JohnLynch wrote:I was putting together some houserules to make D&D 5th edition feel more like AD&D when it was pointed out the direction I was headed was very much replicating Castles & Crusades. I've read reviews for C&C before and moved on because of the wonky DC 12/18 (except when a GM says it's not) mechanic. I finally decided to buy the PHB and gave it a read through (another game I really like is ACKs which I also bought the core rules for. Unfortunately it's a bit too retro for my liking). Having a read through C&C definitely seems to be what I was aiming to try to replicate and the explanations make much more sense. Surprisingly the disparity between Fighter and Wizard doesn't seem to be anywhere near the level it is in Pathfinder. Common wisdom here, one poster at Dragonsfoot and the internet in general is that the C&C wizard is much more powerful than the C&C Fighter at high levels. Now looking at the PHB I see high levels is defined as level 12 with a footnote on how to sort of continue past level 12 (and I realise the Castle Keeper's Guide also has additional high level option rules). When people say high level wizards are more powerful than high level wizards, are we talking about level 15? Or are we talking level 10?
Looking at the PHB I can see a lot of factors that would completely change the dynamic of the game. I'm talking about the very base rules with no optional ones included. So:
- Straight 3d6 (arrange to taste) which statistically will create an array of: 8, 9, 10, 11, 12, 13.
- Ranged weapons do not get an ability score modifier added.
- There is no such thing as a critical hit.
- Initiative is rolled round by round with the wizard (and everyone else?) declaring before initiative is rolled what they're doing that round.
- Any damage to a wizard while casting wastes the spell.
- No multiclassing
Using these rules, I'm not seeing how a wizard is overpowered at level 10. The wizard might be able to shutdown or help the party avoid certain fights. But once combat is initiated the wizard has a fifty/fifty chance on not getting a ranged attack against them and wasting the spell (cover and the shield spell will obviously buff the wizard's AC).
So how is class disparity in C&C? I'm not expecting D&D 4th ed levels of balance. Just close enough that playstyles and smart tactics can make the difference in determining which characters are more powerful than others (something not really possible in Pathfinder in my experience and yet definitely possible in 5th edition).
Welcome John. I've never played pathfinder/4th/or 5th (although I did play 3.5 a bit). C&C allows me to emulate the "feel" of AD&D without the AD&D subsystems etc.. The key benefit of C&C if you are going for a retro feel is the unified SIEGE mechanic makes playing the game so easy you can do it on the fly, without looking at the books very much. Something I hated in 3.5. Even playing old school modules is a breeze, or (I assume) pathfinder etc. modules. You just SIEGE whatever ability the monster stat block says on the fly.
As to the wizard/fighter disparity. It is definitely there. But, remember a few factors. Almost all C&C games are played at the lower levels, so there is not a lot of high powered stuff going on (when magic gets really wacky). I would say the wizard starts to pull ahead a bit in the late single digits. But, like I said, you will spend most of your time levels 1-10. We have been playing together for about 9 years through many campaigns, and hardly ever get into the 2 digit levels.
The discrepancy between spellcasters and non spellcasters is primarily because of the way saves work. Non primes mean a (roughly) 80% failure rate, other factors being equal (and they scale with level), so eventually, you're going to be hit with a charm, or a hold, or something you are not prime on. In 1st edition, (as I vaguely recall) it felt more like the PCs got gradually more and more resistant to magic (and the monsters did too, especially with SR). This also means that smart PC spellcasters will get a feel for which monsters are prime in what stat. An experienced mage with a feel for what primes the bad guys have is much more deadly.
There are many ways to address this. Change the prime save numbers (say 10/15), boost the fighting classes by e.g. giving them multiple attacks (only fighters get multiple attacks in C&C, and only at 10th level), use the CKG advantages which tend to do more for fighting types, etc.
Another common thing people do is allow feat like actions on a SIEGE roll. So, instead of gaining the feat cleave at 5th level, you can attempt a cleave if you kill an adjacent foe right from 1st level, roll a SIEGE vs the monsters HD and if succesful you can cleave the next one.
You could even import the save method you prefer wholesale into the game. You might decide we are playing C&C but using 1st ed save charts, or 3rd ed fort/ref/wis. C&C is very modular and can accomodate any of that
As to your specific suggestions:
- Straight 3d6 (arrange to taste) which statistically will create an array of: 8, 9, 10, 11, 12, 13.
- Ranged weapons do not get an ability score modifier added.
- There is no such thing as a critical hit.
- Initiative is rolled round by round with the wizard (and everyone else?) declaring before initiative is rolled what they're doing that round.
- Any damage to a wizard while casting wastes the spell.
- No multiclassing
High stats tend to help fighting types (and especially stealthy types) more than spellcasters I would guess.
Ranged weapons also tend to be used by fighters more than spellcasters. Most rolls are modified by a high stat, so I would think ranged weapons would make sense to benefit from high dexterity
No crits is a common rule. Others allow max damage on a 20, and lose a turn on a fumble.
Initiative round by round can really slow the game down, but if you can get a smooth system going, go for it.
Spell declarations sound like a good idea but they can get a bit bogged down as well
Damage to a wizard wasting the spell is fine but those tricky wizards usually manage to avoid damage, first by staying back, and later with invisibility and the like
Multiclassing does not work like 3e (a series of careers). I think the two most common systems are Gygaxian (two classes at once) and class and a half (2nd class progresses at 1/2 the rate of the first), this latter one is usually done for flavour reasons
It sounds like you have many good ideas to make the game your own. What I would recommend is to play the game straight vanilla first, and then tweak as you go. You may find you like how it plays straight out of the box.