Where to start?
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Reaper Steve
- Henchman
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- Joined: Wed Feb 01, 2012 4:48 pm
Where to start?
Hi there!
The announcement of D&D 5E has created a lot of nostalgia for 'old' D&D. As I was following the news over the last few weeks, I saw some parallels between what D&D Next is trying to do and what (I think) C&C already does. (I was aware of C&C when it was originally released, but I have never played it.) As I read some other forums, I saw that others--more knowledgeable on C&C than I--were also drawing the same parallels. So, here I am, ready to experience some C&C... but I'm having trouble figuring out where to start.
The Players Handbook (4th printing) is obvious.
What about Monsters & Treasure? Does the "... of Airdhe" version supersede the 3rd printing, or is the 3rd printing still the first monster book to get?
How about an adventure? I've downloaded the Quickstart rules, but I want to run a 1st level adventure (I think the freebie is 4th) and my players all hate pregens. It looks like A0: The Rising Knight will fit the bill, but I'd like to know of any other options.
Finally, do most folks play the game as written? For instance, I see no mention of 'max hit points at 1st level'... so are people actually rolling HP? The thought of 1d4, 1d6, 1d8, or maybe 1d10 HP makes me cringe!
Anyway, I'm looking forward to joining the old school renaissance, any pointers would be appreciated!
Steve
The announcement of D&D 5E has created a lot of nostalgia for 'old' D&D. As I was following the news over the last few weeks, I saw some parallels between what D&D Next is trying to do and what (I think) C&C already does. (I was aware of C&C when it was originally released, but I have never played it.) As I read some other forums, I saw that others--more knowledgeable on C&C than I--were also drawing the same parallels. So, here I am, ready to experience some C&C... but I'm having trouble figuring out where to start.
The Players Handbook (4th printing) is obvious.
What about Monsters & Treasure? Does the "... of Airdhe" version supersede the 3rd printing, or is the 3rd printing still the first monster book to get?
How about an adventure? I've downloaded the Quickstart rules, but I want to run a 1st level adventure (I think the freebie is 4th) and my players all hate pregens. It looks like A0: The Rising Knight will fit the bill, but I'd like to know of any other options.
Finally, do most folks play the game as written? For instance, I see no mention of 'max hit points at 1st level'... so are people actually rolling HP? The thought of 1d4, 1d6, 1d8, or maybe 1d10 HP makes me cringe!
Anyway, I'm looking forward to joining the old school renaissance, any pointers would be appreciated!
Steve
- Omote
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Re: Where to start?
If you are going to run the game, the Monsters & Treasure book is a must. Monsters and Treasure of Aihrde is a different monster book altogether, with more/different treasures. Though the latter is setting specific (to Aihrde), it's a interesting monster book. I've never seen another RPG monster book like that one. Very unique.
As for starting adventures, I there are very few 1st level C&C adventures. Rising Knight, and DB1 are both first level. Though DB1 is more of a micro-setting then true adventure book.
As for house rules, C&C was made for them. This is not a bad thing, though. One of the absolute, best designed features of C&C is how well it plays right out of the book, with no house rules added in. Equally good, is how easy and adaptable C&C is to new rules. The SIEGE ENGINE mechanic lends itself to the ease of rule integration.
Search through this site and you'll see hundred of house rules that have popped up over the years.
Welcome to the Crusade Reaper Steve.
~O
As for starting adventures, I there are very few 1st level C&C adventures. Rising Knight, and DB1 are both first level. Though DB1 is more of a micro-setting then true adventure book.
As for house rules, C&C was made for them. This is not a bad thing, though. One of the absolute, best designed features of C&C is how well it plays right out of the book, with no house rules added in. Equally good, is how easy and adaptable C&C is to new rules. The SIEGE ENGINE mechanic lends itself to the ease of rule integration.
Search through this site and you'll see hundred of house rules that have popped up over the years.
Welcome to the Crusade Reaper Steve.
~O
@-Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society-@
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
VAE VICTUS!
>> Omote's Advanced C&C stuff <<
Re: Where to start?
Get the PHB and the Monsters & Treasure. That's all you need. M&T of Airdhe is setting specific and doesn't replace M&T.
Personally, I start PC's with max H.P. You are the GM, do what works for your group.
Most of all, have a blast!
Personally, I start PC's with max H.P. You are the GM, do what works for your group.
Most of all, have a blast!
- Sir Ironside
- Lore Drake
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Re: Where to start?
I've been doing max hit points since the 80's and AD&D. I always found it more fair. I've also dabbled in different rolling of the abilities. Most of the time I use some sort of "advantage" in rolling abilities, mostly because this is a game of hero's and their abilities should reflect that, but still keep some decent variation of those ability numbers.
The only time I was a hard-ass about rolling abilities was very early on playing rpg's.
Two examples of house-ruling but I personally try to keep RAW as much as possible. Others like to model the gaming experience to what they like the most. C&C is easy and good to do that, though house rules without breaking the system.
The only time I was a hard-ass about rolling abilities was very early on playing rpg's.
Two examples of house-ruling but I personally try to keep RAW as much as possible. Others like to model the gaming experience to what they like the most. C&C is easy and good to do that, though house rules without breaking the system.
"Paranoia is just another word for ignorance." - Hunter S. Thompson
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alcyone
- Greater Lore Drake
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Re: Where to start?
A0 is pretty good if you like a sandbox game. Most of the A series modules so far are this way and explore the Blacktooth Ridge area of Aihrde. If you are looking for free stuff, there is also Voices of the Three: http://www.dragonsfoot.org/php4/archive ... fileid=194Reaper Steve wrote:Hi there!
How about an adventure? I've downloaded the Quickstart rules, but I want to run a 1st level adventure (I think the freebie is 4th) and my players all hate pregens. It looks like A0: The Rising Knight will fit the bill, but I'd like to know of any other options.
and Beacon at Enon Tor: http://tower.newcenturycomputers.net/temp/beacon.pdf, but I have played neither.
Note that you can fairly readily convert other D&D adventures with varying amounts of ease. For games with descending AC, just subtract from 19 to get the C&C AC, and run monsters from M&T instead of the Monster Manual (or not, you can assign primes to the MM monsters as you wish, too). For 3.5, if you search the forums, someone from Goodman Games wrote a quick guide to convert adventures.
No, I don't think most people play the game as written, judging from all of the house rules I see around here. I make people roll hit points as written; I like a grueling first level, but if you don't like it, change it. For first level one idea is using constitution as bonus temp hit points; once they are gone they are gone forever. I think Hackmaster does something like that.Reaper Steve wrote: Finally, do most folks play the game as written? For instance, I see no mention of 'max hit points at 1st level'... so are people actually rolling HP? The thought of 1d4, 1d6, 1d8, or maybe 1d10 HP makes me cringe!
Don't get hung up on the right way to do things; every CK does things differently.
My C&C stuff: www.rpggrognard.com
Re: Where to start?
Welcome! Enjoy your stay.
All you need is PHB and the M&T. The M&T is 75% monster manual and 25% dungeon masters guide (the magic items mainly). After that, you can run a game and need nothing else (of course having a few table copies of the PHB is always nice).
M&T of Aihrde is a great book. The Castle Keepers Guide is as well. At some point, I'd snag 'em. The CKG lists some alternate rules.
As far as starter module, Dark Journey is the only choice.
All you need is PHB and the M&T. The M&T is 75% monster manual and 25% dungeon masters guide (the magic items mainly). After that, you can run a game and need nothing else (of course having a few table copies of the PHB is always nice).
M&T of Aihrde is a great book. The Castle Keepers Guide is as well. At some point, I'd snag 'em. The CKG lists some alternate rules.
As far as starter module, Dark Journey is the only choice.
Re: Where to start?
Dark Journey! 100 rooms to explore if I'm not mistaken!! Classic adventuring to be had with that one. A0 The Rising Knight also comes to mind. A town with good npc's who offer the characters a chance to deal with someone who's terrorizing their town. Overland and dungeon exploration. Trollzah!!
- Sir Ironside
- Lore Drake
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Re: Where to start?
If your looking for a more long term adventure you can't go wrong with the A series of modules. Built in modules that are placed in the in-house world of Airdhe. You can get the boxed set that is cheaper than buying all the modules separately. (The boxed set includes A0) I'm usually not that interested in boxed sets, but these modules are just not only adventures but builds an understanding of Airdhe as a world.
Plus, I don't have time to build my own sandbox world, on my own these days. Getting After Winters Dark folio and Aihrde: The Cradle of the World Maps really helps flesh out the world.
I really liked; Monsters & Treasure of Airdhe, as it introduces monsters that not only inhabit Airdhe specifically, but the players do not know the monsters to have a preconceived notion of the monsters they are used to.
Plus, I don't have time to build my own sandbox world, on my own these days. Getting After Winters Dark folio and Aihrde: The Cradle of the World Maps really helps flesh out the world.
I really liked; Monsters & Treasure of Airdhe, as it introduces monsters that not only inhabit Airdhe specifically, but the players do not know the monsters to have a preconceived notion of the monsters they are used to.
"Paranoia is just another word for ignorance." - Hunter S. Thompson
Re: Where to start?
Welcome Steve!
I can't add much to the above, the 4th printing PHB is the most current, but any works as they're all one "edition", just some errata fixes mostly (that said, the 4th printing barbarian is re-worked, and IMO better than the previous versions).
I havn't looked recently, but there are/were some M&T samples for download on the TLG website at one point, so if you don't want to by two books at once (or wait for a sale) that's a way to go. Also, the trolls do pdf sales a lot too).
can be played RAW no sweat, and I usually recommend doing so for a few sessions at least before adding houserules, (besides max hp at first level, because, really , a fighter with 1 hp? really?
)
The only hard and fast rule is have fun!
welcome!
I can't add much to the above, the 4th printing PHB is the most current, but any works as they're all one "edition", just some errata fixes mostly (that said, the 4th printing barbarian is re-worked, and IMO better than the previous versions).
I havn't looked recently, but there are/were some M&T samples for download on the TLG website at one point, so if you don't want to by two books at once (or wait for a sale) that's a way to go. Also, the trolls do pdf sales a lot too).
can be played RAW no sweat, and I usually recommend doing so for a few sessions at least before adding houserules, (besides max hp at first level, because, really , a fighter with 1 hp? really?
The only hard and fast rule is have fun!
welcome!
Bill D.
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
Author: Yarr! Rules-Light Pirate RPG
BD Games - www.playBDgames.com
http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781
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alcyone
- Greater Lore Drake
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- Joined: Mon Oct 15, 2007 7:00 am
- Location: The Court of the Crimson King
Re: Where to start?
When are you gonna run this with Skype/Maptool... I want to see more author-run adventures. Entertain us!AGNKim wrote:Welcome! Enjoy your stay.
All you need is PHB and the M&T. The M&T is 75% monster manual and 25% dungeon masters guide (the magic items mainly). After that, you can run a game and need nothing else (of course having a few table copies of the PHB is always nice).
M&T of Aihrde is a great book. The Castle Keepers Guide is as well. At some point, I'd snag 'em. The CKG lists some alternate rules.
As far as starter module, Dark Journey is the only choice.
My C&C stuff: www.rpggrognard.com
Re: Where to start?
Running a 100 room adventure via Maptool?Aergraith wrote:When are you gonna run this with Skype/Maptool... I want to see more author-run adventures. Entertain us!AGNKim wrote:Welcome! Enjoy your stay.
All you need is PHB and the M&T. The M&T is 75% monster manual and 25% dungeon masters guide (the magic items mainly). After that, you can run a game and need nothing else (of course having a few table copies of the PHB is always nice).
M&T of Aihrde is a great book. The Castle Keepers Guide is as well. At some point, I'd snag 'em. The CKG lists some alternate rules.
As far as starter module, Dark Journey is the only choice.

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alcyone
- Greater Lore Drake
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- Joined: Mon Oct 15, 2007 7:00 am
- Location: The Court of the Crimson King
Re: Where to start?
Nwelte does it 3 times before breakfast... we're running through Temple of Elemental Evil. You aren't going to let him pwn you like that, are you?AGNKim wrote:
Running a 100 room adventure via Maptool?
My C&C stuff: www.rpggrognard.com
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Lord Dynel
- Maukling
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Re: Where to start?
Welcome to the Crusade, Steve!
Everyone else has pretty much answered your questions, multiple times, so I'll just give my opinions.
I might suggest, especially if your group dislikes pre-published modules is Keep on the Borderlands. This is about as sandboxy as modules can get, in my opinion. Easy to drop into about any setting or campaign, too. But that's my opinion, in the end do what makes you happy! For the record, the C&C modules mentioned (Dark Journey, A0) are darn good.
As for hit points, again, do what makes you happy. I make the players roll, but I allow the rerolls of 1's.
Everyone else has pretty much answered your questions, multiple times, so I'll just give my opinions.
I might suggest, especially if your group dislikes pre-published modules is Keep on the Borderlands. This is about as sandboxy as modules can get, in my opinion. Easy to drop into about any setting or campaign, too. But that's my opinion, in the end do what makes you happy! For the record, the C&C modules mentioned (Dark Journey, A0) are darn good.
As for hit points, again, do what makes you happy. I make the players roll, but I allow the rerolls of 1's.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
Re: Where to start?
[quote="Aergraith"
Nwelte does it 3 times before breakfast... we're running through Temple of Elemental Evil. You aren't going to let him pwn you like that, are you?[/quote]
Maybe I'll try. I didn't like Maptool very much. I dunno...
Nwelte does it 3 times before breakfast... we're running through Temple of Elemental Evil. You aren't going to let him pwn you like that, are you?[/quote]
Maybe I'll try. I didn't like Maptool very much. I dunno...
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Reaper Steve
- Henchman
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- Joined: Wed Feb 01, 2012 4:48 pm
Re: Where to start?
Thanks for all the pointers and welcomes!
I'm glad to know I'm on the right track.
I think I'll start with Rising Knight since I've already started reading it. Plus, I like that there is a follow-on campaign (Umbrage Saga.) However, I will give Dark Journey a look!
Regarding 1st level hit points: I'm not above house ruling max HP or something similar. I guess it's just that this is such a common house rule (does anyone do it by the book and roll HP at 1st?) that I was surprised to see it as the rule. I just expected an updated approach. I worry that even max HP may not be enough... am I getting soft in my old(er) age?
I'm glad to know I'm on the right track.
I think I'll start with Rising Knight since I've already started reading it. Plus, I like that there is a follow-on campaign (Umbrage Saga.) However, I will give Dark Journey a look!
Regarding 1st level hit points: I'm not above house ruling max HP or something similar. I guess it's just that this is such a common house rule (does anyone do it by the book and roll HP at 1st?) that I was surprised to see it as the rule. I just expected an updated approach. I worry that even max HP may not be enough... am I getting soft in my old(er) age?
- shadowspawn
- Mist Elf
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Re: Where to start?
I allow all the characters to have a d8 + CON Bonus for 0 Level HP. I also let them have a second chance roll (say if they rolled a 1 or 2) but if they take it then whatever is rolled counts.
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CKDad
- Master of the Kobold Raiders
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Re: Where to start?
Some other great starting or low-level adventures are the various offerings from Brave Halfling Publishing (The Secret of Ronan Skerry, The Ruins of Ramat, and The Tick on the Tain - all stand-alone adventures) as well as the very inexpensive "Eel's Head Brewery" from AEGIS games, available in PDF over on RPGNow / DriveThruRPG:
http://www.rpgnow.com/product_info.php? ... s_id=79360
Any of these can be dropped into Airhde with ease.
Welcome to the Crusade!
http://www.rpgnow.com/product_info.php? ... s_id=79360
Any of these can be dropped into Airhde with ease.
Welcome to the Crusade!
"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."
Re: Where to start?
Dice, paper, a pencil, and the PHB.