Wednesday, 27 January 2010
Advanced Castles & Crusades Character Sheet (re-uploaded)
Advanced Castles & Crusades Player Character Sheet
You will note there is space for Psionics, as well as the other 'amendments' made to the game.
Whilst it is called "Advanced Castles & Crusades" that is likely to change, and I will upload a new sheet as one is done!
Monday, 11 January 2010
Sorcerers
To qoute the PHB -
"Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories—just raw power that they direct at will. Some sorcerers claim that the blood of dragons courses through their veins. That claim may even be true in some cases—it is common knowledge that certain powerful dragons can take humanoid form and even have humanoid lovers, and it’s difficult to prove that a given sorcerer does not have a dragon ancestor. It’s true that sorcerers often have striking good looks, usually with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer’s gift"
But how to translate them to Castles & Crusades and make them 'different' enough to be interesting, and yet similar enough to be playable.
With them (pretty much) channeling their magic through strength of will - their governing attribute will be Charisma. So stage one is done (at least that was easy). With their Spell lists/Spells per Level Chart being the same as those of the Wizard, and Bonus spells being allowed for High Charisma rather than Intelligence.
Saving Throws: For its saving throws, use either the familiar’s base save bonus or the master’s (as calculated from his attibute bonuses), whichever is better. The familiar uses its masters attribute Primes etc, and it doesn’t share any of the other bonuses that the master might have on saves (from magic items etc).
Skills: If not using the SEIGE Engine as standard, the Familiar will have access to all its masters secondary skills - excepting those which the Familiar physically cannot perform (Writing, all Craft Skills etc). Your DM/Castles Keeper has the final say as to what skills a Familiar can or cannot perform.
Background: Sorcerers develop rudimentary powers at puberty. Their first spells are incomplete, spontaneous, uncontrolled, and sometimes dangerous. A household with a budding sorcerer in it may be troubled by strange sounds or lights, which can create the impression that the place is haunted. Eventually, the young sorcerer understands the power that he has been wielding unintentionally. From that point on, he can begin practicing and improving his powers.
Sometimes a sorcerer is fortunate enough to come under the care of an older, more experienced sorcerer, someone who can help him understand and use his new powers. More often, however, sorcerers are on their own, feared by erstwhile friends and misunderstood by family. Sorcerers have no sense of identity as a group. Unlike wizards, they gain little by sharing their knowledge and have no strong incentive to work together.
Alignment: For a sorcerer, magic is an intuitive art, not a science. Sorcery favors the free, chaotic, creative spirit over the disciplined mind, so sorcerers tend slightly toward Chaotic Alignments over Lawful ones.
Religion: Sorcerers favour Gods of Magic, though any "spotaneous" Deity would be appropriate (Wizards typically learn to follow a Deity from their Masters, but as almost all Sorcerers are self-taught - with no Master to induct them into a religion; they tend to find their own 'truth').
Weapon and Armour Proficiency: Sorcerers are proficient with all simple weapons (that is, any Weapon that does 1d6 Damage or less). As they are not taught by a Master, they tend to pick up what Weaponry they can use comfortably - with little or not training; but lack the restrictions training under a Master would leave on them. They are not proficient with ANY type of armour or shield. Armour of any type interferes with a Sorcerer’s Spellcasting, which cause his spells to fail.
Familiars: Sorcerers gain a Familiar at First Level as an 'innate' ability, and gain 'extras' as a consequnce of the link. Familiars are magically linked to their masters. In some sense, the familiar and the master are practically one being. That’s why, for example, the master can cast a spell on a familiar even though he can normally cast such a spell only on himself. A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, and natural abilities of the normal animal it once was, (flight, better vision, etc), but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars (such as sorcerer and wizard) stack for the purpose of determining any familiar abilities that depend on the master’s level.
Familiar (Special)
Bat (Master gains a +3 bonus on "Listening" Rolls)
Cat (Master gains a +3 bonus on "Moving Silently" Rolls)
Hawk (Master gains a +3 bonus on "Spot" Rolls during the Day)
Lizard (Master gains a +3 bonus on "Climb" Rolls)
Owl (Master gains a +3 bonus on "Spot" Rolls at Night)
Rat (Master gains a +2 bonus on all Constitution based Saving Throws)
Raven (Master gains a +3 bonus on "Appraisel" Rolls)
Snake (Master gains a +3 bonus on "Bluff" Rolls)
Toad (Master gains +3 Hit Points)
Weasel (Master gains a +2 bonus on all Dexterity based Saving Throws)
Now the above list (taken from the 3.5 PHB) isn't exaustive, but it gives a good idea of the level of bonus that a Familiar should confer upon its Master.
Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, as given in the Monsters & Treasure book (if the Animals attributes aren't in that tome - please ask your DM/Castle Keeper for details), but make the following changes -
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded up, regardless of its actual Hit Dice. For example, at 2nd level, Aladon has 7 hit points, so his familiar has 4.
Attacks: Use the master’s base attack bonus, as indicated by his level or use the familiar’s attack modifier, whichever is greater, to get the familiar’s attack bonus with its natural weapons.
Damage: Damage a Familiar inflicts in Combat equals that of a normal creature of the familiar’s kind.
Tuesday, 5 January 2010
The Return (A Lemurian Legend) Part One
And yet, on the outskirts of the communities of Lemuria - strange shadows were seen in the night. Low to the ground, moving with grace and stealth.
Could it be, could they have returned after all this time. Some say that they are only seen in times of dire need, that they are one with the land - and seek to protect it at all costs. Others claim they are Half Breed Demons, sent by Asmodeus from the very pits of hell to take revenge on those who are good and holy.
Are they returned to the Land, if so - what doom awaits us.
And at who's hands . . . . . . .
Wednesday, 23 December 2009
Its all in the Name . . . . .
The rules I use come from so many different sources (even Mythus and Lejendary Adventures), but they still hold true to the core ideas and ideals set forth by Gygax and Arneson.
Many names get bandied about, OSRIC (Old School Reference & Index Compilation) is dull LoL - the rules are great; but the name is wholely uninspiring to me.
Castles & Crusades takes its name from Gary Gygax's gaming society of the same name.
Mazes and Minotuars ALMOST has it.
Basic Fantasy Role Playing Game - REALLY! Is that the best they could come up with?
Labyrinth Lord - sort of sounds like (and no offence is intended her, what they have done with the rules is great) an underground Gay-Bar . . . .
Swords & Wizardry - again, a valiant attempt that kinda falls short (for me at least).
This of course leads me back around in a circle to not really having a name, its not C&C - I have added in quite a few advanced rules, its not AD&D - as we use the C&C Saves and Combat. I have been using "Advanced Castles & Crusades" (which just sounds dumb when said out loud) as a descriptive term.
One of the guys on the AD&D 1st Ed Forum I am a member on, had the idea of breaking it down into 'Ages' -
D&D to AD&D 1st Ed would be the "Age of Magic", with 2nd Edition AD&D going on from the "Age of Magic" into the "Age of Expansion" as the world became more evolved and developed.
3rd/3.5 would be set after some great cataclism, which changed the world - in an attempt to explain how the world changed and Feats started to work - thus heralding in the "Age of Wonder".
Finally 4th Edition, with its overly developed sense of balance and more 'degenerate' races could be labelled the "Age of Decline".
Personally I hate the idea, as for me and my group nothing was really worth bothering with after the onset of all the 'extra' books from TSR (Skills and Powers being the worst IMHO).
AND STILL I am left without a name - Still more thinking and googling to do.
Keep Rollin'
Monday, 21 December 2009
Doctor Who in Castles & Crusades
I may even dig out my old notes and re-work them for C&C - my original Dr Who campaign was run using the AD&D rule-set, with a little Gamma World thrown in for good measure.
Ive had a REALLY busy day today, what with taking my Daughter and her Partner Christmas shopping and then running a C&C mini game (a trimmed down version of Keep on the Borderlands) - so not much writing today.
I hope to be back tomorrow with some more Booty and the Beasts conversions!
Keep Rollin'
Friday, 18 December 2009
Laziness
One of the things thats come up in conversation with various DM's, Groups, and Friends is how 4th Edition (NOT) D&D doesn't really encourage people to think - in terms of laziness the general consensus is that its the Table Top equivalent of a Video Game.
Gygax himself put it in the best terms, that Playing an RPG is a bit like going to the Theater.
Theres a little celebration going on, people have to make an effort - all the extra effort and anticipation goes to make the whole experience more fun and memorable. Most folks these days would rather play a Video Game, than go to any real effort.
The current incarnation of D&D doesn't really encourage any real effort, with the future of infinitely searchable tools and programs, there will be no real need to learn anything - as any rules queries that might crop up are easly indexed and found.
God forbid anyone should have to think!
And its likely to get worse - pretty soon with the online option, you won't actually even have to meet your gaming buddies in the flesh - you won't even have to leave the house and put on pants!
Its a real worry that people these days are more and more inclined to be lazy, both physically and intellectually - so its more likely they will be putting on a DVD on and slobbing about at home, not making any real effort, slowly stagnating mentally . . . .
Then you have the sorts that prefer electronic versions of their gaming books, they are of the mind that Books belong only in a Library.
This whole DL things to your PDA is part of the 'Lazy Revolution' with regards toRPGs, and Tabletop Gaming in general .
Its even reached Miniatures Gaming, with a new set of rules coming out where its all done on your PDA's & Iphones and the like - so eventually people will be playing wargames with each other and not even be in the same room!
God forbid anyone should have to think and interact properly!
I use newer technologies myself, but to ENHANCE things. I have Netbook with all my Rulebooks and Notes in PDF and Word format - should I have (and I must admit its never happened so far) forgotten to write something down, its easily found quickly - the idea is that my players need never know I forgot anything - I am the Dungeon Master, not the Dungeon 'Mostly Competent' kwim?
The Netbook is also useful for tracking combat, keeping notes (I can touch-type faster than I can write), and even for occasionally running random generators - and simply printing out the results.
I've even been know to Text players from my Netbook, rather than hand them a piece of paper when something happens just to their Character - rather than the group!
Keep Rollin' (and not pushing buttons LoL)
Saturday, 12 December 2009
Advanced Castles & Crusades Character Sheet
Advanced Castles & Crusades Player Character Sheet
Even though I have't finished the Psionics rules yet, you will note there is a space for them.
Keep Rollin'
This character sheet is produced under the Open Game License (OGL) version 1.0a - and is done so without permission of Wizards of the Coast, Inc. No copyright infringement is inferred or intended. The Open Game Content appearing in this sheet is derived from the 3.0 System Reference Document, copyright 2000 Wizards of the Coast, Inc. All other content, excluding the OGL, is property of and copyright 2004 Troll Lord Games.
Thursday, 10 December 2009
The Simplest Thing
There are several things you HAVE to do -
The main changes are to remember the AC conversion, and don't forget to add the level/hd/difficulty to the base challenge rating.
(I actually PREFER some of the things they have done with the Character Classes in C&C, Monks are actually tough, Cavaliers have been more correctly called Knights, and Wizards get extra spells for high intelligence - something I've always done in D&D - it just seemed logical).
Keep it fresh with your encounters, but don't be afraid to use old favourites. I've done quite a bit of converting classic monsters to C&C, as WizBro are touchy about the licensing other publishers simply can't use them under the OGL. Something which (if you know the history of some of the monsters) is a complete travesty. Take a look at what I've posted in the past, and use them as GUIDELINES - as Gary Gygax said "The secret we should never let the gamemasters know is that they don't need any rules" - I always have taken that as gospel personally, and NEVER let the rules get in the way of running a good game.
Lastly, always remember even though you might be the "Master of the Game" its your duty to keep your players entertained and happy - and (hopefully) just a little bit worried and scared!
Keep Rollin'
Tuesday, 8 December 2009
Multi CLassing in Castles and Crusades
As there are rules for it in the current PHB you would think it would end, but the debate continues.
I (for one) still prefer the original AD&D way of doing, and restrict multi-classing to non-human characters and dual classing to human characters. Not just for old times sake, but because it makes Humans too powerful and desirable as a character race at the expense of the non-human races.
Of course then you run into the brick wall that is the fact that non-human characters can only have two prime attributes, and that its a requirement to have the prime attribute of a class as one of your primes - thereby restricting your non-human character to multi-classing in just two classes.
One of the options I use is based upon the way we do attributes (Primary/Secondary/Tertiary).
If a multi-class option is taken, and the prime attribute for that class is a secondary attribute - then a 10% tithe is placed upon all EEP (or XP) that is applied to that class (so deduct 10% before applying it to your EPP (XP) total for that class) - if a multi-class option is taken, and the prime attribute for that class is a tertiary attribute - then a 25% tithe is placed upon all EEP (or XP) that is applied to that class (so deduct 25% before applying it to your EPP (XP) total for that class).
Now the 25% penalty might seem harsh, but its there for a reason - to DISCOURAGE a player from taking a Class with a tertiary attribute - JUST BECAUSE HE (OR SHE) can - we've all encountered such discommodious players.
Keep Rollin'
Tuesday, 17 November 2009
A Different Way of Looking at Skills in C&C
This would still allow (for example) a Fighter to attempt to pick a lock - he just won't have much of a chance of succeeding.
Rather than have a long static list of skills, the players should choose skills that fit their character concept and (with the help of their Castle Keeper/Dungeon Master) come up with their own list of skills and their descriptions.
Skills would still (sort of) have levels – and these levels are ‘rated’ like any characters attributes - Tertiary (the lowest skill level), Secondary (average skill level), and Primary (the highest skill level).
Like class skills, the character applies any appropriate attribute bonus to the task at hand -strength when shoeing a horse, or dex when making a horse-shoe – both would be considered to come under the skill heading of blacksmithing, but you would require strength for one and manual dexterity for the other. But unlike class skills, you don't add your class level in a 'straight' manner.
Primary skills get a +1 bonus per level, Secondary gets +1/2 levels, and Tertiary gets a +1 bonus per 3 levels.
Your base challenge rating is determined by skill 'level' – level 3/Primary = 12, level 2/Secondary = 15, and level 1/Tertiary = 12.
The Number of slots a Character has for his Secondary Skills are equal to the Characters (INT+WIS), + Characters Starting Age/10 (another advantage for most Non-Humans).
What levels your skills start at is dependent upon how many skill points you have, and how you spend them.
Level = Cost
1/Tertiary = 1 point
2/Secondary = 3 points
3/Primary = 6 points
For example, Brother Kydric has 26 ‘Slots’ to spend on his Secondary Skills – and he decides to spend 6 Slots on Healing. Giving him the Healing secondary skill at Level 3/Primary, his base challenge difficulty for all tests involving his Healing secondary skill is set at 12.
A Character gains Secondary Skill points at every ‘Odd’ level (3rd, 5th, 7th and so on), the points he gains are equal to his Int or Wis attribute modifier (whichever is higher) +1 (with a minimum of 1).
To make the check, the character performing the skill simply rolls a d20 and adds his appropriate modifiers - the difficulty is set by his skill level (either 12, 15, or 18) plus any challenge rating added by his CK/DM.
So if a character is level three, has a dexterity of 15 (the appropriate attribute in this example), and his skill level is 3/Primary – when using the Weapon Smith secondary skill they are allowed a +4 to their roll.
In some instances the use of skills causes another to make a saving throw. In this case, the character, monster or non-player character makes a saving throw but modifies the roll by a -1 for each level of skill the character has. This is also adjusted further for any attribute modifiers. When a saving throw is called for, the character’s level or monsters hit dice also affect the roll.
Furthermore, there are always circumstances than need some modification beyond that mentioned above.
Unusual circumstances, the weather and pure chance can come into play to effect the chances of success. In addition, the difficulty of the situation adjusts the roll.
Keep Rollin'
Saturday, 7 November 2009
The Malevolent Mana Muncher
In our AD&D hey-day it wasn't a problem, all the DM's in my area pretty much knew each other and there was little or no concern or suspicion.
One of the better ways to deal with such a Player comes from "Booty and the Beasts", if you read my blog you will know I am working my way through that tome converting things over to C&C (I might even do a PDF of it when its all finished) and today I am 'blogging' the Malevolent Mana Muncher from BatB - and this little critter is a GREAT way of dealing with the too many Magic Items problem (even if you caused it yourself).
MALEVOLENT MANA-MUNCHER
NO. ENCOUNTERED: 1–4
SIZE: Medium
HD: 11
MOVE: 70 ft
AC: 20
ATTACKS: 1 (snatch item)
SPECIAL: Super fast (+5 to initiative), resistant to magical blasts & explosions
SAVES: P+M
INT: Non
ALIGNMENT: Neutral
TYPE: Aberration
TREASURE: None
XP: 2100+16 per HP
These irritating little beasties are totally inoffensive to other creatures they might encounter – beyond their driving desire to steal and devour magical items as they feed off the magical energy that is stored within them.
Mana munchers are surprisingly fast, and their 3 extremely dextrous tentacles can snatch off any loosely held item (amulet, crown, brooch, etc.) on a roll of 6+ on a d20. Once it has an item, it then stuffs it into its frothing innards, any item a mana muncher attempts to digest in this manner must make a save vs. acid and being crushed – as the mana muncher chomps down on the item and attempts to digest it.
A mana muncher suffers no ill effects from exploding staves, wands, and the like – as it feeds off the magic such explosions produce.
If a mana muncher attempts to grasp a firmly held item – such as a staff, sword, or ring – and is successful in its roll, the target of the munchers attack must make a strength test or lose a hold of said item.
Mana munchers only snatch magical items, leaving all mundane gear alone.
These annoying creatures are encountered in groups of 1-4 individuals, and are generally found rummaging through old temples and ruins.
Keep Rollin'
Thursday, 5 November 2009
Varying your Monsters
Do you use totally random tables and end up with a totally unplayable mess, or do you tweak monsters in minor ways so they look different - or do you simply put your own 'twists' on them.
I personally put twists on existing monsters - I've even had self-replicating Zombies; a variation on the old Fiend Folio Coffer Corpse - but in this case the Zombie 'dies', and as it hits the ground it bubbles and splits open producing two new Zombies to fight (beware of destroying undead with a Turning in my games Lol) - but in todays Blog I shall detail the Fire Troll.
Fire Trolls look like regular AD&D Trolls (or River Trolls in C&C) but with a dark rust coloured hide. They are generally found in hot arid environments, such as deserts or near volcanic activity - they like the heat. When found in the service of another, they are always provided with a method of heating their lair - either by mundane or magical means, its always very hot. The DM should double the effects of fatigue on a PC when fighting in a Fire Trolls lair.
Fire Trolls do not regenerate in the normal way, so they are not as vulnerable to attacks from Fire and Acid. In fact fire causes them to actually heal damage, any damage would be normally caused by a fire based attack (even magical fire) should be counted as healing instead.
If a Fire Troll takes a hit from an edged or piercing weapon it starts to bleed, once a Fire Trolls blood hits the air it becomes flamable - and you should keep a track of how much damage the troll has taken in this way. Each round after it first takes damage, roll a D20 - if it is equal or less than the damage the Fire Troll has taken it explodes doing 8D6 Damage to those within 10 feet of it (save to half damage) - obviously the Fire Troll is now dead and poses no further threat to the Party.
Fire Troll XP - 900 + 12 per Hit Point
Keep Rollin'
