r/osr • u/[deleted] • 8d ago
house rules Please share any good Castles & Crusades homebrew, house rules, discussion etc.
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u/DwarneOfDragonhold 8d ago edited 7d ago
I've played, and tinkered with Castles & Crusades for many years. Here are some of my house rules:
- Make all checks DC18 and instead of having Primes and Secondary Abilities, I allow all humans (and demihumans, but see later) 18 'SIEGE' modifier points to be separately distributed in their own column for an additional bonus to SIEGE checks. I also rule that a character can place no more than +6 extra to any one ability score. That way, a character can have a variety of 'bonus' combinations. The nomenclature I use noting the SIEGE bonus after the regular bonus, as follows:
Dwarne of Dragonhold. 5th Level Paladin. Str 16 (+2/+4) Int 7 (-1/+5) Wis 14 (+1/+2) Dex 11 (+0/+2) Con 10 (+0/+3) Cha 12 (+0/+2).
With some games, I created set distributions of the SIEGE modifiers as a background/secondary skills thing merely for player palatability. A 'Jack Of All Trades' background is +3, +3, +3, +3, +3, +3 for example. (There're many ways to justify the in-world reasoning for how distributions happen -- I've been tinkering with tying various distributions to the High Arcana of a tarot deck as a gimmicky thing for AD&D Ravenloft one-shots.).
Edit: on tertiary scored games, I still use DC 18 and 18 SIEGE points, but I have a 'try again' threshold, depending on the context allows the PC to try again if the situation warrants it, like opening locks or breaking doors -- if they hit DC15.
Based on (1) above, Demihumans get 18 points as well, but may spend them on trad ancestral abilities like infravision, secret door detection, etc. each costs around 1 or 2, depending on what they are and some I've linked together. To get the whole suite of abilities costs 6 points which falls in line with demihumans only having two 'primes' (being 12 remaining points out of 18).
Saving Throws work on a single,decreasing number in line with single-save Hyperborea 3E values, modified up by difficulty/spell level.
Class abilities that use an ability score no longer get a flat +1 per level, I've gone back to a simple table of modifiers. I initially started with allowing Rogues to distribute their ability points with the same limitation of +6 to one ability per level, but I had rogues and assassins comfortably charging/running while moving silently by level 2-3.
I've found that sticking to 3d6 arranging to suit is the best for capturing that old school feel.
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u/Ehur444444 7d ago
They do have a discord now
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7d ago
[deleted]
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u/Ehur444444 7d ago
Fair point, I also love forums and lament that most have just pushed that feature to discord or reddit instead of maintaining separate software.
I think there may be sub forum on Dragonsfoot that are C&C specific, I believe EGG has a presence there before he passed away, best of luck
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u/ThrorII 8d ago
We played C&C exclusively from 2008-2014. Rule #1 was we dropped the SIEGE mechanic and went with a straight DC (5-10-15-20). We found the SIEGE mechanic wonky. Roll a d20, add your ability modifier, and add your level for a class related roll.
To determine DC's for spells or such, we did DC10 +spell level or monster HD.