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Hackles & Crusades? Castles & Crewmasters?
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So, I'm playing Castles & Crusades.... It's like learning AD&D all over again except I know AD&D and this feels foreign.

I already integrated my own fumble and critical table since I disliked the ones in the CKG.

I'm considering adding a 10hp kicker and making weapon damage exploding (using weapon damage from HM4e).

Possibly pushing Cleric spells to 2nd level while reducing the xp needed. Maybe let them keep the cantrips.

Get rid of the extra MU spells for stats and institute chance to learn.

All healing spells are exploding.

If that goes well, maybe adding threshold of pain and fatigue factor.... then armour hit points. Finally perhaps the % with each attribute while allowing potential increases when it seems appropriate. 1d4 here, 1d3 there.

Add a Pixie style playable race along with Aardvarkian. Perhaps split Humans into three races.

I wish the Player's Handbooks were smaller.
"Save inches for the bathroom; we're using feet here." ~ Rob Kuntz (2014)

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Hackles & Crusades? Castles & Crewmasters? - by Kersus - 08-01-2016, 11:41 AM

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