This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.
NOTICE: Some online security services are reporting that information for a limited number of users from this site is for sale on the "dark web." As of right now, there is no direct evidence of this, but change your password just to be safe.

Author Topic: Castles & Crusades - Is it actually good?  (Read 1473 times)

Effete

  • Full Member
  • ***
  • Posts: 108
Re: Castles & Crusades - Is it actually good?
« Reply #30 on: August 05, 2022, 10:51:06 PM »
I've never had an issue with it.  Not sure what anyone's problem with the weapon's list is.  Honestly it's the smoothest system I've ever played.  Sure we use house rules, but I have with every other system too.  It just adds some flavor and preferences.

My only issue with the weapons is that there are too damn many and a lot are far too similar to make any real difference. I have a couple players that will sit there for ten minutes unsure of whether to take a glaive or a fauchard, when functionally they're the same thing. The real world differences just aren't interesting enough to warrant a distinction in game mechanics.

The Spaniard

  • Full Member
  • ***
  • Posts: 198
Re: Castles & Crusades - Is it actually good?
« Reply #31 on: August 05, 2022, 11:06:15 PM »
I've never had an issue with it.  Not sure what anyone's problem with the weapon's list is.  Honestly it's the smoothest system I've ever played.  Sure we use house rules, but I have with every other system too.  It just adds some flavor and preferences.

My only issue with the weapons is that there are too damn many and a lot are far too similar to make any real difference. I have a couple players that will sit there for ten minutes unsure of whether to take a glaive or a fauchard, when functionally they're the same thing. The real world differences just aren't interesting enough to warrant a distinction in game mechanics.

Understood.  My players are ususally interested in the basics, so we never get that granular.

Effete

  • Full Member
  • ***
  • Posts: 108
Re: Castles & Crusades - Is it actually good?
« Reply #32 on: August 06, 2022, 12:46:17 AM »
Understood.  My players are ususally interested in the basics, so we never get that granular.

I'm the same way. I much prefer generic weapons that the players can describe however they want. A "one-handed sword" can be anything from a gladius to a scimitar to a khopesh. "Two-handed axe" would cover a bardiche, dane's axe, and perhaps a poleaxe.

pawsplay

  • Sr. Member
  • ****
  • p
  • Posts: 472
Re: Castles & Crusades - Is it actually good?
« Reply #33 on: August 06, 2022, 04:42:26 AM »
I've never had an issue with it.  Not sure what anyone's problem with the weapon's list is.  Honestly it's the smoothest system I've ever played.  Sure we use house rules, but I have with every other system too.  It just adds some flavor and preferences.

My only issue with the weapons is that there are too damn many and a lot are far too similar to make any real difference. I have a couple players that will sit there for ten minutes unsure of whether to take a glaive or a fauchard, when functionally they're the same thing. The real world differences just aren't interesting enough to warrant a distinction in game mechanics.

I got kind of burned when I bought some of the supplements, and the damage values for weapons diverged strongly from the main book, both in scale and diversity.

S'mon

  • Hero Member
  • *****
  • Posts: 12319
Re: Castles & Crusades - Is it actually good?
« Reply #34 on: August 06, 2022, 05:26:34 AM »
Re fixing the Primes system - it's pretty obvious that 5e had some C&C influence with the Proficiency Bonus, and I'd use that instead of the C&C Primes bonus/TN reduction: +2 at 1-4, +3 at 5-8, +4 at 9-12, +5 at 13-16 and +6 at 17-20. With a base TN of 15 rather than 12/18.

This reduces the value of Human PCs getting 3 Primes. I'd suggest give them +1 STR +1 CON as well, or even two floating +1s, assign as desired.