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<blockquote data-quote="JeffB" data-source="post: 4851399" data-attributes="member: 518"><p>First of all excellent post! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Second- I just wanted to mention some things about S&S here. I am planning on doing a full blown review in the near future as the game is not available as a free download, but I would urge anyone interested in "classic style", but not necc completely retro rules to take a look-see at Spellcraft & Swordplay. It has a unified resolution mechanic, drapes many D20-ish things in old school goodness , and the combat and magic systems are more "granular" without much more complication than the original D&D game.</p><p></p><p>For example-The spell system is totally D&D Vancian, however the caster makes a simple spell roll- how well you roll determines if the spell goes off immediately, is delayed till the next round, or fizzles out and is (possibly) wiped from memory (will def help balance out the Wizards & Clerics)</p><p></p><p>For combat- It actually makes a bit more sense than the "variant" D&D combat system ever has. Each character ends up getting mutiple attacks over time with fighters having the most obviously. The To- hit charts are based on weapon type and armor type but in a chart like standard "retro" D&D. Therefore, certain weapons will have an easier time hitting certain armor, or the opposite. Monster attacks will be listed as say " claw, claw, bite (dagger, dagger, sword) " for attacks. DM has his chart, Players have their chart- easy peasy.</p><p></p><p>The classes have a bit more crunch than OD&D ( more D20-ish). They also are re-worked in some ways that (to me) make complete sense. </p><p></p><p>One ability I like is that Fighters are the only class able to utilize DEX to improve AC (by actually modifying the hit roll , since AC works differently due to the Chainmail-esque design). </p><p></p><p>Priests for example get a "lay on hands" ability for healing, and the Turning mechanic is very clever (a morale check, if you will)</p><p></p><p>Paladins & Assassins are Elite Paths and are more akin to prestige classes- if you've got the stats to qualify, you can take them, but it's also harder to advance in level. </p><p></p><p>Each class and ONLY that class has a bonus to certain saves- e.g. Priests are the only class to get a bonus on Wisdom saves, Fighters for Con saves, Wizards for INT & CHA saves.</p><p></p><p>The resolution mechanic is 2D6 based and the Base DC is always 11 +/- modifiers (the whole game is D6 based like chainmail)</p><p></p><p>Honestly, S&S is exactly what I had HOPED Castles & Crusades would be (unfortunately C&C is mostly a dissapointment for me- I should note though that S&S does uses bits of C&C OGC, as well as D20 proper). For my tastes, S&S does a far better job adhering to the spirit and intent of the original D&D game while utilizing modern mechanics and "sensibilities".</p></blockquote><p></p>
[QUOTE="JeffB, post: 4851399, member: 518"] First of all excellent post! :) Second- I just wanted to mention some things about S&S here. I am planning on doing a full blown review in the near future as the game is not available as a free download, but I would urge anyone interested in "classic style", but not necc completely retro rules to take a look-see at Spellcraft & Swordplay. It has a unified resolution mechanic, drapes many D20-ish things in old school goodness , and the combat and magic systems are more "granular" without much more complication than the original D&D game. For example-The spell system is totally D&D Vancian, however the caster makes a simple spell roll- how well you roll determines if the spell goes off immediately, is delayed till the next round, or fizzles out and is (possibly) wiped from memory (will def help balance out the Wizards & Clerics) For combat- It actually makes a bit more sense than the "variant" D&D combat system ever has. Each character ends up getting mutiple attacks over time with fighters having the most obviously. The To- hit charts are based on weapon type and armor type but in a chart like standard "retro" D&D. Therefore, certain weapons will have an easier time hitting certain armor, or the opposite. Monster attacks will be listed as say " claw, claw, bite (dagger, dagger, sword) " for attacks. DM has his chart, Players have their chart- easy peasy. The classes have a bit more crunch than OD&D ( more D20-ish). They also are re-worked in some ways that (to me) make complete sense. One ability I like is that Fighters are the only class able to utilize DEX to improve AC (by actually modifying the hit roll , since AC works differently due to the Chainmail-esque design). Priests for example get a "lay on hands" ability for healing, and the Turning mechanic is very clever (a morale check, if you will) Paladins & Assassins are Elite Paths and are more akin to prestige classes- if you've got the stats to qualify, you can take them, but it's also harder to advance in level. Each class and ONLY that class has a bonus to certain saves- e.g. Priests are the only class to get a bonus on Wisdom saves, Fighters for Con saves, Wizards for INT & CHA saves. The resolution mechanic is 2D6 based and the Base DC is always 11 +/- modifiers (the whole game is D6 based like chainmail) Honestly, S&S is exactly what I had HOPED Castles & Crusades would be (unfortunately C&C is mostly a dissapointment for me- I should note though that S&S does uses bits of C&C OGC, as well as D20 proper). For my tastes, S&S does a far better job adhering to the spirit and intent of the original D&D game while utilizing modern mechanics and "sensibilities". [/QUOTE]
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