Showing posts with label Castles and Crusades. Show all posts
Showing posts with label Castles and Crusades. Show all posts

October 27, 2024

Castle & Crusades Rules Reference Sheets

Castles & Crusades is the perfect mid-point between enough rules and rules-light.  Still, my players and I sometimes need help to know what's what. To reduce time looking up rules at the table, I created these reference sheets. I also use them as GM screen inserts. 

"Spell Books" by Tsabo6

Remember, you can get a free copy of the Players Handbook right here: link 

Enjoy! 

Downloadable link: Dungeoneering Dad's Castles & Crusades Reference Sheets: link 

I made this with with Marq, which is a great free resource.

October 14, 2024

My Castles & Crusades House Rules: Part 6 - Miscellany & Weirdness

"Rolling the Cosmic Dice" by armieri
Here is a hodgepodge of various rules and weird things to wrap up these C&C house rules posts.


Dice Rolls

  • Only dice rolled on the table count. If a die hits the floor, it will be re-rolled.
  • Cocked die rolls are re-rolled.









Gnomish Healing Brandy

(originally posted here)


"Caizen the Redcap Hunter" by CrypticTijero
Rationale:  

  • By the book, potions of cure light wounds (a.k.a. potions of healing) go for 300 gp a pop.  That is a bit pricey for low-level PCs, but I like how C&C keeps magic a bit rare and didn't want to mess with that.  Gnomish Healing Brandy was my answer; a good dose of healing for a reasonable cost, but with some side-effects.  It should be suitable for any D&D-style game.

Cost:

  • 50 gp
  • Note: price may vary by availability and how willing the gnome brewer is to sell to non-humans

Description:

  • An amber liquor that smells richly of honey and blackberries. It tastes overly sweet, but it is light and easy going down the hatch. The brandy is usually bottled in a drinking gourd. The recipe is a closely guarded secret.

Effect:

  • Heals 1d6 HP, but the character must make a constitution save (CL 0) or suffer -1 to hit and -1 to AC for 1d4 rounds due to the extreme buzz.
  • A flask contains one dose and multiple doses can be taken (1 per round).  However, a save must be made for each dose and the effects are cumulative.
  • For example, a character that took two doses would make a save for each dose and, if both saves failed, the character would suffer -2 to hit and -2 to AC.
  • The CK may rule that failed saves result in other ill effects (e.g., troubling casting spells, penalties to dexterity or charisma checks, etc.)
  • The character must be conscious or, at the least, at 0 HP to take a dose.


Carousing Mishaps

by Jeff Rients  (also available in Fight On! Issue #4)

  • These tables are now ubiquitous, but you gotta love the original.
  • Please see Jeff's blog for the details! - Party Like It's 999!








On Being Turned to Stone compliments of Jonathan Drain

  • A character turned to stone can attempt to strike a heroic pose in order to make a better looking statue. If sold, his statue fetches 100 gp times the result of a Charisma check.



October 7, 2024

My Castles & Crusades House Rules: Part 5 - Experience Points & Gaining Levels


"Netease-Black Bind" by Yin Yuming
Experience Point (XP) Award Nominations
  • In addition to XP earned for monster slaying, treasure, story bonuses, etc., characters may earn XP for good game play by the player. 
  • After each session, players can send the Castle Keeper (CK) a message nominating anyone (including themselves) that did a great job at the session. 
  • Although players can provide their nominations publicly, an email or a private message is preferred. 
  • Players are encouraged to nominate themselves because often something subtle, but important, goes overlooked by the group or CK.
    • Once the CK receives the nominations, they evaluate them, consider the session themselves, and issue out XP Awards accordingly.
    • "Good game play" can be anything that contributes to the game session overall. 
      • Examples of good game play:
        • kicked ass in combat in a particular fashion
        • did something really cool in combat, even if it wasn’t overly effective
        • two words: Epic Fail
        • role-played very well
        • busted up the group in laughter
        • pleased the CK in some inane manner
        • brought pie
        • got the CK drunk

    "Mentor of the Meek" by algenpfleger

    No Training Required to Level Up

    • Per the Players Handbook, a character has to train after earning enough XP to level up.
    • House rule: Whenever a character has enough XP, they level up whenever they're able. Meaning, you don't level up in the middle of an encounter, but pretty many other time. 
    Rationale: XP is hard-earned. No sense delaying the fun of leveling up.  Besides, XP is an abstraction so why stress about it?  Besides, I don't reminder Conan or Strider stopping every to train.

    "Pirate Treasure" by Miggs69

    All Loot and Monster XP is Shared

    • Per the Players Handbook:
      • Monsters defeated (not necessarily slain): XP is shared for all party members.
      • Money acquired (e.g., coins, gems, jewelry, etc.):  XP is shared for all party members.
    • House rule: Magic item XP is also shared throughout the party, not just the individual PC. This XP is immediate (rather than for only the individual character that acquires it and only after using it for a while).
    Rationale:  Assigning XP to only the character who acquires a magic item can encourage some weird competition/envy/annoyance among a group. It seems unfair to doubly reward the character/player - they get both the advantage of the item and also the XP value?  It's pretty rare for a character to get a magic item without the help of other party members.  Also, I reward the XP once acquired, rather than after use, simply because it's a book-keeping headache otherwise.


    "Jewels" by Jonas Akerlund
    Monetary Values Known for Gems, Baubles, and Goods

    • When gems, jewelry, statues, and the like are acquired by the party, the CK will immediately relate the monetary value for these items.
    Rationale: This simply makes for easier book-keeping.

    September 30, 2024

    My Castles & Crusades House Rules: Part 4 - Spell Casting Rules

    Dwarves vs Duergar by Brian Paul Thomas

    Disclaimer:  Many of the rules below are not original house rules, but rather optional rules detailed in the Castle Keepers Guide.  For those, I'll focus on my rationale for choosing to use those rules more than the specific content (go read the CKG, you bastards).


    Allowed Spell Resources

    Detect Alignment and Detect Neutrality Works Only on Things, Not People

    • The detect alignment and detect neutrality spells do not function in regard to sentient beings.
    • The spells do work for insentient entities, such as magic weapons or haunted locations, because such effects are typically a function of magic or supernatural power.
    • Higher-level spells and spell-like abilities with similar capabilities function normally.
    Rationale: This spell can make interactions with NPCs and monsters too easy (especially for 0 level spells).
    Player 1: "Can we attack this guy?"

    Player 2: "I cast detect alignment."

    CK: "You're picking up evil vibes."

    Player 1: "Nice. Let's kill this dude!" 

     

    "Necromancer" by Jonathan Chong

    Spell Slots (optional rule from CKG)

    • Rather than spellcasters needing to memorize/select spells beforehand, the player uses their number of allotted spells per level as "spell slots."
    Rationale: I have nothing against the traditional Vancian magic system.  While the flexibility of spontaneous spell casting/selection is a bonus for the players, my primary reason is to keep things moving at the table.  Not always, but daily spell selection can (understandably) result in a good bit of table talk time.  The spell slot approach eliminates that.










    "Wizard" by Jonas Akerlund
    Spell Casting Focus (optional rule from CKG)
    • Spellcasters perform a ritual to charge up a special focus (e.g., a staff, wand, gem, crystal ball, holy symbol, etc.) with the spell components needed to cast that spell.  
    • When the spellcaster wishes to cast that spell, they call upon the power of those components from within the focus to do so. 
    • The player then tracks the use of the component "charge" from the focus.
    • The character then later reloads the focus after acquiring the necessary spell components.
    • If a spell doesn't require a material component, the focus isn't required.

    Rationale: In almost every D&D-ish game I've run, there has been little-to-no attention paid to spell components.  I like how the focus works like charges in a wand and the element of resource management.  I also like upping the importance of a spellcaster having a cool item. It's a concrete way to bring into play that classic image of a wizard with a staff or wand or cleric holding a holy symbol.



    "Hood" by MOONO Illustrations
    The Illusionist Makes Healing Rolls, Not the Recipient 
    (Formerly an optional rule from CKG; now the standard rule in current Players Handbook printings.)
    • One of the unique things about C&C is that the Illusionist class has access to healing spells. 
    • The idea is that Illusionist tricks the target into believing that they are healed and the target's body responds accordingly. 
    • In earlier printings of the PH, the target had to fail an intelligence save in order for the spell to work.
    • Instead of that, the Illusionist has to make the attribute check for the spell to work. 
    Rationale: Requiring the target to fail a check to get the benefit was just weird (although I understood the reasoning).  I like the idea of putting the power into the caster's court, rather than the recipient's. Given that the rule was changed, seems like I was not alone. 


    September 23, 2024

    My Castles & Crusades House Rules: Part 3 - SIEGE Checks (B.S. Bonuses & Crits)

    "Giant Slayers" by Scotchlover

    Background Story (B.S.) Bonus

    • Before a SIEGE check, if a player relates some story or experience from their character’s past that applies to the current situation, the Castle Keeper (CK) may grant a bonus to the SIEGE check roll. 
    • If a player comes up with a convincing reason, the CK may grant a bonus for a SIEGE check and/or allow the player to add the character's level to the roll in a situation where one would normally not.
    • The player must then write this information down on his character sheet and it becomes a permanent part of the character’s story.
    • For example, if the player explains that long ago his dad would take him out to pick wild blueberries, he may receive a +2 bonus to his foraging for blueberries roll (see here for more info: link).


    Critical Success
    • If you roll a 20 on a SIEGE roll, good things happen.  GREAT SUCCESS. 
    • CK and/or player come up with something.

    Critical Failure
    • Likewise, if you roll a 1, bad things happen.  FRANK DREBIN ACTION.
    • CK and/or player comes up with something.

    September 16, 2024

    My Castles & Crusades House Rules: Part 2 - Combat

    Initiative

    • Initiative will be resolved by the book with the following changes/clarifications:
      • We will use a d12 instead of a d10. (Why? Because f*ck you, that's why.)
    • Ties with opponents go to the player.
    • Ties between players are resolved by the players (roll off, discussion, etc.).

    Surprise Roll
    • The CK will roll as normal. 
    • For the players, each player will roll a make a wisdom or dexterity check. 
    • The highest roll will be used for the entire group.



    Shields and Dual Weapon Wielding
    • If a PC fights with two weapons, the standard attack penalties apply if the PC wishes to attack with both weapons during the round. Otherwise, the second weapon (which must be medium or smaller), grants an AC bonus.
    Small Weapon
    • +1 to AC but only for one attack per round (which will be the first attack unless otherwise specified by the player).
    • No AC bonus versus ranged attacks.
    Medium Weapon
    • +1 to AC for all attacks that round
    • No AC bonus versus ranged attacks
    Shields
    • +1 bonus to the AC bonus listed in the Players Handbook  (i.e., +1 to whatever a shield normally gives)
    • AC bonus against both melee and ranged attacks


    Critical Success & Failures

    Critical Hits
    • A natural 20 always hits. 
    • If that is the only way the PC could hit, there is no extra bonus. 
    • Critical hits are resolved via “Great Hits & Terrible Misses” tables from The Crusader #7 (although a “00” result will result in a re-roll instead of instant death).
    • Players can always opt to do standard, critical damage instead of using the tables.
    • When a PC is the victim of a critical hit, the player can decide whether to receive the normal critical damage or to suffer the effects of the tables.
    Critical Fumbles
    • A natural 1 always misses. 
    • If the PC would normally hit (i.e., due to attack bonuses), it is simply a miss.
    • Critical hits are resolved via “Great Hits & Terrible Misses” tables from The Crusader #7 (although a “00” result will result in a re-roll instead of instant death).

    September 10, 2024

    My Castles & Crusades House Rules: Part 1 - Player Characters


    Ensemble of Characters
    • Each player can have up three PCs at his/her disposal. 
    • This three includes any fallen PCs hoped to return to the land of the living. 
    • If a PC ever dies, the player has the option of reserving a slot for that PC or may create a new PC for that slot. 
    • Players may choose any PC prior to the session as long as we are not starting the session mid-combat. In other words, if we end one session while the party is knee-deep in the undead, the PC that was involved must still be involved in the next session. However, if the session ends with the party making camp or simply out of danger, the player can choose to use a different PC the next session. 
    • Please note, whatever items one PC carries are owned by that particular PC. On a case by case basis, the CK may allow players to have one PC give an item to another character so that character can give the item to another ensemble PC the next time that PC is played.
    Character Level
    • First level at campaign launch, afterwards 1d3 levels less than the highest level party member
    Ability Scores
    • Create 3 sets of stats rolling 4d6 and dropping the lowest roll. The player picks the best of the three, but has to assign them in order.
    Starting Hit Points
    • Maximum HP for level 1; new levels: reroll once if the result it a one. If the second time is also a one, it was meant to be.
    Races
    • Standard races
    Alignments
    • No evil alignments (I ain't got time for player vs. player conflict).
    Classes
    Starting Wealth
    • Standard
    Supplemental Rules



    September 2, 2024

    Update for Those Who Give Two Squats

      Overall Update:

      "Tax Collector" by Eric V. Art

      I'm going to try to come out of blogger retirement here.  Let's see how it goes. 

      My daughters, Chaos and Mayhem, are both much older.  Chaos being at college and Mayhem now in high school.

      • A few things stacked up that put me on a partial hiatus of sorts for a few years: we moved; I took a promotion at work (more coin, less time); and my daughters' activities ramped up.
      • Despite invites by my crew, I had trouble syncing up with them over the years. It's definitely a "me" problem. Bad timing and me being a lazy arse. Hopefully, I can correct this long-overdue matter. 
      • Over time, I somehow stumbled into two new groups.  The stars aligning as my kids got older and their after-school demands slowing down.
        • Group 1: Some remote friends talked me into playing Pathfinder 1e... and God bless them for doing so. It was a freaking blast.
        • Group 2: I was invited to a 5e D&D game by run by a G.A.S.P. DM.... and God bless them for doing so. It too was a freaking blast.

      August 27, 2012

      The Ballad of the Swiftblade

      After a long hiatus, my group finally got a chance to play some C&C last Friday.  It was a blast of a session.

      Our campaign is set in the Southern Reaches of the Wilderlands, with the party operating out of Sacred Rock. They decided to follow-up on an old adventure lead about an abandoned guard tower outside of town. Quite some time back, they saw a gargoyle floating around there.

      A darkwing (notably, not Darkwing Duck).
      There was a stable and an armory on the ground level, and the upper levels consisted of  a series of walkways (i.e., upper interior was mostly hollow). After breaking in and battling some zombie guardsmen, they were set upon by darkwings and, later, a gargoyle swooping down from the upper reaches of the tower.

      It was a tremendous battle with plenty of "fantasy #@#$! Vietnam"-style play. Thanks to a critical hit dealt out by the gargoyle, the party's wood elf ranger, Ash Swiftblade, bled out at the very end.  The party's bard player posted the ballad below on the campaign's EpicWords site afterwards.

      As much as I take pot-shots at bards, there is no doubt this is awesome:


      The Ballad of the Swiftblade

      To the forgotten tower I did journey
      with Wil, Gravel, Ash, and Antonin
      through its sealed doors we sought the secrets 
      held in darkness within.

      The air was thick with dust and must
      We found arms and bones of horse
      But in its draft we did find 
      something much, much worse.

      Bold Gravel cried, "I need no help
      To vanquish this undead foe!"
      But was soon beset by death
      taken wing to dive from above to below.

      Swift as his blade, Ash ran up,
      his companion beset by undead scum
      but a rushing, flapping sound from above
      foretold of death to come.

      Wings violet as night swarm in the dark
      trimmed with fangs and claws
      that will lift you up to heights so high
      that the fall should give any man pause

      A swarm so large it should be said
      that it could even lift large Gravel
      "We must pull back!" the Swiftblade said
      "Lest upwards you wish to travel!"

      Gravel found the quickest way down,
      landing with a sickening thud
      "To the armory!" the Swiftblade called
      "They'll not have our blood!"

      Through a hail of death taken wing
      We struggled to the door
      When it was slammed and leaned upon
      We numbered only four

      Potions were quaffed by one and all
      both magics and fermented
      The door was braced, but slowly gave
      under attack unrelented.

      As we took stock and readied to fight
      to the bold and bitter death
      When the scratching and clawing of our foe
      eased like a sighing breath.

      "This is our chance!" the Swiftblade growled
      "We open this door and fight!"
      All agreed and so we did,
      his blade the first to cut right.

      Only a few remained, the rest drawn away
      A riddle quickly won
      When a voice we heard, Antonio's cry out
      "These beasts, they fear the sun!"

      Took flight we did for the door we came in,
      cutting through the winged lot
      seeking the solace of the sun
      and its warming rays most hot.

      As we did a beast did join, 
      larger than the rest
      It sought our blood as its favorite sweet
      Nearly putting enormous Gravel to his rest.

      Wil came up to the giant half-man,
      "We make our stand now and here!"
      And all did turn to fire upon
      the gargoyle without fear.

      Know that gargoyles are not the sort to shy
      with their stony bodies and hide
      Though pelt it we did with arrows and blows
      With our line it did collide.

      "You'll not have my friends!" the Swiftblade yelled
      His sword arced for a mighty blow
      But the gargoyle tore with tooth and claw
      to lay him bloody low.

      As there he lay, his lifeblood spilling
      He beckoned me to take his blade
      "Take this now and run him through,
      before to darkness I do fade."

      I wish I could say I did such a thing,
      though at least I can say that I tried.
      But even as he lay bleeding he save me once more
      or else I would have died.

      Slick with his blood, I could not stand
      And the gargoyle terrible and fierce
      Expected with my rise to run me through
      With its horns it meant to pierce.

      With it low to the ground my companions did strike
      They ran it through front and back
      And there it fell, beside the Swiftblade
      Its blood as Ash's name most black.

      "Thank you for that," he sighed me
      as he died there in the sun
      But he'd done much, much greater for us
      for because of him the battle was won.

      So when into darkness you must tread
      or through trouble you must wade
      hope you have a noble friend
      as brave as Ash the Swiftblade!



      July 16, 2012

      Castles & Crusades Monsters in Kobold Quarterly

      Just a heads up to my fellow Castles & Crusades fans, 4 pretty slick monsters for C&C are in the new issue of Kobold Quarterly (#22). (The cover says 9 monsters for some reason, but there are only 4).

      I don't want to give away too many details, because I'd like to surprise my players, but these beasties have a fungus and island theme going for them.


      June 9, 2012

      ... now with Dungeoneering Kids.

      I finally played an RPG with my girls! Since both of them (particularly, the oldest) are fans of Mouseguard, Redwall, etc., we played HarvestersHarvesters is Castles & Crusades re-skinned with an anthropomorphic take.

      Here are some highlights:
      • We used 3d6 in order for ability generation. I did this mainly to keep it simple and fast, more so than any need to be hardcore or old school.
      • Chaos (my 8-year-old) rolled a 3 for dexterity. That' right; three 1s. Ouch. I was tempted to let her re-roll, but didn't. Tough love or being an ass? I haven't decided yet. My concern was that if I let her re-roll that, how would I explain that she couldn't re-roll, say, a to hit roll?
      • Mayhem (my 4-year-old) was on fire with 16s, 15s, etc.  I was worried how this would play out with her PC being statistically better, but it actually wasn't a problem overall. There initially was some unspoken jealousy from Chaos, but she took solace in Mayhem's low Charisma score, ha.
      • Even the highly abbreviated character creation I used wasn't all that fun for girls, who found it too long. I tried to keep it moving just giving them a quick run down of what the races, classes, etc. were like and simply let them decide what equipment they wanted.  "What kind of weapon do you want?"  "Do you want a backpack?"
      • Mayhem had a rather burly badger rogue named Stripe and Chaos had a rather clumsy, but wise, otter druid named Splash.
      • To keep things moving, I just gave Chaos an overview of the spells her druid had. 

      Splash the River Otter Druid and Strip the Badger Rogue
      • Since I didn't have many animal miniatures, Chaos had the great idea to use Little Pet Shop toys. Mayhem opted for the dire badger mini, though.
      • I used the default Wheat Hollow setting and just pulled an adventure out of my arse:  rat pirates were stealing fishermen's fish and boats!
      • The duo encountered some wolf spiders on their trip south to investigate the piracy. They rolled well and didn't take a hit. Some random treasure scored them some rather juicy loot (ha, valuable  tapestries and books, which they found in the spider lair. "The spiders must have gotten them from merchants they had attacked!").
      • After a stop in the White Caps Inn for honey and hot cocoa, they tracked the three pirates to their cliff-face lair and took care of them.
      • Chaos's otter went to -2 HP in the combat, but she actually laughed when her PC dropped. Perhaps this is because I had emphasized that their characters may die and they could simply make new ones. Anyhow, -2 isn't a kill in C&C, so Splash survived. 
      • Soon into the game, I took down my GM screens because Mayhem was too curious about what I was doing and kept peaking. Ha, and as she pointed out, she can't read yet anyhow. 
      • I decided it was best to roll all the dice out in the open anyhow.  Kids are sharper than adults often realize and I didn't want any concerns of favoritism.
      • Chaos once said "Are you just making this up?" (meaning the adventure) and I tired to explain that that sort of was my job in the game.
      I have 23 arrows left!
      • Chaos decided to draw a map and the events of the session on the white board table as the game went on. I hadn't thought of that and it was really cool.  It also was the only way that minis were used in anyway (i.e., I didn't use them for combat at all).
      • Getting involved in the story, Chaos started to explain what was happening around them. She decided that it must have been raining on their way to the inn, and that is why she wanted hot cocoa. That was great, so I certainly went with it. But then she decided that there were giants outside the inn.  I gently reigned that in and explained that I controlled the monsters, etc. That was kind of an odd feeling for me, because I certainly wanted the girls invested in the game.  On the other hand, I think it would have resulted in a complete lack of structure if I didn't establish that the GM/DM/CK explains the setting and they control what their characters do in it.
      • All in all, it was a blast.  Definitely will be better next time since they have PCs ready to go.  I also think short and sweet adventures are the way to go.


      May 22, 2012

      Castles & Crusades Players Handbook Kickstarter

      The Trolls are gearing up to release the 5th printing of the Castles & Crusades Players Handbook (Note: 5th printing, not edition), and have kicked off the process with a Kickstarter project.

      No rules, but errata will be added.  The big deal for this printing is that it will be full color, a first for the Trolls.

      Give it a look. The Trolls just added some great bonus rewards:

      BONUS REWARD #1: When we reach $3500.00 all the PRINT versions of the Players Handbook will be autographed by Steve and Davis Chenault.

      BONUS REWARD #2: When we reach $4000.00 we'll add an EXTRA Players Handbook to everyone who has pledged $40.00 or more. This will be unsigned, allowing your autographed copy to avoid the game table abuse! [Steve Chenault has said this printing will retail at $30, so that means that since this benchmark has already been hit, you get two of the new PHs for $40.00. Not too shabby].

      BONUS REWARD #3: When we reach $5000.00 everyone who pledged $40.00 and $75.00 will be able to add one adventure module of your choice to your package! Everyone who pledges $125.00 and 150.00 and more will be able add 2 adventures to their package. Everyone who pledges $175.00 and above can add three adventure modules to their package.

      Bonus Reward #4: When we reach $6000.00 the project is fully funded. At that point everyone who pledged over $125.00 will receive an exclusive signed, numbered full color print of the new Cover on matte board. Signatures will include The Brothers Chenault, Peter Bradley and the rarely seen Mr. Mac Golden.

      April 30, 2012

      Gnomish Healing Brandy

      I just introduced Gnomish Healing Brandy into my C&C Wilderlands campaign.  By the book, potions of cure light wounds (a.k.a. potions of healing) go for 300 gp a pop.  That is a bit pricey for low-level PCs, but I like how C&C keeps magic a bit rare and didn't want to mess with that.  Gnomish Healing Brandy was my answer; a good dose of healing for a reasonable cost, but with some side-effects.  It should be suitable for any D&D-style game.
      Gnomish Healing Brandy

      Gnomish Healing Brandy: An amber liquor that smells richly of honey and blackberries. It tastes overly sweet, but it is light and easy going down the hatch. The brandy is usually bottled in a drinking gourd. The recipe is a closely guarded secret.

      Cost: 50 gp
      (Note: price may vary by availability and how willing the gnome brewer is to sell to non-humans)

      Effect: Heals 1d6 HP, but the character must make a constitution save (CL 0) or suffer -1 to hit and -1 to AC for 1d4 rounds due to the extreme buzz. A flask contains one dose and multiple doses can be taken (1 per round).  However, a save must be made for each dose and the effects are cumulative. For example, a character that took two doses would make a save for each dose and, if both saves failed, the character would suffer -2 to hit and -2 to AC. The GM may rule that failed saves result in other ill effects (e.g., troubling casting spells, penalties to dexterity or charisma checks, etc.)

      The character must be conscious or, at the least, at 0 HP to take a dose.

      April 12, 2012

      Resources for Converting D&D to Castles & Crusades

      Convert or else!
      I've noticed that people come across my blog a lot while searching for help for converting Dungeons & Dragons to Castles & Crusades. Here are a few great resources for converting D&D to C&C (whether it's Basic, 1e, 2e, 3e, or 3.5). I haven't seen much about converting 4e, unfortunately.

      Duke Omote's Advanced Castles & Crusades Page - This page has all kind of rules expansions that incorporate rules from various D&D editions into C&C.  For example, Omote has rules for Skills and Talents (a.k.a. Feats) that might make converting PCs easier. If you are looking to convert older D&D to C&C, he has rules for Racial Classes and more.

      The Crusader's Companion -  Peter J. Schroeder compiled a ton of great gamer-created C&C rules into this impressive tome and it is just awesome. It includes a lot of d20 SRD monsters, items, spells, etc. that aren't in the C&C core rules. Also, the Castle Keepering chapter has a Conversion section that provides tables and charts to help you convert D&D materials from other editions into C&C.

      The Castle Keepers Guide - While it doesn't deal with conversion specifically, it does include rules for Skills and Advantages (aka Feats) that might make converting 3.0 or 3.5 D&D to C&C easier.


      Affiliate Stuff

      Full Disclosure: To support my addiction...er... hobby, any links to a product are more often than not affiliate links to DriveThruRPG, Amazon, or another site.