Many of the NDA restrictions on playtesters of the Castles & Crusades roleplaying game have at last been lifted, so I can say some things about it.
In a nutshell: C&C is not a new game. Despite not bearing the D&D brand, it is essentially an edition of D&D. Of course, it wouldn't make a lot of sense for it to look most like the currently in print & actively supported edition, so it is as--if not more--similar to pre-2000 editions than the d20 editions.
Yet, C&C is a new game. It combines elements from all editions of D&D plus it throws a few new ideas into the mix. It may be just another variation of D&D, but it is a variation.
Rules Light, Flexible, Modular, & Compatible: The C&C Players Handbook will be 128 pages and intends to be the only book you need to buy to play the game. As such, the game is closer to classic D&D than to AD&D or d20 D&D. On the other hand, its selection of races & classes more resembles OAD&D+UA or d20 D&D.
My impression is that the book isn't going to try to teach the game. As, e.g., the Basic Sets did.
C&C intentionally leaves a lot unsaid & to the discretion of the CK. (The referee is called the Castle Keeper.) Also, C&C tries very hard to be modular. Removing or modifying things should generally not throw things out of whack or require a lot of additional changes.
It strives for a high level of compatibility with other editions of D&D, so things from other editions can be easily imported & stuff from C&C can be easily exported.
This also means that classic modules can easily be used with C&C & C&C modules can easily be used with other editions of D&D. Including Castle Zagyg from Gary Gygax & Rob Kuntz.
Attribute Checks: These are used for saving throws, class abilities, & whatever else the CK wants to use them for. The basic formula is:
d20 + class level + attribute modifer ≥ base difficulty + difficulty level
To explain the base difficulty, I first have to explain prime attributes. Each class has a prime attribute. Each character gets to choose an additional prime. Humans get to pick a third. If the relevant attribute for the check is one of your primes, the base difficulty is 12. Otherwise, it's 18.
e.g. A 4th level rogue with a 18 Dex (prime) tries to pick a 2nd level lock.
d20 + 4 (rogue level) + 3 (Dex mod.) ≥ 12 (base difficulty) + 2 (difficulty level)
So the rogue's player needs to roll 7 or better to succeed.
How playtest groups actually handled this in play varied. In some groups, the player would roll & tell the CK his roll & whether his attribute was prime. The CK would then handle all the calculations. Other groups would precalculate a target number for each attribute (base difficulty - character level - ability mod) & they'd tell the CK the how much they exceeded (or didn't exceed) that TN by. (Which is effectively the highest difficulty level the roll beat.) Some groups used a fixed base difficulty of 18 & primes gave a +6 to the roll.
Character Differentiation: Rules-wise, out of the box, C&C characters are only differentiated by race, class, & prime attributes. (And to a lesser extend by attributes & spell selection.) You'll have to rely on roleplaying or house rules to differentiate characters that share the same race, class, & primes.
Miscellanea:
The base game does not include a skill system along the lines of non-weapon proficiencies or d20 skills. There's just the class abilities & attribute checks that are more akin to thief skills from the earliest editions.
There are no feats to be selected. Only class abilities.
Rangers, Paladins, & Bards do not cast spells.
The Races:
- Human
- Dwarf
- Elf
- Gnome
- Half-Elf
- Half-Orc
- Halfling
The Classes:
- Fighter
- Ranger
- Barbarian
- Monk
- Rogue
- Assassin
- Wizard
- Illusionist
- Cleric
- Druid
- Knight
- Bard:
Guess that's it for now.
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