you love the customization of 3rd edition, then you will probably not like the lack of feats and skill choosing in C&C.
 


Talath said:
Everyone make a Dex save with a +5 mod.

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

I hope this colorful example shows how 12/18 can be simple.

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
 
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Thanks Talath, we're all doing our best...but I'm having a heck of a time keeping up...see my edit above please. ;)
 
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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?
 
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