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I want to try Castles & Crusades. What hacks are out there for it?
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<blockquote data-quote="Treebore" data-source="post: 5284597" data-attributes="member: 10177"><p>I have been using his AD&D 3 rules for my Tuesday game for the last few months, but I have still kept a number of my house rules as well. My group likes them.</p><p></p><p></p><p>As for the OP, these are my house rules about mages:</p><p></p><p></p><p>SPELL CASTERS:</p><p>A new class ability for ALL spell casters, except Paladins.</p><p></p><p>Divine/Arcane blasts. These are a pure energy attack that any spell caster can use every other round as long as they do not cast any spells on the round in between. Yes, this means all day long. This is because that round is a recharge/gather the power round. This attack requires a "To hit" roll versus the targets AC, but the casters BtH for purposes of this attack is equal to their level and its modified by their DEX. Damage is 1d4 per level of the caster and requires a "item" as the component for this ability. It costs 20 GP per dice of damage. Typically a cleric uses their Holy Symbol and Arcane Casters most frequently make a wand.</p><p></p><p>As usual, I do allow a SIEGE check to cast this every round, it will be CON based, and failed checks will cost a temporary loss of one CON point to simulate the exhaustive nature of wasting the energy as well as gathering it so quickly. The CL will equal the amount of dice you want to do for damage, and the base TN will always be 12, since this is now a "Class Ability" for all spell casters.</p><p></p><p>Lost CON is regained at 1 point per hour of rest, or from a Lesser Restoration.</p><p></p><p></p><p>Wizards:</p><p>SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to a electric ball, ice ball, etc... you make a TN 12 check + your level to beat a CL = to the level of the spell. So to change the fireball to ice would be a CL 3, so beat TN 15.</p><p></p><p>Similar checks can be done to maximize damage, CL spell level +3</p><p></p><p>To double range, CL spell level +3</p><p></p><p>To increase number of targets effected, CL spell level +3 per additional target (example spell, Charm Person to effect two people instead of one)</p><p></p><p>Failure, in all cases, loses you the spell. Roll a natural 1 and pray for survival if it causes damage. </p><p></p><p></p><p></p><p>As for your XP issues, I have found the variable XP rules to do far more for class balance than anything done in 3E, so go with what you like and see what happens. If you typically only run games up to no more than level 8 I doubt you'll see much in the way of problems.</p></blockquote><p></p>
[QUOTE="Treebore, post: 5284597, member: 10177"] I have been using his AD&D 3 rules for my Tuesday game for the last few months, but I have still kept a number of my house rules as well. My group likes them. As for the OP, these are my house rules about mages: SPELL CASTERS: A new class ability for ALL spell casters, except Paladins. Divine/Arcane blasts. These are a pure energy attack that any spell caster can use every other round as long as they do not cast any spells on the round in between. Yes, this means all day long. This is because that round is a recharge/gather the power round. This attack requires a "To hit" roll versus the targets AC, but the casters BtH for purposes of this attack is equal to their level and its modified by their DEX. Damage is 1d4 per level of the caster and requires a "item" as the component for this ability. It costs 20 GP per dice of damage. Typically a cleric uses their Holy Symbol and Arcane Casters most frequently make a wand. As usual, I do allow a SIEGE check to cast this every round, it will be CON based, and failed checks will cost a temporary loss of one CON point to simulate the exhaustive nature of wasting the energy as well as gathering it so quickly. The CL will equal the amount of dice you want to do for damage, and the base TN will always be 12, since this is now a "Class Ability" for all spell casters. Lost CON is regained at 1 point per hour of rest, or from a Lesser Restoration. Wizards: SIEGE checks can be used to alter spells being cast. A SIEGE check can be made to change the energy type of a spell. For example, to change a fireball to a electric ball, ice ball, etc... you make a TN 12 check + your level to beat a CL = to the level of the spell. So to change the fireball to ice would be a CL 3, so beat TN 15. Similar checks can be done to maximize damage, CL spell level +3 To double range, CL spell level +3 To increase number of targets effected, CL spell level +3 per additional target (example spell, Charm Person to effect two people instead of one) Failure, in all cases, loses you the spell. Roll a natural 1 and pray for survival if it causes damage. As for your XP issues, I have found the variable XP rules to do far more for class balance than anything done in 3E, so go with what you like and see what happens. If you typically only run games up to no more than level 8 I doubt you'll see much in the way of problems. [/QUOTE]
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I want to try Castles & Crusades. What hacks are out there for it?
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