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C&C Dragonlance Adventures!
Posted: Fri Jul 07, 2006 12:08 am
by Dragonhelm
Hey, gang, I wanted to let you know that the Dragonlance Nexus has posted Castles & Crusades Dragonlance Adventures.
Kudos to Antonio for all his hard work.
Posted: Fri Jul 07, 2006 12:16 am
by meepo
Very cool! I know someone who will swoon over this...
Thanks for posting the link.
Posted: Fri Jul 07, 2006 11:12 am
by DangerDwarf
Nice, I've only given it a quick read so far but looked good to me.
Now, since I'm so lazy...
Think you guys can crank out a C&C conversion for PoC a few days after it's released?
Posted: Fri Jul 07, 2006 11:49 am
by rabindranath72
Hey Trampas, thank you!
DangerDwarf wrote:
Nice, I've only given it a quick read so far but looked good to me.
Now, since I'm so lazy...
Think you guys can crank out a C&C conversion for PoC a few days after it's released?
I do not own any of the new adventures for Dragonlance, so I cannot be of help here, sorry! However, I am working on a Fifth Age addendum for the above document.
Cheers,
Antonio
Posted: Fri Jul 07, 2006 1:24 pm
by Omote
Congrats Rab!
Now Nexus'ers can see the power of C&C!
...................................Omote
FPQ
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> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
Posted: Fri Jul 07, 2006 2:28 pm
by Dragonhelm
Omote wrote:
Now Nexus'ers can see the power of C&C!
I'm more than happy to promote C&C in Dragonlance. If any of you have any DL submissions for C&C, I'd be more than happy to post them.
I guess I'm more than happy today.
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---DragonHelm--->
Dragonlance Nexus
Posted: Fri Jul 07, 2006 2:45 pm
by Omote
And, it goes without saying we appreciate your efforts on the C&C front, Dragonhelm. 8)
.........................................Omote
FPQ
_________________
> Omote's Advanced C&C stuff <
Duke Omote Landwehr, Holy Order of the FPQ ~ Prince of the Castles & Crusades Society
Re: C&C Dragonlance Adventures!
Posted: Fri Jul 07, 2006 2:45 pm
by Tadhg
Dragonhelm wrote:
Hey, gang, I wanted to let you know that the Dragonlance Nexus has posted Castles & Crusades Dragonlance Adventures.
Kudos to Antonio for all his hard work.
Thanks for the link.
Nice piece of work there, Antonio!
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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Posted: Fri Jul 07, 2006 5:47 pm
by DangerDwarf
rabindranath72 wrote:
I do not own any of the new adventures for Dragonlance, so I cannot be of help here, sorry! However, I am working on a Fifth Age addendum for the above document.
Oh well, I guess its good that we decided to finish that arc still using the 3e rules then.
But now you've made it difficuly not to play DL with C&C. I'm looking forward to the 5th age addendum.
Posted: Sat Jul 08, 2006 10:01 am
by rabindranath72
DangerDwarf wrote:
Oh well, I guess its good that we decided to finish that arc still using the 3e rules then.
But now you've made it difficuly not to play DL with C&C. I'm looking forward to the 5th age addendum.
I am really sorry to make you choose between 3e and C&C
And thanks all for the kind words!
Cheers,
Antonio
Posted: Sun Jul 09, 2006 9:08 am
by Geron Raveneye
Hmmmm, nice work indeed! Definitely looks good.
Posted: Sun Jul 09, 2006 10:00 am
by Arioch
Yes nice work
ken
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Sorcery and Mysticism
Posted: Thu Jul 27, 2006 10:49 am
by rabindranath72
As promised, here is the draft of the rules for Sorcery and Mysticism, as seen through C&C.
Basically, I identified the core elements of the SAGA system (which is much more flavorful than the 3.x current system, IMO), and tried to streamline it to fit with the core C&C mechanics.
Key points:
1 - I want to preserve the easy switching from Sorcerer to Wizard and Mystic to Cleric for those characters having epiphanies; this is useful for running campaigns in first years of the 5th Age. I struggled in a campaign I run to convert a Knight of the Thorn to a Sorcerer; a big headache with the current rules.
In game terms, this translates into Sorcerers using the EPP tables, BTH, weapon and armor and spell table of Wizards. Mystics use the corresponding items of Clerics.
2 - Sorcerers can access the Wizard and Illusionist spell lists; Mystics can access Cleric and Druid spell lists; but with a fundamental constraint: Sorcerers can only cast spells which do not directly affect living beings, while Mystics can only cast spells which directly affect living beings. All spells which do not qualify, are considered Hybrid spells, and are treated as being one level (or more, at the CK's discretion) higher than they are. For example, the Wizard spell Sleep is first level. However, since it directly affects a living being, it is considered Hybrid, so it is treated as a second level spell. The 0 level Light spell of Clerics is considered Hybrid, so it becomes a 1st level spell.
3 - Sorcerers and Mystics can only ever know a number of spells equal to the number of spells that they can cast daily. So, just one table is used. It is assumed that experience is the prime factor in determining how spellcasters are able to shape the magical energies, and that their minds are only capable of being "imprinted" with the correct patterns to shape magic for a limited number of times. They need only sleep and rest as usual, and then meditate for one hour to recover their energies. No memorization is necessary.
4 - Sorcerers and Mystics can freely cast any of their known spells, up to their daily allotment. Intelligence and Wisdom bonuses apply as usual, both to the number of known and castable spells. They can also "trade" an high level slot for a lower level spell. All spells are considered to have just verbal and somatic components (except for those spells which require costly components, which translates into loss of XPs at the ratio of 1xp = 1gp).
5- Sorcerers and Mystics are able to leech magic items for spell energy (rules for these will follow).
These are all the core ideas behind the class. These are in the playtest stage now, and it seems to go quite well, much better than I hoped.
Cheers,
Antonio
Posted: Thu Aug 10, 2006 8:03 pm
by weasel fierce
Looks good I may have to drag out the three DL modules I do own (1, 2 and 3) and give them a spin
Posted: Fri Sep 29, 2006 5:21 am
by Veritas
I've downloaded your rules and I like what you've done with it. I'm definitely going to use them for my upcoming campaign.
Did you consider splitting up the Wizards of High Sorcery into the three orders, with different EP and spells/day tables for each, like they are in the AD&D rules?
I did a bit of converting to see if it would work, and I think it looks pretty good. I could write them up if anyone would like to see them.
Posted: Fri Sep 29, 2006 6:28 am
by rabindranath72
Veritas wrote:
I've downloaded your rules and I like what you've done with it. I'm definitely going to use them for my upcoming campaign.
Did you consider splitting up the Wizards of High Sorcery into the three orders, with different EP and spells/day tables for each, like they are in the AD&D rules?
I did a bit of converting to see if it would work, and I think it looks pretty good. I could write them up if anyone would like to see them.
Thanks for the kind words!
Stay tuned for the new version of the sourcebook
No, I did not try it, since it would mean (at least) giving them different spell lists; it would also raise the problem of the interfacing with standard wizard and illusionist classes.
I do not think it would improve the "feeling" of the setting, and as with all things C&C, I think simpler is better. Also, the "philosophy" of the sourcebook is to stay as near as possible to the DL modules concept, which introduced next to nothing in terms of rules. I decided to add things just where I saw the need. For WoHS I think it is best handled by roleplaying and flavor.
Anyway, if it suits your style, go for it! I am curious to see what you come up with.
Cheers,
Antonio
Posted: Fri Sep 29, 2006 8:02 am
by Veritas
Actually, it doesn't necessarily mean having totally different spell lists, even though the original AD&D sourcebook assigns different "schools" to the Orders.
Without schools of spells, it would be simple enough to omit that part and simply give separate experience and spell/day tables, which would reflect how those of the White robes gain power slower to start, but more power later, those of the Black order gain power quickly to start, but slow down faster, and those of the Red robes are in between... and each having experience point totals lower than the standard Wizard or Illusionist, to reflect it being harder to be a rogue wizard.
So, it would be like this...
[quote]Code:
Now, those numbers are a first draft... there are a couple of levels where they don't actually gain any more spells, which I think isn't too fair, going through several hundred thousand xp in order to gain 1 hit point and nothing else, so I have plans to modify them, but these are based directly on the AD&D sourcebook, adapted to the spells/day lists in the C&C rulebook.
btw, the unexplained smilies in there are weird... does that happen anytime anyone types in those numbers?
Posted: Fri Sep 29, 2006 9:05 am
by rabindranath72
So the only difference is in the spell tables. I really never liked this aspect in DLA.
Also take into account that the original advancement tables were weighted even with respect to the accessible spell schools. For instance, Black Robes were not supposed to be able to cast evocation spells, which meant no magic missile, fireball, and other attack spells; which was an overly large limitation. So, if you want them to be able to advance faster only by virtue of spell tables, the XP tables must be completely revised.
I do not know whether the effort is worth the time, however.
Perhaps, if you want to show the fact that different Robes are more powerful at different level ranges, you can allot a given number of bonus spells, which black robes are allowed to "spread" over low-level spells, red robes over medium levels and white robes over high levels.
So, if low levels is 1-3, medium is 4-6 and high is 7-9:
1 bonus spell in the 7-9 range to white robes,
2 bonus spells in the range 4-6 to red robes and
3 bonus spells in the range 1-3 to black robes
So you would not need to change the XP tables, since the three orders would be more or less balanced, yet they would be effectively more powerful for their level. Obviously, the numbers above are just an indication, change with what you like most.
Cheers,
Antonio
EDIT: As a little variation, you may want to limit the accessible levels as a function of the intelligence bonus, in this way:
+1: lowest level of the range
+2: up to mid level of the range
+3: up to high level of the range
So, a Black Robe with a 13 Intelligence could only cast 3 additional first level spells.
A Red Robe with 16 Intelligence could cast 2 additional 4th or 5th level bonus spells.
A White Robe with Intelligence 18 could cast 1 additional spell of 7th, 8th or 9th level.
Posted: Fri Sep 29, 2006 8:14 pm
by Veritas
Well, there was some difference in the xp tables.
*shrug*
It's really no big deal. I have no problem with how you did it originally, I was just curious if you'd considered it at all.
Posted: Fri Sep 29, 2006 8:57 pm
by Tadhg
Veritas wrote:
btw, the unexplained smilies in there are weird... does that happen anytime anyone types in those numbers?
Yes, but you can disable them in your post. Check the "disable smilies in this post" box underneath the message body. You can also go back and edit your post to correct it.
13
14
_________________
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte
"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax
"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth
Posted: Fri Sep 29, 2006 11:06 pm
by Veritas
Thanks Rhuvein. I keep forgetting that's there. heh.