aurance said:
Anyway - is there any other information about the Castles and Crusades thing besides "coming soon"? Any preview material?
There is a lot of info in these two links:
http://www.dragonsfoot.org/forums/viewtopic.php?t=7005&sid=d637d988e5277c025429965dd596cbbe
http://rpg.net/showthread.php?t=141440&page=1&pp=10
But what I find interesting is that there are actually two versions of C&C. There is the hardcover version coming out next month (the Player's book, to be followed by a monster book and a Castle Keeper's Guide (which, if I read it correctly, is not necessary for the game, but does list a bunch of optional rules, as well as advice, perhaps more of an "Unearthed Arcana" than a "DMG")). Levels are detailed to 12th, but can go to 20th (I assume there are tables for spells, descriptions of higher level spells, etc.).
But there is also a Boxed Set that is a simplified version of the Hardcover stuff that isn't out yet. The Boxed Set has only 4 classes (not 13) and only 4 races (not 7) and less spells, items, monsters, and less descriptions of the spells (I think they are one line descriptions). I have ordered the Boxed Set and it will hopefully arrive next week and then I could tell you more. Levels only described to 10th.
Also, the Boxed Set I will be getting is the erratta'd version. Apparently, the Boxed Set that was released at GenCon had enough typos the TLG decided to redo thing.
So in effect, we have a hardcover version (Sorta like Advanced?), a Basic version that needed some tightening up (Holmes?) and a Basic version that has tightened things up (Moldvay?).
But note: The "basic" boxed set drops right into the "advanced" hardcover set -- the hardcover set justs gives some more options, and more detailed descriptions. Or so I believe.
I think one of the big deals about C&C is that the six attribute scores are all meant to be important, so each governs certain saves. Also, while there are no detailed skills with skill points, the attribute checks are meant to cover this, with a twist. Some attributes are considered "primes" and some are not. This is partly a function of class and partly a function of player choice, and seems to reflect the "training" a character would do. Thus a cleric with primes in wis. and dex. would be good at wis. and dex. rolls (and saves), and thus assumed to be skilled at wis. and dex. type skill stuff (without detailing wis. and dex. skills.).
That probably sounded more complicated than it really is. The idea is that instead of having separate skills, you just would be better at anything the DM judged was related to dexterity. So you get a simpler rules system, with a lot more DM control (oh, it is not called a DM, but a Castle Keeper, to prevent any legal unpleasantness, I guess).
Oh, there are racial abilities and class abilities, but no feats as such.
Hope that helps.
And this is not saying that C&C is the holy grail or anything. But given that it is meant to be easy to add house rules to, and rules light in the bargain, I think that it would be a good deal. Heck, I have a house rule ready to add to character creation and I don't even have the boxed set yet.
And for the record, I love playing and DMing D&D 3.5E too. I just want to see if I might love using the C&C rules even more. And besides, the boxed set appeals to my nostalgic side.
