CHARACTER GENERATION: We’ll try point buy for now; 60+4d4 total points, minimum of 6 on a stat, max is 18.
HP AT FIRST LEVEL: Rerolls 1s & 2s at first level, reroll 1s after that.
SECONDARY SKILLS: Pick 1 or roll 2, we’re using the skills from the CKG.
20 IS A CRIT FOR NAMED CHARACTERS: We’re using the original Crit chart from Dragon Magazine. In the case of double (or even triple damage and similar), dice are rolled twice, not multiplied, modifiers are doubled and added to the result. Named NPCs use this chart as well, but monsters and mooks simply do 2x damage. As an option, PCs (and PCs only) may choose to make an extra attack against anyone within reach. When fighting the Undead, this option is your only option. Sneak attack dice is not doubled on a crit.
RITUAL SPELL CASTING: When a Magic User or Cleric prepares their spells for the day, they may opt to leave one or more spell slots "empty". The magic user or cleric may then employ Ritual Spell Casting later that day. Further description is available in the Beyond the Black Gate Compendium 2010.
TWO-WEAPON FIGHTING: Simply gives you a +1 to hit with your primary weapon. You may attempt a 2nd attack with the off-hand weapon (must be equivalent in weight to a dagger or short sword) by making a successful DEX check against your opponent.
TWO-HANDED WEAPONS: Add +1 to your damage.
MULTICLASS CHARACTERS: We use the Archetypal Multiclassing PDF.
SURPRISE: As in B/X. Note that certain classes and/or races are sneaky and/or difficult to surprise.
FIGHTERS WEAPON SPEC: This is simply +1/+2 with an extra attack on each of the first 2 rounds of combat (surprise rounds do not allow this benefit as they are too brief). At 7th level this becomes 2 attacks in EACH round.
FIGHTERS COMBAT DOMINANCE: We use “chop ‘til they drop” instead (melee only). Fighters swing ‘til they miss versus foes who are less than their HD. If any foe of equal or higher HD are in combat with the fighter at the beginning of the round, this advantage is negated.
FIGHTER EXTRA ATTACK: Does not combine with the above.
RANGER: Only surprised on a 1 on a d6.
ROGUE BACK/SNEAK ATTACK: May use any of their allowed non-pole arm weapons for this ability which is simply too complicated for my tastes. Rogues use the Pathfinder rules for sneak attacks, but with a progression of every 3 levels (d6 at first, 2d6 at 4th, etc.).
ASSASSIN DEATH ATTACK: Ignore the sneak attack bit, they are simply +2/+4. Saving throw vs Death, etc. still applies as do the 3 rounds of study and 3 round time limit. Ignore the Sneak Attack rule.
CLERICS SPONTANEOUS HEALING: Good Clerics may cast healing spells spontaneously a number of times perday equal to their starting Wisdom bonus +1.
SIGNATURE SPELLS: The C&C PHB provides the core spells for the campaign, but players are not limited to only these spells. Spell casters may replace one of their known spells with a signature spell at each spell level that they are able to cast. These
spells can be chosen w/ CK approval from the various 2E and earlier sources.
CASTING WHILE IN COMBAT: The C&C system represents an on-going melee
once two opponents are locked in combat with any number of swings, thrusts, and
parries occurring throughout the combat round. This presents a serious hindrance to
spell casting and as such, no one may cast spells in a round that they lose initiative and are locked in melee.
If the spell caster has initiative, he may make a concentration check (Con) with a difficulty adjusted by the enemy’s level. If he succeeds, he may cast freely. Failing
this check costs the spell caster his spell and initiative for the round. Note that certain
spells such as Burning Hands, Cure Light Wounds used against Undead, etc. assume
that the opponent is standing right beside you and so neither Con check nor initiative
MOVING PAST A READIED OPPONENT AND MANEUVERING: Though C&C doesn’t require the use of miniatures, they do add a visual element to combat that can be fun and help with positioning. Our model for using miniatures assumes that combatants who are not surprised or already engaged, immediately turn to face their opponent.
Additionally, once you engage with an enemy, you can’t just run around to get
behind the opponent or run by a readied opponent.
To that end, running or moving past an enemy who is armed with a melee weapon
should incur some kind of penalty, typically an attack just like a reckless withdraw
from combat. Thieves, Assassin, and other stealthy types can try to slip by doing a
Move Silent check. Those characters who are Dex Prime, may attempt to maneuver to the rear of an engaged opponent via a Dex check. Due to their latent stealthy abilities, Rogues and Assassins are obviously better at this than other characters (roll the check twice, taking the better result).
ENCUMBERANCE: These rules are generally junk in every fantasy RPG and they’re particularly bad in C & C. Skip ‘em. We’ll just keep an eye on them and if the DM thinks you’re overloaded we’ll make adjustments. It will probably only matter when you’re carry tons of loot, carrying a fallen comrade, or similar in which case the GM will simply make a call.
EXPERT WEAPONS: The Pathfinder rules are better so we’ll use those. The Expert Armor rule in C &C is fine as is.
CASTING SPELLS: Just to clarify, spell casting characters (not monsters such as Liches, Dragons and the like) cannot move in the rounds in which they wish to cast.
SPELL COMPONENTS: These exist, but we’re not keeping track of them. In some rare cases, you may find them damaged or destroyed, but they are largely “hand-waved”.
AVAILABLE SPELLS: The C & C spells where they can be found in either the PHB or Crusaders Companion will be the accepted rule for that particular spell. Otherwise use the 1E or 2E spell as best suits the campaign.
MOVEMENT IN COMBAT: This works just like B/X or Pathfinder. You can move & attack, attack and then move, or simply double move. Doing something like retrieving an item, using an item, etc. still allows you to move. Use the speed given in the class section of the PHB. Charging rules uses the results of C & C (+2 damage, but -4 to AC), but otherwise simply use the Pathfinder rules for movement. There are no 5-foot steps though you may be able to maneuver in combat (se rule above).
SITUATIONAL COMBAT MODIFIERS: These are too granular. Particularly the Concealment, Cover and helpless rules are awkward so we’ll use the Pathfinder rules in those spots. In many other instances, you will either get an Advantage or Disadvantage re-roll.
FLANK & REAR ATTACK RULES: Again, too granular, use the Pathfinder rules.
DISENGAGING FROM COMBAT: Use the Withdrawal rules from Pathfinder.
LEVEL DRAIN AND ABILITY DAMAGE: Level drains are never permanent and upon waking the next day, characters may save (CON save) to restore the level. The effects of the negative level are just as they are in Pathfinder. Ability Damage also works as it does in Pathfinder.