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Kyle Brink (D&D Exec Producer) On OGL Controversy & One D&D (Summary)
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 8931854" data-attributes="member: 11760"><p><a href="https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E" target="_blank">Castles & Crusades</a> is AD&D running on a modified D20 engine. So it has a unified resolution system (the SIEGE Engine, which is slightly different than the standard D20 system), but things like different XP charts per class to balance them rather than balance by level, by default spell-less rangers and paladins <em>but </em>multiple multiclassing systems that allow you to easily recreate rangers and paladins with spells -- or assassins with spells, fighters with spells, etc.</p><p></p><p>A large portion of the basics of 5E appear to be strongly inspired by the answers <a href="https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E" target="_blank">C&C</a> had come up with years before, although it has less character customization/power than 3E and 5E have. (No feats for instance, and skills are largely abstracted.)</p><p></p><p>The game is comically easy to adapt anything from OD&D through 3E (and, I'd guess, 5E) into <a href="https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E" target="_blank">C&C</a> on the fly. I ran <a href="https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E" target="_blank">C&C</a> through the 4E era and found it incredibly easy to run and easy to say "yes" to players wanting to bring in outside concepts or to homebrew ideas. If I was running it again today, I'd say yes to even more, since it's extremely hard to break.</p><p></p><p>If you like old school aesthetics and feel, but don't like how stripped down many OSR games are in comparison to modern games, <a href="https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E" target="_blank">C&C</a> is a great option.</p><p></p><p>Although they've produced a ton of content -- including stuff with Gary and Luke Gygax -- the products are very much a labor of love by a handful of Dr. Pepper-loving gamers, who seem to be deeply good guys.</p><p></p><p>Honestly, the only ding against the books is that the Troll Lords don't sweat typos and such the way that most publishers do. This drives some folks to distraction but is no big deal to their biggest fans.</p><p></p><p><a href="https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E" target="_blank">Castles & Crusades</a> is a great, great system, especially for folks who came up with 1E.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 8931854, member: 11760"] [URL='https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E']Castles & Crusades[/URL] is AD&D running on a modified D20 engine. So it has a unified resolution system (the SIEGE Engine, which is slightly different than the standard D20 system), but things like different XP charts per class to balance them rather than balance by level, by default spell-less rangers and paladins [I]but [/I]multiple multiclassing systems that allow you to easily recreate rangers and paladins with spells -- or assassins with spells, fighters with spells, etc. A large portion of the basics of 5E appear to be strongly inspired by the answers [URL='https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E']C&C[/URL] had come up with years before, although it has less character customization/power than 3E and 5E have. (No feats for instance, and skills are largely abstracted.) The game is comically easy to adapt anything from OD&D through 3E (and, I'd guess, 5E) into [URL='https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E']C&C[/URL] on the fly. I ran [URL='https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E']C&C[/URL] through the 4E era and found it incredibly easy to run and easy to say "yes" to players wanting to bring in outside concepts or to homebrew ideas. If I was running it again today, I'd say yes to even more, since it's extremely hard to break. If you like old school aesthetics and feel, but don't like how stripped down many OSR games are in comparison to modern games, [URL='https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E']C&C[/URL] is a great option. Although they've produced a ton of content -- including stuff with Gary and Luke Gygax -- the products are very much a labor of love by a handful of Dr. Pepper-loving gamers, who seem to be deeply good guys. Honestly, the only ding against the books is that the Troll Lords don't sweat typos and such the way that most publishers do. This drives some folks to distraction but is no big deal to their biggest fans. [URL='https://www.drivethrurpg.com/product/307737/Castles--Crusades-Players-Handbook--Fiction-BUNDLE%3E']Castles & Crusades[/URL] is a great, great system, especially for folks who came up with 1E. [/QUOTE]
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