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Rethinking Castles & Crusades

Started by paladinn, January 08, 2024, 04:45:09 PM

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paladinn

Hola all,

All of us who love C&C know how adaptable it truly is.  I've never seen a rendition of The Game that was so complete, yet so infinitely hackable.

With that in mind, I'd like to get some thought on some of my house rules/ mods.  Some are done-deals; some are on the drawing board.  But I'd like this to be a forum for discussing such things.

I've already posted some of my thoughts about adding "improvements" (ASIs/Feats/Skills) to C&C.  It really is pretty easy and doesn't add much complication:

https://www.therpgsite.com/pen-paper-roleplaying-games-rpgs-discussion/castles-crusades-feats-and-skills/

I guess some of my changes would be ubiquitous, such as max HP at L1.  I would also allow the addition of Con bonus to levels after 10.

Definitely using the 5e spellcasting model to allow casters more flexibility, but also to gentle nerf them.  Spell effects and such are based on spell level, not caster level.  Still debating about using spell slots or points.  Also thinking to have high Int affect spells Known, but high Wis or Cha affect spell slots.

For the "Siege engine", I'm currently using a flat 15 as the target #.  Rolls involving primes get a +3 bonus.  It's substantial but not as "swingy" as BtB.   But I've actually read of some CK's that run with no primes at all, and how that would affect the overall game.  It's also been suggested to remove Challenge Base from any saving throws, so you're just rolling against the base target # and still adding your level.  Evidently it's supposed to make saves a lot more like they were in AD&D?  I'm just not sure if that would be a good thing or too easy.

That's about all for now.  Please leave your impressions.  Gracias!