Castles & Crusades: Player's Handbook

The way I heard C&C described, and that I agree with, is that it is the Rosetta Stone of all versions of D&D. It is easy to convert from any of them to C&C or from C&C to any of them.
 

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Gentlegamer said:
The way I heard C&C described, and that I agree with, is that it is the Rosetta Stone of all versions of D&D. It is easy to convert from any of them to C&C or from C&C to any of them.

Correct. It's probably easiest to translate from 1e/2e to C&C, but any edition can be converted.
 

Akrasia said:
No. (That's your incorrect interpretation.)

My bad. When I see

Question: Is there a skill system in the core book

and

Answer: No, but there is one in product X

I have to assume that's a recommendation to buy product X for the skill system.
 

JoeGKushner said:
My bad. When I see

Question: Is there a skill system in the core book

and

Answer: No, but there is one in product X

I have to assume that's a recommendation to buy product X for the skill system.

I would think a better way to read such a line is, "If you want one, there is one in product X." Usually though, I'll tell people if I think the alternative is any good, though not everyone does. I'll recommend plenty of systems that I don't like if they're the only alternative. :)
 

JoeGKushner said:
... I have to assume that's a recommendation to buy product X for the skill system.

Strange. I would not make that assumption at all. Rather I would interpet it as: 'If you are curious about a skill system, you might want to look at x ...'

For what it's worth, I think the skills themselves are quite good, but I don't like the system proposed for allowing PCs to purchase skills (which involves spending exp). Instead, I would just let PCs choose one 'skill level' per level (or something like that).
 

Purchased the C&C PHB, read it, and like it very much. Probably the rules I would use to introduce young players to the game. It's old school gaming with a stream-lined system.
 

To answer the much earlier CZ multiclass system: It has versions of multi-classing and dual classing. They both amount to you divide up XP somehow and each class advances independantly. You generally get the better ability of either class for anything, except for armor, for which you take the worse, and HP, which you add up for each class but still max at 10 HD like everyone else. Since the XP requirements are much like 1st ed, the net affect is you get a character with mixed abilities and a ton of HP. This seems odd to me, so I will likely use something more like 1st ed, or at least tone down the HP.
 

radferth said:
... Since the XP requirements are much like 1st ed, the net affect is you get a character with mixed abilities and a ton of HP. This seems odd to me, so I will likely use something more like 1st ed, or at least tone down the HP.

I agree, and do not like the multi-class rules in CZ -- except for small parties (1-3 PCs), in which case they are great (something like a milder version of 3e UA's 'Gestalt' classes).

I'd recommend the 1e AD&D system as well for C&C multiclass characters in a 'normal' party. Gary Gygax apparently also prefers the OAD&D system (I know this from an exchange at Dragonsfoot), but the system in CZ apparently was the editor's decision.
 
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radferth said:
To answer the much earlier CZ multiclass system:
<snip>

Thanks for answering my question. :)

The interesting thing about C&C where multiclassing is concerned is that you could go the AD&D route, or you could possibly use the 3e route (which I'd be more likely to do).
 

I think something like 3rd ed multiclassing would work quite well. One could add up the attack bonuses, and most everything else uses total character level as the add. The big drawback is that, since each class has its own XP table, it would be a bit of work coming up with the xp required for each level. I guess the simplest would be the use the higher number at any given level. In this system, I'd use class level for spell effects, but total character level for saves, so a 5th/5th level figher/wizard would cast fireballs with 5d6, but a CL of +10 on the save. Otherwise, multiclass casters will need to stay away from spell with a save. Of course some may want that.
 

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