Castles Crusades Players Handbook PDF/EPUB ↠ Castles

Castles Crusades Players Handbook PDF/EPUB ↠ Castles


Castles Crusades Players Handbook [Epub] ➞ Castles Crusades Players Handbook By Davis Chenault – Centrumpowypadkowe.co.uk This book contains everything needed to create heroic characters and enter a world of fantastic adventure A world where brave adventurers battle ancient dragons descend into dungeons in search of trea This book contains everything needed to create heroic characters and enter a world of fantastic Castles Crusades eBook ¹ adventure A world where brave adventurers battle ancient dragons descend into dungeons in search of treasure and glory and rescue mystic artifacts from the clutches of evil wizardsEasy to learn fast and fun to play Castles Crusades is the game for those who enjoy tales of high adventure and epic fantasyCastles Crusades' easy to learn attribute based rules system allows players to choose among archetypal character classes and races to create their characters Spells euipment fast paced combat rules and all the essential information needed for the players of Castles Crusades is in this bookGather some friends grab some dice and unleash your imagination You're entering the grand adventure that is Castles CrusadesYou are limited only by your imagination.

  • Hardcover
  • 192 pages
  • Castles Crusades Players Handbook
  • Davis Chenault
  • English
  • 24 May 2015
  • 9781936822768

5 thoughts on “Castles Crusades Players Handbook

  1. David David says:

    Yeah I am filling out my 2018 books read list with rpgs and graphic novels What can I say I've been slacking on the novel reading front Anyway I submit that RPGs are a valid form of literature often constructing entire imaginary settings characters and plots for the benefit of the readerplayerBut let me try to review this in a way that might hold some interest for the non gamerSo Castles Crusades To understand the appeal of this game you have to some history with Dungeons and DragonsAdvanced Dungeons Dragons is now as of 2018 on its 5th edition probably the best selling edition of all times Besides the five editions of ADD there was also Basic DD Expert DD the original DD and that's just all the official Dungeons and Dragons releasesThere have been many many many oh so very very many homebrewed hacked and offshoot DD like games published and you might reasonably wonder why? If you want to play dungeon crawlers hacking and slashing their way through orcs and dragons in search of loot or in a high minded campaign that actually involves things like role playing adventurers on an epic uest to save the kingdom or whatever ie like the plot of an epic fantasy novel why not just pick ADD? It's the most popular it's the most well supported you can buy books by the ton and practically everyone has heard of it whereas if you say Hey let's play this weird off brand ADD like game that's not uite ADD people are going to say Why not ADD?The answer is kind of like Why fifteen brands of cola on the grocery store shelf? There is a niche for everyone and if you sell something that's not Coke or Pepsi you are never going to have Coke or Pepsi like sales but you will attract a handful of people who like your flavor betterBut that's not entirely the story There is also the fact that gamers are a particular sort and different rules systems support a particular sort of game ADD 5E for example is probably the slickest and most balanced edition ever I've actually played a few games after having not played real ADD since the First edition and it's a nice system that makes even first level characters fairly potentAnd this power creep in various editions is a feature to some and a bug to others A 1st level character in ADD 5E is significantly powerful and likely to survive their first adventure than a 1st level character in ADD 1E Magic Users get spells to start out with Fighters get Hit Points and attacks and Thieves are not completely useless until they get to 5th or 6th level like they kind of were in ADD 1ECastles Crusades is basically a homebrew hack of ADD 1E with the distinction that it was one of the first such published hacks and that Troll Lord Games actually had the cooperation of E Gary Gygax Mister DD himself who after leaving TSR was involved in many attempts to capture lightning again most of them much less successful than DDBecause of unfortunate licensing reasons when Gygax died TLG was unable to use any of the material they developed in collaboration with him and for that and maybe some publishing delays CC never uite caught on as much as it might have and became an also ran in the crowded field of ADD clones though it's still a fairly popular and well supported oneSo what does CC do for you specifically in this book which is just the Players Handbook? Like ADD to really make use of the complete system and have enough material for a rich campaign you need at a minimum a Players Handbook a DM's Guide Castle Keeper as the DM is called in CC and a Monster ManualCC takes some of the old school sensibilities of 1st Edition ADD which many players including myself like your beginning characters are a bit fragile and not very powerful You can mow down a gang of goblins but don't go taking on vampires or dragons However what CC provides that the original ADD didn't was a rule system to allow characters to do things that are not strictly described as a class ability In old school DD if you wanted your fighter to try to pick a pocket or a magic user to try to intimidate a merchant the GM would shrug and either arbitrarily pick a die for you to roll or just say you could do it or you couldn't Which is fine for a certain mode of gaming but sometimes you like guidelines that give you an idea of what's within the realm of likelihood and what isn'tCC uses what TLG calls the Siege tm Engine but basically it just means everyone gets to pick a couple of characteristics that are primary for them Any time you try to do something the Castle Keeper decides what characteristic applies eg Intelligence for recognizing a lost language Wisdom for spotting an ambush etc and roll a d20 with various attribute and level and difficulty modifiers It's a decent uick dirty system though it's not the most elegant nor necessarily the most balanced But it works Some players and GMs might prefer old old school where the GM just makes an arbitrary ruling and his word is law while other players like newer systems where there are detailed rules for everything and character skills and abilities are open ended CC is a bit of a hybrid of classic ADD with a little bit of a skill system grafted onOverall I like it disclaimer I've only run one very short adventure with it though I am not yet sure if it's my go to old school dungeon crawl system I know I'm not a fan of 5E despite its many virtues because in newer games you always have That Guy who spends hours tinkering with his character build to optimize bonuses and abilities I admit sometimes I am That Guy An older game like CC gives you just enough customization to make your character good at what you want to be good at but without letting you try to min max the heck out of it So it serves its purpose of providing old school flavor but a little bit of modern game designAs for the writing well I cannot say the CC Players Handbook is the best such handbook I've ever read The influence of Gary Gygax who was infamously verbose and florid to the point of pretentiousness shows The organization is a bit lacking Combat bonuses are described up front with the character class descriptions but you don't get to the rules for combat and how those bonuses apply until the Castle Keeper's section at the end of the book There are many mentions of typical monsters and treasures like goblins orcs dragons etc but of course you have to buy another book to actually get their stats There is no beginning adventure in this book In other words you could probably hack together a first game from the Players Handbook alone but if you actually want to play CC you will need booksAll of that said it's a nice piece of classic game design for the old DDer in all of us and the artwork is passable and certainly exceeds the standards of 1E ADD books

  2. Alex Denby Alex Denby says:

    I have yet to play this but it seems like a great offshoot of DD 3e

  3. Ron Russell Ron Russell says:

    Awesome I'm definitely going to use it as one of my OSR go to games

  4. Stan Stan says:

    If you have fond memories of 1st edition Advanced Dungeons Dragons then this book should resonate with you It has the feel of that old school style of gaming but cleaned up and coherent than the books from back in the day In this game it really is simpler to play a fighter than it is to play a wizard Like an old school game this book isn't really a complete game The castle keeper will need the Castle Keepers Guide and the Monsters and Treasure book like the Dungeon Masters Guide and Monster Manual back in the day The streamlined game play along with the old school feel makes this an interesting set of game mechanics for the fantasy role player

  5. Max Max says:

    I want to like Castles and Crusades It's an attempt at a game with modern mechanics and an old school feel However it feels a bit too old school in a lot of ways and while the modernization of mechanics is serviceable and has a few clever ideas it's a bit too bogged down in old school sensibilities for me to really want to play it Plus this book is rather poorly edited and terribly disorganized with the combat rules occurring in the GM's section to give just one egregious example Overall I don't think this is the worst RPG ever and I can understand how people enjoy it but I certainly don't think I'm likely to use this anytime soon if ever

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