Castles and Crusades Resources

Castles and Crusades Resources

Stuff I created

Classes

Class: The Fighter - My take on the Castles and Crusades Fighter class. The C&C Fighter is incredibly boring and one-note, so I spiced it up, without making it overpowered or stepping on the toes of other classes.

Class: The Ranger - My take on the Ranger class for Castles and Crusades. While the original class is okay, it doesn't really fit into what I visualize as a Ranger. Utilizes a random table when increasing level.

Class: Rough draft Fighter - combining the Fighter, Barbarian, Monk, Knight, and Paladin into a single class, and allowing the Player (OMG) to choose how they want to grow their character. 

Class: Final Draft of the Fighter - As above, but more refined.

Class: Magic User - similar but different than the previous Wizard class. This is a final draft form of an all encompassing magic class.

Races

Gobliniod player races - stats and information for playing as a goblinoid character in Castles and Crusades. Included are my versions of Goblins, Kobolds, Orcs, Troglodytes, and Hobgoblins. Note that these are not typical versions of these races as found in the Castles and Crusades official rule books. 

Race: the Fungoid - Sorry, no stats. This was a brainstorm, mind-puke kinda thing that led to more ideas in the future. 

Race: the Dog - An interpretation of a playable race someone else created. I think it would be fun and challenging to play as a dog in Castles and Crusades.

Race: Human - Humans as they pertain to a setting I've been building for the last several years. Mainly just a mixed bag of ideas, but maybe useful or thought-provoking to other readers. 

Races: Halflings and Elves - More half-baked ideas about using regular playable races in different ways. The elf write-up is a precursor to my later ideas about the Preton race.

Race: Elves - More ideas related to elves based off the earlier post found above. 

Race: The Yon - Giant ape-men immune to clerical magic! This is my first full-on write-up of a race for Castles and Crusades, complete with ability adjustments and everything else. It's flawed, but I'm immensely proud of this. 

Rules

Start of the Goblins campaign - a short campaign of monsters as player characters and traditional player races being the bad guys. Right off the bat I was modifying Castles and Crusades instead of using the rules as written.

Starting Equipment - This is a quick and easy way to roll up starting equipment without having to flip pages and track coinage. It was designed for Castles and Crusades but is useable for any game with no changes necessary.

Hit Points and Skills - I was tweaking with Hit Points and skills and came up with a system I like better than the standard Castles & Crusades rules. Hit points based on race, not class. Skills useable by all classes, not just Thieves.

A new Magic System - Oh boy! I made a new magic system and also remade the Wizard and other spell casting classes, all at the same time! Spells cost hit points! Wizards choose their hit die at character creation! MADNESS!!!

Addendum to the aforementioned Magic System - further tweaks and finishing touches on the hit point based magic system.

Skills and Saving Throws - my final modification to Castles and Crusades before becoming so frustrated that I moved on to other games. Really simplifies the rules, and I thoroughly recommend using these in your game!

Stuff other people created

Engine of Oracles - this is all just... genius really. Romance-era Castles and Crusades with new classes, races, spells, and monsters. Doesn't get the credit it deserves. 

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