Castles & Crusades Quick Start Rules, Podreczniki RPG, Castles & Crusades

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QUICK START RULES
A Guide and Rules System for Fantasy Roleplaying
For more information on Castles & Crusades, and
related products or to Join the Castles & Crusades
Society please contact us at:
Authors: Davis Chenault & Mac Golden
Cover art, interior art, logos
and logo designs by:
Peter “20 Dollar” Bradley,
Cover Design and Layout by Peter Bradley
Troll Lord Games
PO Box 251171,
Little Rock, AR 72225
or on the web at www.trolllord.com
or email at troll@trolllord.com or
www.castlesandcrusades.com
With Steve Chenault, Mark Sandy
and Todd Gray
Castle Zagyg adventure Jeffery Talanian
Edited by: Nicole Chenault & Matt Finch
Contributions by Casey Canfield, Josh Chewning, Mike Stewart, Colin Chapman, Kenneth J. Ruch,
William D. Smith and the Entire Castles and Crusades Society
©2007 Troll Lord Games. All Rights Reserved. Castles & Crusades, C&C, Castle Keeper, SIEGE
engine, Troll Lord Games, and the Castles & Crusades, SIEGE engine, and Troll Lord Games logos
are Trademarks of Troll Lord Games. All Rights Reserved.
OGL
This book is published under the Open Game License (OGL) version 1.0a by
permission of Wizards of the Coast, Inc. The Open Game Content appearing in this
book is derived from the 3.0 System Reference Document, copyright 2000 Wizards of
the Coast, Inc. All contents, excluding the OGL, is property of and copyright 2004 Troll
Lord Games. All Rights Reserved.
DESIGNATION OF OPEN GAME CONTENT:
The following is designated
Open Game Content pursuant to the OGL v1.0a: all text appearing in the following
sections and subsections, listed by page number - page 6, “Dice”; page 7-8, “The Six At-
tributes”, “Generating Attribute Scores”, “Attribute Modifiers”, and the attribute modier
table; page 8, “Class Description Terminology”; pages 9 to 30, the “Abilities” subsection
of each class, the summary of class features (prime attribute, hit dice, alignment, weapon
and armor allowed, and abilities), and the class tables showing HD, BtH, and EPP per
level; page 31, the description of languages, size, movement, typical classes, attribute
modifiers, class modifiers; page 32-37, the “Abilities” subsection of each race; pages 38-
39, “Alignment”, “Law and Chaos”, “Good and Evil”, “Alignments”; page 40, “Starting
Coin”; equipment lists on pages 40-43; pages 44-45, “Determining Encumbrance”, “Ad
Hoc Encumbrance”, “Encumbrance Formula”, “Worn and Capacity Objects”, “ Affects
of Encumbrance”; all text appearing on pages 46-104; pages 112-113, “Types of Saving
Throws”; all text appearing on pages 114-120; page 120-121, “Damage”; page 121-122,
“Turning Undead”; page 122-123, “Experience Points”, “Gaining Levels”, “Treasure”,
“Movement”, “Spell Resistance”, “Languages”, “Vision”, “Time”. Also, the following
open game content related words, phrases, and abbreviations wherever they appear:
Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis),
Charisma (Cha), Class, Fighter, Ranger, Rogue, Assassin, Barbarian, Monk, Wizard, Il-
lusionist, Cleric, Druid, Knight, Bard, Paladin, Race, Demi-human, Dwarf, Elf, Gnome,
Half-Elf, Haling, Half-Orc, Hit Dice (HD), Hit Points (HP), Alignment, Lawful Good
(LG), Lawful Neutral (LN), Lawful Evil (LE), Neutral (N), Neutral Good (NG), Neu-
tral Evil (NE), Chaotic Good (CG), Chaotic Neutral (CN), Chaotic Evil (CE), Level,
“to hit”, Damage, Experience Point, Saving Throw, Player Character (PC), Non-player
Character (NPC), Turn Undead, Spell, Arcane, Divine, Magic, Spell Resistance, Item,
Equipment, Armor, Weapon, Potion, Rod, Staff, Wand, Scroll, Ring, Wondrous Item,
Artifact, Cursed,d4, d6, d8, d10, d12, d20, d%, round, and turn.
DESIGNATION OF PRODUCT IDENTITY:
Product identity is not Open
Game Cotent. The following is designated as product identity pursuant to OGL
v1.0a(1)(e) and (7): (A) product and product line names, including Castles & Cru-
sades, Castles & Crusades: Player’s Handbook, Castles & Crusades: Monsters and
Treasures, Castles & Crusades: Castle Keeper’s Guide; (B) logos, identifying marks,
and trade dress; (C) all artwork, logos, symbols, graphic designs, depictions, likenesses,
formats, poses, concepts, themes and graphic, photographic and other visual representa-
tions; (D) logos and trademarks, including Castles & Crusades, Castle Keeper, SIEGE
engine, and Troll Lord Games, or any other trademark or registered trademark clearly
identied as product identity by the owner of the product identity, and which specifically
excludes the open game content.
OPEN GAME LICENSE Version 1.0a:
The following text is the property of
Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
All Rights Reserved.
1. Denitions: (a)”Contributors” means the copyright and/ or trademark owners who
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15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards
of the Coast, Inc.
System Reference Document Copyright 2000, Wizards of the Coast, Inc; A thors
Jonathan Tweet, Monte Cook, Skip Williams, based on original m terial by E. Gary
Gygax and Dave Arneson.
Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games;
Authors Davis Chenault and Mac Golden.
Castles & Crusades: Monsters & Treasure, Copyright 2005, Troll Lord Gamees;
Authors Robery Doyle and Stephen Chenault
Castles & Crusades: Demo Light Rules, Copyright 2007, Troll Lord Games;
Authors Davis Chenault and Mac Golden.
Castle Zagyg is copyright Trigee Enterprises, 2007
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1
CASTLES & CRUSADES
WHERE ROLLPLAYING AND ROLE PLAYING MEET
I
run my games fairly consistently. All of my games combine intense interaction between the players and myself with quick-moving, heart-stopping combats.
These many moments, actions, and interactions must be woven together over a night’s play through exciting storytelling and player involvement. When the
tale is woven tightly, emotions are awakened, creating unforgettable moods. This is where “roll playing” and “roleplaying” meet, and the result is an electrifying
evening of gaming.
Capturing a mood is difficult. It is a challenge to create the intricate interplay between a bartender who is bought and paid for by a thieves guild and a character
seeking to pry information from him. The task involves descriptive text, acting, accents and a great number of things. The sounds of sword clashing upon shield,
of flesh and bone grinding against metal, all this against a background of a field awash in blood and combat are all demanding to capture in narrative. How does
one help players imagine the sound of a bow creaking as the arrow is drawn back? How does one make them fear that sound? The tale in the game must cascade
over the players, engulfing them in a wash of emotions: fear, rage, courage, elation. Once you’ve captured everyone’s emotions, the game is won! At that point,
the game is pure fun, like a good movie – one where you forget you’re in a theater.
The core of any game’s philosophy has to have the goal of creating and capturing a mood charged with excitement. Anything that detracts from that objective
detracts from the game. How does one capture that mood? Foremost, the rules guiding game play must be easily understood. Ideally, the basic rules of the game
should be easily grasped within about fifteen minutes. A player should be able to sit down with another player, create a character, and have the basics of the game
explained to them in just that time. As a foundation, the rules must be kept simple and logical, easy to comprehend and easy to enact. Expanding the game comes
later, much like adding stories to a building. Start with a firm, square foundation and everything else follows.
The game must be adaptable as well. Gamers are diverse people, all with different imaginations, different tastes, and different desires. They all want to play a
game that suits their tastes. Those playing should be able to add, discard, and change rules and ideas to fit their needs without worrying about the effects those
changes have on the workings of the rest of the game. There should only be a few hard and fast rules. Everything else is extra.
The main impediment to these objectives is an overabundance of rules. A glut of rules unnecessarily restricts the flow of the story, and even worse, the flow
of the game. Rules do serve a purpose—they codify actions and reactions during game play. However, rules can also impede the imagination. They can reduce
the element of uncertainty and the emotions that come with it. They can describe too much, and thus hinder the capacity for narrative development for all
participants. At its worst, codifying too much into game rules reduces emotion and mood. This misses the goal of capturing the emotions of the participants, and
then, you’ve lost the heart of the game! An efficient and concise set of rules allows an ease of play and adaptability, and is a necessary ingredient.
A rules-light, adaptable game naturally engenders a gaming environment where one is bound only by imagination. When so unleashed, one can act without
restraint to create a gaming environment that is fun for all. That is the core of this game’s philosophy. That was the core of the original game. At its heart, it was
intended to be a fun game to play and this game adheres to the same philosophy. Castles & Crusades is not a realistic-simulation game! Castles & Crusades is a
fantasy game where imagination rules.
2
QUICK START RULES
CREATING THE CHARACTER
W
ith the exception of the Castle Keeper, each person playing Castles &
ATTRIBUTES
Attributes represent a character’s physical and mental traits.
Crusades creates a character to use during the game. To create this
character, the player begins by simply imagining the type of character he or she
desires to play, be it a wandering barbarian, reclusive wizard, travelling dwarf,
noble elf, a dastardly villain or virtuous knight. The player begins by generating
attribute scores with dice rolls. Attribute scores define the character’s physical and
mental traits. Next, the player chooses a class, or profession, for the character that
best fits how the character is imagined. In the same manner, the player chooses a
race which best fits both the persona and class desired. Lastly, the player fills in the
details: examples include technical game-related aspects of the character, such as
combat bonuses, as well as the character’s persona and history. These steps are
outlined below and detailed in their appropriate sections.
All characters in Castles & Crusades have six attributes:
Strength (Str)
Intelligence (Int)
Dexterity (Dex)
Wisdom (Wis)
Constitution (Con)
Charisma (Cha)
Each attribute has a numeric score ranging from 3 to 18. Each attribute score also
has a corresponding modifier, which is a bonus or penalty added to or subtracted
from certain die rolls during the game as detailed throughout the rules.
IMAGINE A CHARACTER
:
Decide, in a general manner, the type of
character desired. Is the character a noble dwarf fighter, a haggard half-orc
barbarian, or a disdainful elf knight? Literature, film, theater and comic
books are rife with examples of heroes and villains that players can draw
upon for inspiration for their characters. Yet, as the creator of your own
character, you can build upon these examples to create complex villainous
montages or even more profoundly heroic and noble characters. Stretch your
imagination! Create the character as you imagine him or her to be. In the
end, imagination is the only limit when creating a persona.
There are two types of attributes: primary and secondary. Of the six attributes
each character has, the player selects a few to be primary attributes. The
remaining attributes are secondary. The distinction is important when
determining the outcome of many actions in
Castles & Crusades
. When a
character uses a class ability, such as a rogue attempting to pick a fat giant’s
pocket or a ranger tracking a brigand through a dark forest, an attribute check
is rolled to determine if the action is successful. Each class ability has an
attribute check associated with it. If the class ability’s associated attribute is
one of the character’s primary attributes, the character has a greater chance of
successfully performing the task. The same principle holds true for the other
aspects of the game in which an attribute check is required.
ROLL ATTRIBUTES
:
Each character has six attributes, generated by rolling
dice. The attributes are:
strength, dexterity, constitution, intelligence,
wisdom
and
charisma
. Each attribute has an impact on the game and can
significantly influence class selection. After rolling the dice to generate these
scores, you can choose how those scores are placed. Naturally, it is important
to place the scores in a manner that reflects your character concept, desired
class and desired race.
Attribute checks are explained in greater detail later (see
The Castle
Keeper and the Game - Attributes and the Game
). For now, just remember
that the selection of primary and secondary attributes significantly affects
the possibility of success for many actions in the game. Attribute checks
associated with a primary attribute are significantly more likely to succeed
than those actions performed with a secondary attribute.
CHOOSE A CLASS
:
A class is a basic concept upon which the character
is modelled. This is one of the more difficult aspects of character creation
because each class represents an archetype found in literature, film or within
roleplaying games themselves. Each class should be very broadly interpreted.
It is possible to have wildly diverse characters that are members of the same
class. Classes should be considered examples or technical extrapolations of
archetypes that provide a broad representation for the type of character
desired. This is necessary in order to accommodate the needs of the player
and the setting where the character’s adventures occur.
THE SIX ATTRIBUTES
STRENGTH:
This attribute reflects physical strength, including the ability to lift or
move heavy objects and make powerful attacks. The modifier affects melee combat
and damage, and all checks for which strength is the primary influence. Characters
can military press 10x their strength and dead lift 15x their strength score.
DEXTERITY:
This attribute represents a character’s reflexes, manual
dexterity and hand-eye coordination, including the ability to dodge and
defend against attacks. The modifier affects armor class, ranged combat
and all checks involving dexterity.
Each of the thirteen classes has unique abilities and specialized areas of
knowledge:
The
Fighter
is a warrior with great prowess on the battlefield.
The
Rogue
is a rapscallion and an opportunist.
The
Wizard
is a practitioner of powerful arcane magics.
The
Cleric
is avowed to a deity and dispenses divine justice.
CONSTITUTION:
This attribute reflects overall health, and also represents
a character’s ability to withstand pain, suffer physical damage, avoid fatigue
and fight off sickness or poison. The modifier affects hit points, and it
applies to all checks involving constitution as the prime influence.
INTELLIGENCE:
This attribute reflects mental aptitude. It represents a
character’s ability to learn quickly, apply that learning effectively and use
deductive reasoning. The modifier affects the number of arcane spells a
character can cast each day, the number of languages a character can learn
and all checks involving intelligence as the prime influence.
CHOOSE A RACE
:
Select a race that best fits your imagined character
concept. In Castles & Crusades, one can choose the versatile human, a
long-lived elf, a wilful dwarf, a curious gnome, a quick-footed halfling, a
forlorn half-elf, or a pernicious half-orc. Each race is unique and has its own
special abilities, capacities, culture and personality. Closely examine each
race prior to making a selection. In particular, ensure that the race selected
does not have cultural or personality characteristics that conflict harshly
with the persona of the character you wish to create.
WISDOM:
This attribute reflects depth of personal experience, the ability
to make well-considered decisions or judgments, and represents a spiritual
connection to a deity. The modifier affects the number of divine spells that
can be cast each day, attempts to turn the undead and all checks involving
wisdom as the prime influence.
FLESHING OUT THE CHARACTER
:
The most important step in character
generation comes last: detailing the character’s persona. The player fleshes
out the details of the character’s personality, physical description, world view,
background, goals and motivation – including the moral “alignment” best
suited to the character’s personality. Then the character’s starting money is
determined and the player equips the character with clothing, armor, weapons
and other adventuring gear. The player also determines the character’s hit
points – that measure of a character’s ability to survive damage.
CHARISMA:
This attribute represents strength of personality, willpower,
leadership and attractiveness. It is the degree to which a character is
able to influence others. The modifier affects other creatures’ loyalty and
reactions to the character, the number of undead the character can turn
and all checks involving charisma as the prime influence.
3
CASTLES & CRUSADES
GENERATING ATTRIBUTE SCORES
Attribute scores are generated by rolling 3d6. The player adds the results of
the three dice together to create a total score that ranges between 3 and 18.
This process is repeated six times. Once the six scores are generated, each
score is assigned to one attribute, in any order the player chooses. When
assigning attribute scores, the player should consider the race and class of the
character being created. A character’s race may raise or lower an attribute
score, and certain attribute scores may affect a character’s class abilities.
Normally, attribute scores only increase or decrease during the course of a game
as a result of magic, poison, curses or other extraordinary events. Should an
attribute score change during game play, the modifier changes to correspond to
the new score, if applicable. It is possible for an attribute score to fall below 3 or
exceed 18 during game play. However, attribute scores for characters that fall
outside of this range are rare, and are usually associated with monsters, powerful
magical items or other entities controlled by the Castle Keeper.
ATTRIBUTE CHECKS
As mentioned before, the distinction between primary and secondary
attributes is important. Almost all non-combat actions in Castles & Crusades
for which the Castle Keeper deems a roll is necessary to determine success or
failure are resolved by an attribute check.
Every check has an associated attribute. Whenever one of these checks is made,
a d20 is rolled by the player. Attribute and level modifiers are added to this roll,
if applicable. If the result is equal to or greater than a number generated by the
Castle Keeper, called the challenge class, then the attribute check is successful.
The challenge class is a number generated by the Castle Keeper that
represents the degree of difficulty for performing that action. The challenge
class is generated in two steps. The first is ascertaining the challenge base.
This is determined by whether or not the associated attribute is a primary or
secondary one. If the associated attribute is a primary attribute, the challenge
base is 12 and if it is a secondary attribute, the challenge base is 18. Next, the
Castle Keeper adds or subtracts the challenge level to the challenge class. The
challenge level represents the degree of difficulty the Castle Keeper believes
appropriate for the action being taken. This usually ranges between 0 and 10,
but can go higher. The sum total is the challenge class, and the player must
roll higher than that to successfully perform the action.
ATTRIBUTE MODIFIERS
Each attribute score has a corresponding modifier that can alter die rolls in the
game. The modifier is a number added to (or subtracted from) a roll of the dice
when a character uses an attribute to take an action, make a saving throw or use
a class ability. For example, a character attempting to bend the bars of a prison
cell would have his or her strength modifier applied to the roll. The amount of
damage delivered to a foe is likewise affected by the attribute modifier. A positive
modifier is called a bonus and a negative modifier, a penalty. Higher attribute
scores have higher bonuses, and lower attribute scores have larger penalties. So,
whether fighting a nasty troll, a hungry wyvern or avoiding the gaze of a gorgon,
attribute modifiers play a decidedly important role in the game.
For example, a 3rd level elf ranger with a 15 wisdom as a primary attribute
attempts to track a pair of wily kobolds through a mountain pass. The
player rolls a d20 and adds the ranger’s level (+3), attribute modifier
(+1) and racial bonus (none) to the roll. If the number generated is equal
to or higher than the challenge class determined by the Castle Keeper, the
attempt is successful and the ranger is able to track the kobolds to their
secret lair. The challenge class is the combination of the challenge base
(12) and the challenge level (assume a 3 as the trail is a few days old)
for a total of 15. The player rolls a 13 and adds 4 for a total of 17. This is
greater than the 15 necessary so the ranger successfully tracks the kobolds
to their dark and foreboding lair atop craggy hill.
PRIMARY AND SECONDARY ATTRIBUTES
There are two types of attributes in Castles & Crusades: primary and
secondary. Primary attributes are those physical or mental abilities in which a
character is particularly well trained or very experienced in using. Secondary
attributes are those the character uses with only average skill. A player selects
the character’s primary attributes after choosing a class and race.
Human characters have three primary attributes. Demi-human races (dwarf,
elf, gnome, half-elf, halfling and half-orc) have only two primary attributes.
Each class has one primary attribute associated with it that cannot be
changed. The player selects the others. So, a human character receives one
primary attribute designated by the class and the other two are selected by
the player. If playing a demi-human character, the player can select only one
additional primary attribute. For example, the primary attribute for the ranger
class is strength. If the player chooses to play an elf, he or she selects one of
the five remaining attributes as the other primary attribute. If it were a human
ranger, the player would select two more primary attributes rather than just
one. The remaining attributes are considered to be secondary.
A more thorough discussion of the rules and use of checks, called the SIEGE
engine™, is located in the Castle Keeper’s section of the rules. For now, it is just
important to understand that checks involving the use of a primary attribute are
far more likely to be successful than checks involving secondary attributes.
ATTRIBUTE MODIFIERS
1
2-3
4-5
6-8 9-12 13-15 16-17 18-19
-4
-3
-2
-1
0
+1
+2
+3
C
ASTLES
& C
RUSADES
IS
ONE
OF
THE
BEST
SELLING
FANTASY
ROLE

PLAYING
GAMES
OUT
THERE
TODAY
! W
HY
? B
ECAUSE
IT
IS
FAMILIAR
THE
MOMENT
YOU
PICK
IT
UP
,
IT

S
EASY
AND
FUN
.
T
HE
COMPLETE
RULES
COME
WITH
ALL
THE
TRADITIONAL
RACES
,
CLASSES
,
SPELLS
,
MAGIC
ITEMS
,
AND
EVERYTHING
ELSE
YOU

VE
COME
TO
EXPECT
IN
FRPG
S
!!
W
HAT
ARE
YOU
WAITING
FOR
? J
OIN
THE
C
RUSADE
TODAY
!!
4
QUICK START RULES
CLASSES
T
he character classes each represent a broad archetype. Although each
bears an awesome responsibility in the role of entertainer. To manage this, the
players and the Castle Keeper should come to an understanding prior to play
to ensure that everyone’s needs are met to the greatest degree possible. The
Castle Keeper is also responsible for ensuring that the players are playing their
classes properly, and for helping players choose a class that best fits the type of
adventurer they envision.
character of a particular class is bound by certain similarities, players
should utilize the archetype template to build a unique character and create a
unique persona. The class describes a character’s capabilities in the game, and
reflects only their chosen profession, training and way of life, not who they are
as an entire person. Each player chooses a class that best applies to the hero
he or she wishes to create and play in the game. From this, the player creates
the personality and traits that define the rest of the character.
CLASS DESCRIPTION TERMINOLOGY
There are many types of character classes:
PRIME ATTRIBUTE:
There is one prime attribute designated for each class.
If the character is human, the player is allowed to choose two more prime
attributes for that character for a total of three. All other races allow the
player to choose only one more prime attribute for a total of two.
Fighters
are brave warriors who take up arms to meet their foes in the crucible
of battle. Fearless, they don themselves in the accoutrements of battle,
relying upon their superior martial skills to overcome obstacles.
Rogues
, rapscallions and the like make their living through nefarious and
occasionally dastardly deeds. Living on the ethical edge and spending
much of their lives avoiding harsh justice, these fearless villains are found
in all walks of life.
HIT DICE (HD):
This is the die type rolled, at each level, for the character’s
hit points. The constitution bonus is added to the result whenever hit
points are rolled. The results are cumulative, so a 5
th
level barbarian has
5d12 hit points.
Wizards
delve into the mysterious worlds of the arcane and wield magic like
a weapon of war. They are often possessed of an overwhelming thirst for
knowledge and, as often as not, power.
ALIGNMENT
: The suggested alignment for the class.
WEAPONS:
All members of the class are proficient in the use of every weapon
on this list. If a character uses a weapon that does not appear on this list, the
character suffers a –4 penalty on all the “to hit” rolls with that weapon.
Clerics
are spiritually bound to a deity. They are usually members of religious
orders, though some choose to live as wandering hermits. They wield the
magic of the divine and, fortified with the armaments of war, become
powerful emissaries for their causes.
ARMOR:
All members of the class are proficient in the use of every armor type
on this list. A character may also wear any armor, but if the armor type does
not appear in the list, the character cannot use any of their class abilities while
the armor is worn unless the description of the ability states otherwise. Several
of the classes have restrictions on the type of armor they can wear. These are
listed in each class description. However, Class Reference Table 1 is supplied as
a quick reference for all the classes.
The class descriptions define the parameters and abilities of each class. It may
be beneficial for a player to consult other chapters for details about saving
throws, combat or spell use before selecting a class. Each class description
includes many features: the prime attribute, hit dice, alignment, weapons
allowed and other aspects of the class. Most of the information needed by
players is in this section. Familiarization with the class and its features is
essential to playing the class well.
The armor use restrictions reflect that class’s training and experience and
the limitations of it. Classes with no familiarity with certain types of armor
cannot be expected to wear them and act without their abilities being
hampered. For example, the rogue Felthing has grown up on the streets of
Margleburg and has never before worn any armor other than leather and
padded. When Felthing puts on his first set of full plate mail, it is likely that a
certain amount of discomfort and restriction would hamper Felthing’s ability
to pick a pocket. This being the case, armor is restricted to reflect that class
archetype’s background.
CLASSES AND THE CASTLE KEEPER
Before choosing a class, consult with the Castle Keeper. The type of adventure
or the environment in which it occurs may help with this decision. For
instance, if the Castle Keeper plans a game set in a dungeon environment,
it would be disadvantageous to play a steppe barbarian. The Castle Keeper
should consider creating an adventure according to the classes chosen by the
players. For example, if a player decides to play a rogue who is the scion of
a wealthy family and decides that this rogue enjoys pilfering the treasuries
of family acquaintances, then planning an adventure in a dungeon atop a
remote mountain wouldn’t work out too well.
Maintaining a constant dialogue between the Castle Keeper and the players
is important to an enjoyable game of Castles & Crusades. The Castle Keeper
This does not mean that the rogue would be unable to wear plate mail.
Any class can wear any armor. If they do, their abilities may be affected.
For example, if a wizard wears any armor they can not cast spells. Similar
restrictions apply to many of the classes and in several cases only restrict
the use of certain class abilities. The rogue and assassin have variable
effects as described in their class descriptions.
E
XPLORE
YOUR
BOUNDARIES
. C&C
IS
DESIGNED
TO
ALLOW
YOU
TO
SHAPE
AND
MOLD
IT
AS
YOU
PLAY
. Y
OUR
I
MAGINATION
IS
THE
LIMIT
!
P
USH
IT
!
5
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