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.
Omote's Custom Advanced C&C Character Sheets:
2nd Ed. Style "Greenie" Character Sheets:
Creating and Expanding the Character -- Various rules for character creation, attributes, new heritage/race options, and classes:
Attribute Matrix Method -- Using a 6 x 6 grid/matrix of randomly generated scores to greatly expand a character's starting attribute range
Attribute Bonus Chart (Expanded) -- Attribute scores of 0 to 30, with all penalties and bonuses gathered in one chart
Height, Weight, Beauty Attribute, Luck & Fate Points -- Expanding the character with greater details, new attributes, and life-saving benefits
Expanded Heritages & Racial Variants -- New racial heritages (WIP) for player characters
Heritage / Racial Classes -- New character classes based on heritage/race - Inspired by the racial classes found in BECMI D&D by Frank Mentzer
Add-A-Class Multiclassing -- A few alternate methods for adding on new classes as a character advances in experience level
Skill Systems for your C&C Games -- Using the Siege Engine to determine success or failure for a character's skills:
Secondary Skills -- A system for determining simple secondary skills for a character (based on AD&D/AD&D 2nd Ed. secondary skills)
Skills -- An amalgam of AD&D 2nd Ed. skills + D&D 3E skill systems for characters, tailor fit for C&C
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:
Talents -- Feats converted to, and slightly expanded to work better with C&C
Advantages -- Edited, expanded (and some completely rewritten) for clarity and more usefulness during play
Combat & General Rules -- Additional (primarily combat) rules and expanded ideas to supplement the core C&C game
Combat Expanded -- Clarified and updated rules (from the PHB/CKG), with many added details for combat. Inspired from 3E D&D and other sources.
Weapon Mastery -- For characters that want to vastly improve the effectiveness of some of the weapons they wield (inspired by Mentzer Basic D&D).
Training -- Additional methods for improving characters when they advance to a new level of experience.
Additional Rules -- 0-level characters, called shots, critical hits, double damage, energy drain clarity, natural 1s & 20s, etc.
Spells & Spellcasting --
Crusader's Guide to Spellcraft & Sorcery -- This project isn't much - was intended to be a new sorcerer character class, bonded wizard items, new arcane spells, etc. (WIP). Much of what is unfinished here turned into the expanded rules for what can be found in Omote's Old School Essentials (OSE).
Heritage Spells -- Another unfinished project regarding spells granted to spellcasting characters based on the character's racial heritage. Many new spells, as well as spells converted from other sources (WIP).
Crusader's Guide to Piety & Priestcraft -- Another "mostly" completed sourcebook for clerics, priests, and divine spell casters. Expanded ideas, components, and other rules from the CKG, plus the Justicar character class, divine domains, and many new and converted divine spells (WIP).
Divine Domains -- An earlier version of Divine Domains from the Crusader's Guide above proved a very popular addition to clerics.
Magic Items --
Crusader's Guide to Enchanted Elements & Wondrous Wizardry -- Over 500 new magic items for the C&C game. From the most minor of magic to mighty relics of immense power! Included here are defined rules and clarity for magic items, how they are equipped/used, and how many of them a character can have working together at the same time. Most of the items included herein are based on, or inspired by, the treasures from the True Dungeon, Live D&D Experience found at GenCon, GameHole Con, and a growing array of other game conventions.
Equipment & Crafting Rules --
Compiled C&C Equipment -- Compiled equipment charts and rules from earlier C&C supplements. Plus, added details and specific weapons based on heritage. These lists expand the equipment found in the C&C PHB with gear found in the Advanced Dungeons & Dragons, 2nd Edition game.
Special Materials & Detailed Crafting Rules -- Fully detailed (very detailed) rules on special materials for weapons and equipment, how to construct them, as well as how to locate a qualified adherent (NPC) craftsmen to craft such special weapons, armor, shields, and all sorts of things adventurers need. Included are specific details on non-magic, expert-craft, greater expert-craft, and master-crafted items of all varieties.
Salutary Concoctions -- A Crusader's Guide to Natural Remedies & Herbaceous Curatives. This supplement uses the crafting rules detailed above (reprinted here for ease of access) and contains hundreds of real-world and fantastical herbs, fungus, liquids, oils, minerals, and salts from which to make beneficial poultices, and many other things adventures might want to eat. But beware, the benefits of these types of consumables sometimes come at a personal cost to the characters. Imbibe wisely.
From Troll Lord Games
~ The Makers of Castles & Crusades ~
Do you like OLD-SCHOOL ESSENTIALS? It's a B/X OSR clone from Necrotic Gnome.
The Omote has expanded and extended those rules with a HERETICAL STYLE of advanced rules as well!