My C&C core books...

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
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slimykuotoan
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My C&C core books...

Post by slimykuotoan »

...shall consist o' this:

The Castle Keepers Guide (awesome hardcover)

The Players Guide/Monsters & Treasure Flip Book (soft cover :( )

Classic Monsters (hardcover - just ordered)

Monsters & Treasure of Aihrde (soft cover -just found in a gaming box)

(I also own multiple copies o' other core books, but they shall be for use by my players. The above set, shall be my treasured, black & white CK's collection.)

So Shall It be Written, So Shall it be Done.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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Arduin
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Re: My C&C core books...

Post by Arduin »

If you use CKG as "Core" you are going to have to let your players in on it as it changes/modifies many of the rules found in the PHB...
Old age and treachery will overcome youth and skill

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slimykuotoan
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Re: My C&C core books...

Post by slimykuotoan »

Totally. The CK Guide offers the players much in the way o' versatility and customization possibilities.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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Warunsun
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Re: My C&C core books...

Post by Warunsun »

slimykuotoan wrote:Totally. The CK Guide offers the players much in the way o' versatility and customization possibilities.
I actually don't use much from the Castlekeeper's Guide as written but I am often referencing it for ideas and to make decisions for my own C&C campaign. It is a great resource for ideas but much like first edition's Unearthed Arcana I wouldn't expect any group to use all of it.
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slimykuotoan
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Re: My C&C core books...

Post by slimykuotoan »

We're pretty heavy into it: advantages, luck points, hero points, class + 1/2 options, etc.
For crying out loud. Do your best with the rolls the dice have given you. This is what separates the men from the boys... -Kayolan

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Warunsun
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Re: My C&C core books...

Post by Warunsun »

slimykuotoan wrote:We're pretty heavy into it: advantages, luck points, hero points, class + 1/2 options, etc.
We are using advantages but largely based on Omote's awesome suggestions. I added a few homemade ones and deleted a few but mostly using his. I told everyone they could use Class and ½ but the multi-class characters stuck with more traditional full multi-class setups from right in the C&C Player's Handbook appendix.
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Captain_K
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Re: My C&C core books...

Post by Captain_K »

I find the CKG to be rarely used in games other than a few pages:
COM; only to keep new folks straight on CHA and that CHA is not COM
Height & Weight (should be in PH)
Spell books
Equipment
adherents as secondary (tertiary) profession ideas
Social class and rank
underground light
Tiered/HD tables of monsters
Secondary skills
Luck and Hero points

Most of these are to help create characters, but the players and I love the luck and hero points..
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.

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Arduin
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Re: My C&C core books...

Post by Arduin »

Captain_K wrote: underground light
.
I missed that one. Have to look at now.
Old age and treachery will overcome youth and skill

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tylermo
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Re: My C&C core books...

Post by tylermo »

The rules for swimming, the extra combat maneuvers, expanded age table, mass battles, the basic equipment wastage table, suggested costs for normal spell components, costs for various types of lodging, etc. Then again, there are many other things I probably won't use.

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