AC&C
Advanced Castles & Crusades
Expansions + Additions / All House Rules

By: The Omote

The following rules additions and modifications were designed during the earlier printings of the Players Handbook (1-6), as well as the Monsters & Treasure supplement (1-3), and the original printing of the Castle Keepers Guide.  Later printings of these core Castles  & Crusades books addressed some of the rules presented here through editing and additional writings by the Troll Lord Games authors. 

The documents listed below were designed to be used in a piecemeal fashion with the Castle Keeper's permission.  These additions assume the core Player's Handbook rules are LAW, though remain consistent and can be combined together if desired.

These additions can add to the weight of the rules-lite approach of the C&C RPG system.  Because many of these rules are designed for the player and their characters in mind, they will add a significant amount of dice rolling and mechanical "power" to C&C.  Castle Keeper's may want to adjust their campaign's opponents (monsters), threats, traps, and overall lethality (damage) when using some of these rules in conjunction with one another. 

Creating and Expanding the Character -- Various rules for character creation, attributes, new heritage/race options, and classes:


Skill Systems for your C&C Games -- Using the Siege Engine to determine success or failure for a character's skills:

Talents & Advantages -- The equivalent of FEATS in later versions of D&D.  These character abilities are tailor fit to work with the Siege Engine.  Some have been added to expand the scope of characters, while attempting to remain relatively low-impact on the C&C rules:

Combat & General Rules -- Additional (primarily combat) rules and expanded ideas to supplement the core C&C game

Spells & Spellcasting --

Magic Items --

Equipment & Crafting Rules --

From Troll Lord Games
~ The Makers of Castles & Crusades ~