Busy Times With A Group Disbanding and Playing Castles and Crusades

Last week as a damned busy week for me.  The three biggest pieces of gaming news for me are A) the release of version 3 of Wrath of Zombie (yay me!); B) The disbanding of my NJ playgroup; and C) Discovering the awesomeness of Castles and Crusaders.

A Group Disbanding

My NJ group and I have been playing together for roughly 5 years and it saddened me that the other day I sent an email out informing all the players that the group would no longer be meeting regularly.  I informed them that I would run an episodic style game for them every couple months or so (probably either Cyberpunk or my Firefly: Hurtling Through the ‘Verse).

Thankfully the group didn’t dissolve due to player troubles or the like.  Basically it was just getting too complicated to try and meet once a month.  Things were constantly coming up for my players or I and I would have to cancel due to low attendance.

I felt it wasn’t fair to always cancel Saturday or Sunday morning before the game due to these issues.  So Poof.

Luckily I still have the Skype game I am running twice a month and I’m hoping to do a game in Philly once a month here soon (the driving sucks, but for some good gameage it’s worth it).

I plan on staying dedicated to my Vornheim game, Castles and Crusades (more on that in a minute), and my general reawakened love for Old School gaming.

Castles and Crusades- Damn What a Sweat Spot

 

Chuck has talked at length about his like for Castles and Crusades on his blog and with my via our email conversations.

Initially I was resistant to reading the book because I’ve read SO MANY rule book and setting books this year.  However during my work on Pathfinder-Lite, Chuck kept bringing up stuff about C&C and how it worked.

Finally I cracked and gave it a look see.  And damn I liked what I saw.  The system is extremely quick and simple and rings true to Old School role-playing.

I won’t write a review (here’s one and here’s another) because there are plenty of people who have done one out there.

The thing that made me what to hang my head and cry (ooh good time for a Johnny Cash Plug)


Anyways is that C&C pretty much DOES what I was attempting to do with Pathfinder-Lite and it does it better and got rid of all the things I was having trouble shaving off.

The awesome thing about C&C is it is highly customizable and easy to use.  I decided to keep some of the ideas and work I had done from my project and port it over to C&C.

Example: For weapons I’m letting everyone use whatever weapon they want.  However I’m keeping Armor proficiency and arcane spell failure and AC check penalty from pathfinder.

The classes I am using are:

Fighter

Ranger

Rogue

Barbarian

Monk

Cleric

Paladin

Bard

Wizard

Witch

Yesterday I had an impromptu session with my Skype group and we made up C&C characters (which is easy as hell by the way) and played a session (more on that tomorrow) and it went really well!  The two players that could make it really enjoyed the ease and quickness of the system and I think were surprised at how fast you can die (none of them did, but an NPC biffed it) in Old School games VS new school.

Here’s a look at how I’ve incorporated some of the Pathfinder classes features into C&C.

Fighter (Strength)

Level 1- Martial Training– Fighters receive a +2 to any test when attempting to disarming an opponent, Bull Rushing, Shield Bash, Stand Still, and Sunder.

and

Weapon Focus- A Fighter chooses a weapon at level 1 to become their signature weapon.  With this style of weapon they receive +1 to attack and +1 to damage.  At level 7 this bonus increases to +2/+2.

Level 4- Cleave- A fighter can make an additional attack on an adjacent target if the original attack lands.

Level 5- Bravery- A Fighter has tested their mettle against uneven odds and survived.  Fighters get +2 to any saves VS fear.

Level 6- Multi-attack– A Fighter can now make a second attack with a -5 to their Base Attack Bonus.

Level 8- Vital Strike– A Fighter can choose, full action, to put everything into one attack, adding an additional d6 damage+1.

Level 10- Improved Critical- A Fighter can get a critical on an attack roll of 19-20.

Prime Attribute- Strength

Armor Proficiency– All Armor and Shields (except Tower Shields).

 

Level

Hit Dice

Base Attack Bonus

1

d10

+1

2

d10

+2

3

d10

+3

4

d10

+4

5

d10

+5

6

d10

+6

7

d10

+7

8

d10

+8

9

d10

+8

10

d10

+10

11+

+4

+10*

Ranger (Strength)

Level 1- Track (Wisdom)- A Ranger is able to pick up the trail of someone or something, or hide tracks so others can’t follow him.  When a Ranger does this they receive a +2 to their Wisdom check.  At Level 3 a Ranger is able to distinguish characteristics of those being tracked.  This can be intimate info should the GM decide to reveal it.

Survival– A Ranger knows how to survive and fight in nature.  Any type of task that is nature related falls into the realm of the Ranger.  This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat poisons and toxins.  Depending on what activity the Ranger is attempting will determine which Attribute is being rolled.

Favored Enemy- The Ranger has studied one enemy that has hounded the them in the past.  The Ranger receives +2 to hit the enemy, +2 AC when fighting the enemy, +2 to tracking the enemy, and able to neutralize poisons of the enemy, whether manufactured or natural.

Level 5- Hunters Bond- The Ranger is able to form a strong bond with an animal of the wild.  This animal is extremely loyal to the Range (unless obviously abused and mistreated) and will defend the Ranger at all costs.  The type of animal should fit the area and feel of the campaign.  This could be a fox, wolf, mountain lion, black bear, or even a Dire Wolf.  The GM has final approval.

At Level 10 the Animal, from training with the Ranger, gets a +2 to attack and AC.

Level 6- Combat Marauder– A Ranger has trained hard to be most effective against their Favored Enemy.  They receive a bonus to damage that is equal to ½ their Ranger level.  If a Ranger is wearing any armor other than those allowed they lose this ability.

Level 10- Second Favored Enemy- This functions the same as described above.

 

Prime Attribute- Strength

Armor Proficiency– Light and Medium Armor and Shields (Except Tower Shields).

Level Hit Dice Base Attack Bonus
1 d10 +0
2 d10 +1
3 d10 +2
4 d10 +3
5 d10 +4
6 d10 +5
7 d10 +6
8 d10 +7
9 d10 +8
10 d10 +9
11+ +4 +9*

Witch (Charisma)

Level 1- Spells– A Witch gains the ability to cast spells by entering into a pact with some

powerful force.  This can be an unknown entity, an unfavorable God/Goddess, or even a demon or devil.  While the Witch has her own free will, she may be called to serve her master or face their wrath and lose her power.

A Witch knows a limited amount of spells and is unable to cast spells from a spellbook like a Wizard or utilize any arcane scrolls.  However she does not need to prepare her spells every day.

 

Cantrips– Level zero spells that are cast as normal, but are not expended when cast.  For a Witches level zero spells per day see Spells Known table.

 

Pact– This spell functions like the Commune Spell except that the Witch is contacting her benefactor to answer questions or grant a favor.  This should be used sparingly as the patron will ask for something in return and the Witch must be careful lest she cannot provide what it is the benefactor seeks.

A Witch must sacrifice a creature no less complex than a goat, sheep, or pig.  Large dogs, humans, horses, cows, etc all work as well.  A Witch can use this ability once per level. The terms of what she is asking and what is granted should be discussed with the GM.  The GM will determine what is asked in return by the Patron.  Once asked a Witch cannot refuse or she will be pulled into the void and tortured for all eternity.

Level 5- Hex– A Witch is able to tap into dark powers and direct them at a foe, hindering them.   The target of this check must make a Willpower check -2 or suffer terrible misfortune.   If successful the next roll the target makes must be rerolled and they must take the lowest of the two.

A Witch can cast this once per day until level 8 when it increases to twice a day.

Level  10- Death Hex- The Witch has become shrouded by Dark Powers.  She is able to reach in and snuff out the life energies of an individual.  The target must make a Constitution Save +2.  Failure means the target’s life force starts fading and the target will die in 1d6 rounds.  Success means the target takes 3d6 damage.  A Remove Curse spell negates the Death Hex.

A Witch can use this spell once per day.

Prime Attribute- Charisma

Armor Proficiency– Not proficient with any Armor or Shields.

Level

Hit Dice

BAB

1

d6

+0

2

d6

+1

3

d6

+1

4

d6

+1

5

d6

+1

6

d6

+2

7

d6

+2

8

d6

+2

9

d6

+2

10

d6

+3

11+

+2

+3*

Witch Spell Progression

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

4

2

2

4

3

3

4

3

4

4

3

1

5

5

3

2

6

5

4

2

1

7

5

4

3

2

8

5

4

3

3

1

9

5

5

4

3

2

10

6

5

4

3

3

1

11

6

5

4

4

3

2

12

6

5

4

4

3

3

1

13

6

5

5

4

4

3

2

14

6

6

5

4

4

3

3

1

15

6

6

5

5

4

4

3

2

16

7

6

5

5

4

4

3

3

1

17

7

6

5

5

5

4

4

3

2

18

7

6

6

5

5

4

4

3

3

1

19

7

6

6

5

5

5

4

4

3

2

20

7

7

7

6

6

5

4

4

3

3

 

 

Witch Spells Known

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1

4

2

2

5

2

3

5

3

4

6

3

1

5

6

4

2

6

7

4

2

1

7

7

5

3

2

8

8

5

3

2

1

9

8

5

4

3

2

10

9

5

4

3

2

1

11

9

5

5

4

3

2

12

9

5

5

4

3

2

1

13

9

5

5

4

4

3

2

14

9

5

5

4

4

3

2

1

15

9

5

5

4

4

4

3

2

16

9

5

5

4

4

4

3

2

1

17

9

5

5

4

4

4

3

3

2

18

9

5

5

4

4

4

3

3

2

1

19

9

5

5

4

4

4

3

3

3

2

20

9

5

5

4

4

4

3

3

3

3

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

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