Turanil said:
-- Will it see print and PDF?
Its going to be a PDF first. There are no plans to print it right now, but there's been no definite decision to NOT print it (sorry to be vague- I guess this all means "I dunno" lol).
Probably somewhere in the 8 dollar range in PDF. But I dont make these calls so that's just a guess based on past product pricing.
Well I just turned in my draft so I haven't seen any art yet, but it will include some maps of Europe during the period.
-- With what is it compatible? For example, I have GR Medieval Player's Manual and R&R Excalibur; what's the amount of compatibility with that?
It should be usable with any d20 product with a little work. The spell points can be completely ignored if needed, converting nobility back to alignment wont present much trouble either.
Basically I took some things about d20 I really didnt like and changed them but we have worked hard to keep the books adaptable so people could use modules.
-- Amount of crunch versus fluff. Is there a slew of new feats and what not? Or is there more stuff about a dark age settting rather than additional game mechanics?
More crunch than fluff, but it does provide you with a history of the period as well as an overview of Christianity and the church.
-- Can you list the new classes and briefly describe them?
Charlatan: arcane spell caster, trickster/illusionist. Think "snake oil salesman" and you're right there. Its a low magic book, so this character will have to use some good old fashioned skills to get by, in addition to his spells (in other words no "boom" spells).
Hermit: Divine spell caster. Not a politician or a religious schemer, this is the guy who goes off into the desert and looks for God. He has a good skill selection of outdoors skills as well as some prophecy related abilities.
Marauder: A barbarian only class (in Dark Ages barbarian is a bloodline- so this is the barbarian as berserker). Rage and carnage related abilities.
Mercenary: A fighter who works best when there's a nice payout waiting for him.
Monk: Divine spellcaster. More the St. Anthony/Venerable Bede monk than the Kung Fu monk. This class combines priest spells with erudite scholarship.
Noble: Lord and the land are one take. Some mystical abilities relating to leadership and divine ordination. Most nobles would have the aristocrat class instead of this just like most soldiers would take warrior.
Nomad: Mounted barbarian archer. Would work for the Huns (who it was designed for) but also for the Mongols who come later or the Ainu savages from Japanese history.
Priest: Divine spell caster. Also gets social abilities related to the church, including the ability to absolve characters for sin.
Seer: Arcane spell caster. Diviner. Specialist in seeing the future.
Skald: Barbarian warrior-poet. A militant bard isnt too far off.
Soldier: Professional warrior. Gets to pick from a wide range of combat training abilities. Specialties included within this class: archer, cavalry, command, scout, swordsman.
Thief: Specialist in stealing your stuff and getting away quick.
-- The stupid question now: would it be easy to use with, or at least convert to Castles & Crusades?
I wish I could be more help on this last. My gut tells me it should be no harder to use with C&C than standard d20 but I havent read C&C so I can't give a definitive yea or nay here.
Thanks for the questions, hope this helps
Chuck