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So what's the consensus on Castles&Crusaders
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<blockquote data-quote="Netwatcher" data-source="post: 7318615" data-attributes="member: 6750528"><p>C&C definitely has it's own legs these days, with multiple campaign settings and tons of source books. I can think of three massive city books/adventures alone, not to mention numerous modules, most set in Aihrde (their home grown setting). Most of the big supplement books have alternate/extra classes and new spells, magic items and critters for challenging the adventurers...Yeah, there isn't a lot of reason to have to adapt old material to new rules. </p><p></p><p>I think C&C captures the essence of what AD&D was before the 2E rules. Getting characters ready is a breeze and dead simple for new players, while allowing the 'vets' some customization without getting out of control (I'm looking at you 3.xE!) I like the way the primes are handled, for me that makes the classes useful for role playing as well as allowing a player to push their character into a certain direction to support it. Want a fighter who is an intellectual? Strength and Intelligence prime. A Wizard that works out a lot? Int and Con prime. I even like their encumbrance rules, simple, not too game-y, not overly realistic, no, but they do keep the players from hauling around a ton of equipment. </p><p></p><p>I've introduced the rules to my old AD&D gaming buddies who stopped playing years ago and they 'got it' right away and liked the flavor of them too. C&C has a tendency to support the militant types of characters best. More of this comes out in their earlier adventures (and at the convention games the Trolls run) where the focus is fighting and having a rogue is handy, but not necessary and other classes can be done without. A perfect game for a low magic, gritty setting. Newer settings and adventures do have more for the spell casters to do and account better for the fact that one or more of your players are going to be playing such classes.</p><p></p><p>I have copies of the 5e books and I have played in some games of it, though I have not run any campaigns using those rules. I do steal what I like from them mercilessly; I love the 'advantage'/'disadvantage' mechanic and several magic items using those rules have appeared in my C&C games. Bolting a home rule onto C&C is as easy as putting a bumper sticker onto a car.</p></blockquote><p></p>
[QUOTE="Netwatcher, post: 7318615, member: 6750528"] C&C definitely has it's own legs these days, with multiple campaign settings and tons of source books. I can think of three massive city books/adventures alone, not to mention numerous modules, most set in Aihrde (their home grown setting). Most of the big supplement books have alternate/extra classes and new spells, magic items and critters for challenging the adventurers...Yeah, there isn't a lot of reason to have to adapt old material to new rules. I think C&C captures the essence of what AD&D was before the 2E rules. Getting characters ready is a breeze and dead simple for new players, while allowing the 'vets' some customization without getting out of control (I'm looking at you 3.xE!) I like the way the primes are handled, for me that makes the classes useful for role playing as well as allowing a player to push their character into a certain direction to support it. Want a fighter who is an intellectual? Strength and Intelligence prime. A Wizard that works out a lot? Int and Con prime. I even like their encumbrance rules, simple, not too game-y, not overly realistic, no, but they do keep the players from hauling around a ton of equipment. I've introduced the rules to my old AD&D gaming buddies who stopped playing years ago and they 'got it' right away and liked the flavor of them too. C&C has a tendency to support the militant types of characters best. More of this comes out in their earlier adventures (and at the convention games the Trolls run) where the focus is fighting and having a rogue is handy, but not necessary and other classes can be done without. A perfect game for a low magic, gritty setting. Newer settings and adventures do have more for the spell casters to do and account better for the fact that one or more of your players are going to be playing such classes. I have copies of the 5e books and I have played in some games of it, though I have not run any campaigns using those rules. I do steal what I like from them mercilessly; I love the 'advantage'/'disadvantage' mechanic and several magic items using those rules have appeared in my C&C games. Bolting a home rule onto C&C is as easy as putting a bumper sticker onto a car. [/QUOTE]
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