Castles & Crusades Players Handbookby Davis Chenault, Mac Golden
This book, some paper, pencil, and a few dice are all you're going to need to unleash the power of your imagination to create tales of high adventure for your friends and compatriots. The Castles & Crusades Players Handbook includes rules for character generation, character advancement, a fast paced combat and rules system, spells, and instruction for the Castle Keeper on how to run a successful game of high fantasy adventure. If your imagination knows no bounds, then these rules are for you.
- Chenault and Gray
- Publication date:
- Edition description:
- Not appropriate for children
- Product dimensions:
- 8.70(w) x 11.00(h) x 0.60(d)
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Most Helpful Customer Reviews
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This game takes a different spin on Dungeons & Dragons. It utilizes the D20 mechanic for most of it's dice rolling, but also hearkens back to earlier versions of the game. If you learned to play D&D before third edition it will feel very familiar to you. Gone are things like attacks of opportunity, feats and huge skill lists. It takes a novel approach to the game using 'primary attributes' to help the Castle Keeper decide whether or not your character succeeds with his task. Any group of players with much experience can make up characters out of the player's handbook in about 15 minutes. The Monsters & Treasures book is helpful, but not necessary. If you have any monster books from previous editions of D&D you can put them back into use with only minor conversions. As a game master I found the game very freeing. I no longer need to spend large portions of my preparation time coming up with huge stat blocks for my npc's. My player's and I enjoy being able to role play without die rolls for everything. I also found that combat went at a much quicker pace, there were no long pauses or interruptions with attacks of opportunity or players looking over their long list of feats and options trying to decide what to do. This is a great game, and the authors are game designers to watch!