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who else loves the C&C...?

Korgoth said:
FWIW, I don't even require a roll most of the time. If you're a sailor then you can climb rigging, no roll required (unless it's during a storm, or you're encumbered, then it's a Dex roll). If you're a woodsman you can track things, no roll required (unless there's something problematic with the trail, such as that they target has been making an effort to coneal its movements... then roll your Wis).

That's how I run it in both my Moldvay B/X and C&C campaigns. For Moldvay, if I require a roll it's usually d20 roll-under-stat, C&C the usual CL system.
Eg in my C&C game a Rogue PC tried to calm a frightened horse whose rider had been killed. For an animal-focused type like Ranger or Druid I'd probably have given auto-success, as he was a city thief he had to make a CHA roll, not a prime so d20 + Level (1) + Cha bonus (0) vs CL 18.
 

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Shadowslayer said:
There was a company talking about releasing all kinds of Wilderlands stuff for C&C. Has any more been made on that, or was that just dreamy-talk?

I don't think Mishler has managed to release anything yet.
 

Melan said:
Sooo, people, how would you sell these Yggsburgh supplements to someone who likes things like the 1e DMG city encounter chart and City State of the Invincible Overlord, but didn't care for Yggsburgh, or The Village of Hommlet? Inquiring minds want to know!
"Yggsburgh: In Search of the Missing Vowel"
 


Shadowslayer said:
heh, so its floating in gaming limbo. Maybe it can say hi to the Castle Keepers Guide while its there. :\

Its not floating in limbo. James said the earliest he hoped to release anything was right around now.

Besides he is another one of those publishers who has a real job for a living. This Wilderlands/C&C stuff is his "free time" job.

Which is how TLG is, they have real jobs, real wives, real kids, etc...

So as much as we may dislike it, C&C stuff gets done when they have the extra time to do it.

At least things like the C&C DM screen and new modules are done. Plus Goodman has another DCC for C&C coming out.
 


I didn't like Assault on Blacktooth Ridge (all set-up and very little delivery) but The Mysterious Tower C&C version looks pretty good. Best thing about C&C is that you can just order old classic 1e modules on Ebay and you're good to go - recently acquired Ghost Tower of Inverness. :) :)

Another good thing about C&C is the huge amount of online fan support of high quality, like the several netbooks of classes.

Where 3e is a finely tuned sniper rifle that needs precision ammo, C&C is more like a robust AK47 assault rifle, you can be a bit off in the 'ammunition' design (the adventures, PC classes et al) and it still works fine, hardly ever jams...
 

I loved the C&C PHB, and my group was happy to test run it for a few sessions. Where it came up lacking to me, as a DM, was the lack of support material, ie a DM's guide and screen. I'm not sure why the game was promoted so heavily without having the basic tools for a DM to run the game sans modules ready to go. And they still have not arrived.

Furthermore, I was very disappointed in the Monster and Treasure Guide. If the C&C PHB reflected strong 1E roots, than the M&T book was strongly 2E, replete with overpowered dragons and bad imitations of "IP" D&D monsters.

From there, I was left with the option of doing without a DMG, screen, and using a monster manual I hated, or using my 1E DMG and MM with the C&C rulebook.

But then I had to ask myself, "why don't I just use my 1E PHB, too? Or OSRIC, its free?"

SO, while I recommend C&C, you may want to wait until some decent basic supposrt products come out for it...
 

I don't get this need for a DMG. Everything you need to know to run the game is in the PH, except for a way to handle magic and treasure, and that is in the M&T.

So I don't see what is missing that the DMG type book is supposed to fill. Advice on how to run the game? They give exmaploes of how to use the rules, in the second printing. Now if your talking from your experiences in the first printing, then your right.


In the second printing they give a example situation for how to implement the rules for every "type" of roll, such as saves, class abilities, non class actions, hitting, etc...

The first printing is missing all of that.

What I am looking for in the CKG is guidelines on how to implement rules from the other editions of D&D, Basic up to 3E. How to design classes and determine their xp progression based on their class abilities, etc... How to implement feats, how to use a spell point system, etc....

Nothing I need, because I have already figured out how to do almost everything I want to do. I just want the rules for building classes. Reverse engineering monsters is pretty obvious to me in the M&T.

I agree the Dragons are very tough, and I am glad of it. 6 HD Ancient White Dragons like they had in 1E was pathetic.

I also agree C&C as written wasn't perfect for me, but with a couple of house rules, and tweaking a couple of the classes a little bit, and being able to use monsters and modules from every version of D&D (and OSRIC), its the best game for me.

As for the Goodman C&C DCC's, The Mysterious Tower is basically retro fitting the 3E version to C&C, and it works pretty well. The other one, Palace of Shadows, or something named like that, was written specifically for C&C and my group liked it a lot.

Assault on Blacktooth Ridge made me think of Keep on the Borderlands so strongly that the next time I am going to blend them together. So I liked it. I didn't think I would like Slag Heap, but it played surprisingly well and my group really got into it, character wise.

Just shows how "mileage may very" is a very true statement.
 

Grimstaff said:
I loved the C&C PHB, and my group was happy to test run it for a few sessions. Where it came up lacking to me, as a DM, was the lack of support material, ie a DM's guide and screen.
Actually, the screen is available.

While I agree there's not a whole lot of "Castles & Crusades" trademarked material at this point, I don't find that to be a problem at all. To me, one of the huge draws of C&C is the ease with which you can use other editions' products with it. I've been using ALL my old material (1E, 2E, and B/X), plus 3E stuff, too. Plus new C&C and OSRIC material.

As far as "why not just use 1E/OSRIC," that's certainly a valid option. C&C isn't really a 1E clone, though. Material from earlier editions is trivially easy to use with C&C, but the rules aren't exactly the same. I guess the two biggest reasons someone might choose C&C is ascending AC/BAB instead of THAC0 (although that doesn't matter much, to me), and the SIEGE engine for handling skills and feat-like actions. If you don't consider those enough of a draw, then running a different system would be fine. C&C is great, but I'd happily run 1E or B/X or OD&D, too.
 

Into the Woods

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