A Compendium of Fiends – Monsters; The Hall of Nizun Thun – A mini-crypt ( adventure) Crypts and Things Remastered Character Sheet – Form Fillable- Pdf. Crypts and Things, C&T and D Games are trademarks of Paul Newport. Http:// medical-site.info Based on Swords & Wizardry Core Rules. By Matthew. Crypts and Things Remastered - Be a wild Barbarian, a deadly Fighter, Newt, I sent my pdf proof of download e-mail to you for my $13 pod.
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Crypts and Things, C&T and D Games are trademarks of Paul Newport . Crypts and Things uses the Swords and Wizardry system modified to better suit the. Crypts and Things, C&T and D Games are trademarks of Paul Newport. Crypts and Things uses the Swords and Wizardry system modified to better suit the. Crypts and Things Remastered bills itself as an old school renaissance, sword and sorcery rpg. Does it fulfill these promises? Is it fun? Well.
I could easily fulfill my youthful desire to play Clone-an with it. The fighter gets to pick some special abilities, such as different fighting styles or being a berserker, to make each a little different.
There is no distinction between clerical magic and arcane magic.
Instead there is white magic, grey magic, and black magic. White magic is mostly healing, detection, and protection.
There are no penalties for using it. Grey magic is mostly illusion and stuff that lets you work your will on other people like charm person. It costs you hit points to use.
The saving throw system is simple and elegant. Everyone gets one basic saving throw based on their class and level. This is modified by the appropriate attribute bonus— Dexterity for saves that require physical quickness, Wisdom for willpower saving throws and so on.
Barbarian class from White Dwarf 4 click for bigger version Even more elegant is the use of this basic mechanic for almost any sort of skill roll. Want to try talking someone into something? Make a save and modify it by your Charisma bonus plus any modifier the DM gives you for role-playing. At first, I thought it was just too simple, but in play it was a pleasure to use. There is a Life Event system that generates a setting-appropriate background and grants minor bonuses.
Spells are divided into White, Gray, and Black magic although Elementalists have their own spell list. Casting Black magic spells earns the caster Corruption points, which may eventually cause mutations and other nasty things.
Experience is awarded for defeating opponents, overcoming obstacles such as traps and tricks , and completing missions. It is not awarded for treasure.
Luck replaces traditional saving throws although only PCs can use it, which means certain spells are way more potent.
It's rolled on a 2d6; a result equal or lower than the current Luck score means the character gets "lucky" and suffers no harm or only reduced harm , but it also reduces Luck by 1. Unlucky results don't reduce the score they are still "unlucky", though.
Luck is restored through resting and between adventures. There is a universal Skill value based on level that is used for general task resolution. It functions as a target number for a d20 roll to which relevant ability scores and class bonuses apply. There is a Sanity score, too equal to Wisdom at character creation. When facing unspeakable horrors, the characters must test their Luck; if unlucky, they lose 1d6 Sanity points. I also like much of the fine products produced by Lamentations of the Flame Princess for both the 'dark' and 'weird' content containing a very specific aesthetic.
Don't get me wrong -- it's not hard to run a game with those elements in either system. There's a lot of magic which employs a fire and forget system of magic which has multiple types of spell casting classes. When you look at the spell casters, you generally have two broad categories -- arcane and divine. Divine spell casters are primarily dominated by the Cleric class which are warrior priests of the gods casting spells but pretty handy to have in a fight and quick to cast healing spells so that the battle can continue.
If you based this on they way that a lot of people play clerics, they are walking medics that can fight when they aren't healing companions and sometimes use their magic to help allies and hinder their enemies.
There are other examples but this one serves to illustrate my point quite nicely and was the first that came to mind. But with all of these elements brought together in a rulebook, along with a complementary setting, readers are presented with an attractive package that should satisfy fans of the genre.
Being sword and sorcery, there are no elves, dwarves, gnomes, or the like and the closest to non-human would be if you played were permitted to play a Beast Hybrid, a result of ancient experiments involving sorcery, or one of the Lizard People or Serpent Nobles.
These exotic classes are not intended for PCs and should be considered very uncommon. When creating the character, outside selecting the character class, everything else will be familiar to most gamers. The ability scores are ones most will recognize and are comprised of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
These are generated by rolling 3d6 for each. In addition to these are Luck and Skill scores. Luck is described in the book as "a measure of the Character's innate quality to avoid trouble, stumble across useful items, and have just the right thing happen at the right time.
It is tested over the course of the adventure and decreases as the Character gets fatigues or injured. Eventually even the most Lucky Character will run out of Luck. It is similar to a concept I toyed with some time ago but never implemented and reminds me a bit of Luck in my current Call of Cthulhu game.