Castles & Crusades standing the test

I ran two "trial sessions" of C&C last autumn, and really liked both sessions (as did both players who took part -- our entire group could not meet for those sessions). As others have already said in this thread, I was amazed at how much adventuring my players got through in a single 3-4 hour session. As a DM/CK, I realized that this was the system that I wanted to use for my "Ilmahal" campaign setting.

After my last (3.5) campaign wrapped up in January, I switched over to C&C for the new one. I can say, unequivocably, that it brought the fun back to DM/CK'ing! :)

Unfortunately, because of work conflicts, my group hasn't been able to get together for about a month now (we used to meet about 3-4 times every month). Also, I am moving to Ireland in the very near future, so that will be it for our 'tabletop' sessions. :(

However, I hope to continue the C&C campaign as a PBEM. We'll see how that goes -- but I really want it to continue!
:D
 

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I can't say that I've been as lucky to play C&C as others on this thread, but I'm definitely going to incorporate elements of it in my game.

Currently, I'm running Key of Destiny, a Dragonlance module. We rolled up 3.5 characters, but I'm slowly trying to work some C&C elements in, while maintaining the 3.5 elements I like. Combat is very much C&C style already, and I'm switching back to my beloved d10 for initiative next session. Skills are included from 3.5, though I simplify them. I worked up a simple feat system too. I'm going to be using the C&C PHB equipment/armor/weapons, though I'm not using encumbrance rules.

I haven't decided on whether or not to switch classes yet.

I think for now, I'll use a hybrid of D&D and C&C rules for the rest of this campaign. When I run my next campaign, I'll make it more C&C-centric, adding in skills and maybe my simple feat system.
 

Henry said:
<...> but does require a very creative DM to keep 3E-loving players happy.
Can you expand on this?

Otherwise, I am glad to see other posters loving C&C than the traditional four or five regular "evangelists" ;)
 

I've now got the C&C PHB as a birthday present and I'm interested to run it for a few trial sessions, and depending on them I could port my 3.5 Wilderlands campaign over to it when the campaign restarts.

As my brother has the boxed set at least I have a few more monsters available without doing conversions, while waiting for M&T.
 

Turanil said:
Can you expand on this?

Otherwise, I am glad to see other posters loving C&C than the traditional four or five regular "evangelists" ;)

Surely.

What I mean is that players for whom 3E is the preferred game are used to multiple "tweaks" and optimizations for their characters. Compare a C&C character creation to 3E:

C&C: Roll scores, Pick Race, Pick Class, Pick Primes, roll hit points, (in some cases pick spells), and done. Most class features are based on a set constant (paladin laying hands, barbarian rage, etc.)

3E: Roll scores, pick race, pick class, (in some cases choose class abilities), pick feats, allocate skills, (in some cases pick spells), roll hit points, and done. Class abilities are often based off of variables such as ability scores (e.g. spell casting level, paladin's lay hands, barbarian rage, etc.)

With feats and skills, there's complexity added, but it's complexity that allows someone to customize their character in such a way that has a rules-based impact (an impact on the world's physics, if you will). Without this, most 3E-favored players feel their characters as more "generic" or cookie cutter - as if you were comparing a doctor who worked at a clinic, and a doctor who was a neurosurgeon, and they were making the same salary. So, in an effort to make the players more comfortable with their characters and make them feel more unique in the "physics" of the world, I try to accomodate them with any special tricks or outside the bounds rules that they want to try. Figure that your time spent playing with poisons is worth something? Sure, have a +1 to all poison saves. Want to perfect a "whirling dervish style for your fighter? OK, if you doll a DEX save vs. 12+ opponent level, you get a bonus to hit against them because of your style.

Some GM's will have other tricks -- adding feats, adding action/hero points, adding skill points. etc. Add too much, and you're almost back to 3E.
 

MonsterMash said:
...As my brother has the boxed set at least I have a few more monsters available without doing conversions, while waiting for M&T.

I believe your wait is over. Rumor has it that M&T will ship from the Trolls today so if you've ordered from them you should get it shortly.
 

Eh...I'm probably considered one of the regular evangelists. Oh, well.

Henry raises an interesting point, and I agree with him. It DOES take more creativity as a DM/CK to run a more archetypal system, and more communication with the players about the character creation process. I think in all respects, C&C is designed to encourage communication between players and referee, and that's one of the reasons it has such a different feel around the table from 3E. Things that are covered in the rules by 3E are matters for a situational judgment call by the referee in C&C. The interactivity is increased across the board.
 

I have only had the opportunity to run a few sessions of C&C, but I too was amazed at how much more adventuring can be accomplished with this system. I am embarrased to admit that at the beginning I underestimated the speed at which they would clip through my adventure so badly that I was almost completely unprepared for what was going to happen next shortly after midway through the session. :p
 

Breakdaddy said:
I have only had the opportunity to run a few sessions of C&C, but I too was amazed at how much more adventuring can be accomplished with this system. I am embarrased to admit that at the beginning I underestimated the speed at which they would clip through my adventure so badly that I was almost completely unprepared for what was going to happen next shortly after midway through the session. :p

Let me also say how much faster the game was with our C&C romp. We played Keep on the Borderlands, albeit in a straightforward manner ("there's monsters raiding humans in them thar hills. GO GET 'EM!") and they wiped out
the goblins, hobs, Ogres, AND owlbear
in roughly two sessions!!! Even with the obscene amount of resting they did without a cleric (and limited access to some 1d4 healing potions I gave them) they still got all that cleared out before halfway through the third session. It was just the thing we needed for a clear, simple game day of fun.
 

Henry said:
Some GM's will have other tricks -- adding feats, adding action/hero points, adding skill points. etc. Add too much, and you're almost back to 3E.


Am I an evangelist? :D

Honestly, the way I've been looking at C&C and with the modifications I'm considering, it is, in some ways, "almost back to 3e". What I'm truly wanting in an RPG is something between C&C and D&D, if that makes sense.

Anyway, this is Brother Helm, over and out. ;)
 

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