I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Friday, September 15, 2023

A few thoughts on Castles & Crusades

Castles & Crusades is one of the first "neoclones" available. 

It also contains one of my favorite combinations: B/X plus AD&D, enhanced by modern mechanics - but mostly feels like a simplified/streamlined AD&D

For example:

- Streamlined, 3d6 ability scores like B/X.
- Stronger fighters and lots of classes like AD&D.
- Race separated from class like most non-Basic versions.
- Saves are based on ability scores like 5e (but predates 5e by 10 years!).

And, overall, it is full of great ideas.

I bought the PHB and M&T a while ago (I have the 7th printing, which is not the current one), and recently gave it a brief read, but haven't played it. 

So this isn't a proper review - just some personal observations.


The basic mechanic for tasks and skills is basically "Target 18": d20 + level* + ability modifier, success on 18 or more.

(*Usually level is added only to class abilities, but this isn't exactly clear and it involves some DM fiat - e.g., a fighter adds his level to break down a door but the book recommends not even letting him attempt to pick a lock).

For two of your abilities ("prime abilities"), the target is 12 instead (three if you're human). This huge difference distinguishes PCs from the very beginning.

It is a decent idea, but creates a small hurdle in grasping the game, at least for me: a PC with "prime" Str 16 is a LOT stronger than a PC with Str 18 but not prime when making a check (or carrying stuff), but not when calculating weapon attacks, damage, etc. Constitution, on the other hand, ONLY affects encumbrance if chosen as a prime - regardless of the score!

I'd rather give a bonus to two or three abilities and remove this "extra step" - although this is still simpler than 5e's "proficiency bonus".

Come to think of it, this game seems to have influenced 5e somehow. There are several small similarities, and we know the OSR in general was an inspiration to 5e.

(TBH, I noticed some influence in  my own game, despite not having played this before - maybe it was indirect of forgotten).

The list of classes in this game is great - thirteen classes, and only four rely primarily on spells (BTW, it seems bards, paladins and rangers do not have spells). 

You got the usual suspects plus the knight with some warlord-esque abilities. 

Awesome!

It almost manages to lower the reliance on spells, but unfortunately the spell-casting classes have LOTS of spells, cantrips, etc. The magic chapter is, by itself, about half the PHB.

Multi-classing is an optional rule (well, the ONLY optional rule in my version of the PHB) and it is treated in a sensible way.

Other than that, however, characters have little customization as they level up; it repeats the classic D&D tendency of having a big choice (class) on level 1 and no choice in other levels, unless you're a spellcaster.

So, no feats here - but some of mine might be compatible. 

It wouldn't be hard to swap features or skills to create an unmounted leader, for example, but it requires some effort.

Combat is also very good and straightforward, with rules for grappling, unarmed combat, surprise, etc. - all much simpler than AD&D.

The same can be said for the rest of the book - it has several good innovations, some unneeded AD&Disms (such as the wonky progression past level 10), ascending armor class, no critical hits... in short, very much in line with AD&D, with little conversion needed.

Unfortunately, it lacks morale and reaction rolls, which are particularly important in mot OS/OSR games, and should at least be addressed. Maybe their "DMG" has something on the subject.

Also, it is relatively easy to add them to the game if you want.

Finally, a small note on Monsters&Treasure

Again, is basically what you'd expect from an AD&D clone - BUT the statblocks have been elegantly reduced to the essentials:


I really like this format - it is leaner than AD&D and also simpler than modern D&D. Saves have been vastly simplified into mental and physical (something I considered even for PCs).

And the attack bonus is just the same as HD. Great!

In short...

From a first read, this looks like a great game

If you've been reading the AD&D DMG with us and wish there was a simplified version (especially for the combat rules!), C&C is a good start.

If this game had a free online SRD, I bet it would be one of the most popular OSR games out there.

EDIT: just found out you can get the game for free! Here and here!

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