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RE: What's the link for more info about the game?
Post originally by Strephon Alkhalikoi at 2004-10-04 18:03:43
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Well, without going into specifics, to answer your questions....
1. It is in fact a nod towards older editions of Dungeons & Dragons, but unlike OD&D, it's actually playable from the box. It is rules light, centered around one primary resolution mechanic: the SIEGE engine. The SIEGE engine is tied to the character's stats. The stat that is tied to the action determines the target number, based on whether it is a prime requisite of the character or not. I really cannot go into much more detail than this, as I am still under an NDA, and I am not sure exactly how much I can say about this particular game mechanic.
As to the character generation process, I don't feel that its necessary to go into that, especially if you happen to know how to play Dungeons & Dragons. Character generation is similar to what you've seen in rulebooks past. The only difference is that there is a statistic selection process involved for the SIEGE engine, depending on the race of character.
I also don't feel it necessary to go into great detail regarding both magic use and combat. Since Castles & Crusades is based off WotC's SRD, by necessity there will be similarities. There will also be differences taken into account to return the "old school" feel to the game. Things like aging and possible death have returned in this game, when d20 Fantasy effectively neutered both.
Combat? No Attacks of Opportunity. That in itself makes the entire book worthwhile, because now you have a combat system that is fast, and flexible, and doesn't absolutely positively require the use of minatures.
The biggest positive for Castles & Crusades is its flexibility. You can add pretty much anything you want to the system and it will still work. You want to add critical hits? Go ahead. Want to change XP progression? Do it. You want to add Attacks of Opportunity? Be my guest. The point is that this game can support any style of gaming, from the extreme rules-light (which I am a practitioner of), to the d20 Fantasy end of the spectrum.
Castles & Crusades is intended for long-term play, although you might not gather that impression from the boxed set. But since the game is as flexible as a rubber band, you as Castle Keeper (CK) can make your own rules. The rules are servants of the game, and not the other way around, like in d20 Fantasy.
Castles & Crusades other strong selling point is that unlike d20 Fantasy, it is compatible with existing game material, whether it be d20 Fantasy, AD&D, B/X D&D, or even OD&D. Conversion is easily handled on the fly, without even breaking a sweat. After all, how can you not convert on the fly when you see a Castles & Crusades stat block for a monster that goes like this:
[Monster](HD xdx, HP xx, AC xx, special: [special])
Contrast that to a d20 stat block.
In the end, think of Castles & Crusades as a toolbox. Even if you don't play it, there's bound to be something useful within it to add to your existing game. When the hardcover arrives, try it.
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