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Troll Lord Games Castles & Crusades Players Handbook, Alternate Cover

Troll Lord Games Castles & Crusades Players Handbook, Alternate Cover

Troll Lord Games Castles & Crusades Players Handbook, Alternate Cover
$ 24.37

Score By Feature

Based on 37 ratings
Satisfaction
9.19
Value for money
8.91
Giftable
9.10
Packaging
9.14

OveReview Final Score

How Our Score Is Calculated

Questions & Answers

What kind of cover does it have?

Reviving a hardcover was the best move I made. I hope you find that useful.

Selected User Reviews For Troll Lord Games Castles & Crusades Players Handbook, Alternate Cover

Buy this product if you want a tabletop rpg that you won't be disappointed with
5/5

Role-playing games are a lot of fun if you like them If you enjoy games, then this book is for you! Playing it is like sticking your finger between a rock and a hard place. There are no skills nor class abilities, but the six core attributes represent six abilities tied to the six core attributes. It's a stripped down version of 3rd edition that has a similar feel to 1st or 2nd edition. With full color and no extra books to buy, this is the only book you need for Castles & Dragons But if you need the Monsters and aliens, you have to start with the Crusades It is not necessary to purchase the Treasure Book or the Castle Keeper's Guide. Since I was a kid, I played tabletop games like Basic and D&D 1st edition It is absolutely right up there with any of them, in my opinion. I play all kinds of computers, and I have played these systems all. The quality is great and the price is very reasonable.

Ali Crosby
Ali Crosby
| Dec 05, 2020
In what way do you expect to be surprised?
3/5

I received two hardcover books in a box that was too big, which caused them to jostle around and hit each other. Although the players handbook looks nice, glue lines extend through the cover paper of the book (I am not sure how long this will last). There are a few scrapes and bumps as well. This isn't completely satisfactory when you get it when you buy new. The one I would pick off the shelf isn't the one I would pick.

Charlie Norman
Charlie Norman
| Aug 14, 2020
There is no comparison for old school RPGs with this game
5/5

Fun and engrossing game play is made possible by old school mechanics.

Sariyah Green
Sariyah Green
| Jun 12, 2021
I give it four stars
4/5

The book is excellent. I love it. I'm in love with It has the feel of an old school game, but the mechanics of a new school game.

Isaac Cordova
Isaac Cordova
| May 12, 2021
Players Handbook for Castles & Crusades Ring Side Report
4/5

Reporting from the Ringside - Castles & Co. The Crusades Players Handbook

Originally posted at Throat Punch Games, where there's a new idea every day! The product is Castles & Caves Players' Guide for Crusades
System- . . . . . Crusades* Producer - A game of the Troll Lord for $20. The Doc- There is a nice mix between old and new on this record. A 86 percent grade in Basics! I am looking forward to my This seventh edition of Castles and Crusades is an Old School game from top to bottom. This game has a lot to offer! Let's take a look around! A Basic Roll consists of the following As a core component of Castles and Crusades is the d20 system. In an attack, a D20 is rolled plus an attribute bonus and an attack bonus. A d20 is added to a skill as well as an attribute and perhaps some other bonus. This game can be played right from the get-go if you've played any basic d20 system. In this section, you will find details on skills, saves, and the Siege System The way Castles and Crusades works is that you roll as discussed above, but you sometimes get to add your level to the roll. You can add your level if the thing you are doing is something your class is capable of doing. You do not add your level if you cannot be trained since you are not an expert in this area. Based on two factors, the gamemaster determines how many dice to roll - The attribute and challenge level of the game. Siege's central idea can be summed up this way Here lies the basis. The primary attributes you get from your race and your class are determined by character generation. In order to roll a number starting at 12 when you are trying to do a thing or save based on a primary attribute, you should do the following A secondary attribute starts at an 18, so 18 is the new number. After that, the GM sets the level of challenge. You can use this number to rate the difficulty of the task you're doing. The challenge of opening a one-tumbler lock might be level 1, but the challenge of opening a private bank vault might be level Due to their varying abilities, each character has a different set of required rolls. Besides that, everything else is okay For the rest of the article, if you've played Pathfinder / DnD 3, you should have no issues. If you follow step 5 carefully, you will be safe. You'll find that AC, rounds, and spells all operate more or less as you'd expect. If they don't, then the book gives you a solid introduction to it

Mechanics or Crunch-based play Despite some significant obstacles, this is a decently put together system. However, the Siege system is in need of some significant improvements. It has been three years since I lived through the third. In the transition from 5e to 5e DnD, we observed wild swings in how much control a GM has at the table regarding the number required to roll for PCs to achieve certain goals. Gameplay is a bit old fashioned as it leaves a lot up to the GM, so I feel this hurts the game The game really needs a list of skills and what classes get which skills, if they have While it's OK for the rogue to be a skill monkey and have tons of skills, sometimes the GM just has to decide on certain things. It is even left to the GM to decide how to save! You can use this chart to determine which attribute you will roll for each save. Different spells and monster effects require a different attribute save. It all comes down to the basics of Siege with a fighter who didn't choose dexterity in a poorer position than the rogue when fireballs go off or when he sneaks around in the night. The game is not bad, but both the GM and players need to work together to run it, since some things are too complicated to run on autopilot, such as simple rolling to dodge blows. I found the system to be solid, but there were some unnecessary complications. A score of 4/5 on the theme or fluff An old school fantasy that is solid. While the book doesn't have a world per se, it includes discussions on the nature of magic and character classes as part of a world building exercise. The same goes for each class. It has a bit of fluffy material to make you better understand who they are and if you want to be one of It's a light game, but it delivers the goods as far as developing a generic fantasy RPG is concerned. Execution - 5/5 Is PDF available? You've got it! Is it hyperlinked? TAKE A LOOK! Do you have tables that are well laid out? This is where things start to go wrong. There are no doubts that this is a game for OSR fans. That isn't all bad, because the old school has has some great advice for the young, but the new school has its own twist on some things! Classes should be laid out in tables and I should be given details about my abilities at each level instead of having to read the entire class entry to find out whether or not I get different abilities at each level. In the same way as challenge levels, spells suffer from an issue where interpretation is required in order to determine what type of spell is being cast, rather than just letting me roll what I am given. It's more often than not down to me to decide what I'm doing, and under what circumstances I have to save my game. To get to the bottom of some things, I just want to add numbers up and see if I can get there. The task feels a bit like homework to me. Reading this book does not seem hard, but through modern RPG principles this book would be that much easier to operate and read. 4/5 Summary - Old School Revolution - A solid entry that embraces the advances of the d20 system, at least when it comes to mechanics - is embracing the Old School Revolution. It is easier for new players to add at most two numbers and hope than the previous system, at least for the first few games. In this book, though, the layout and systems weren't enough taken from modern systems. If you list skills and tell me what attribute to roll for every spell and most common effect, I will find that it is easier and more enjoyable. With its tried, true, and tested mechanics backed by solid proof - and more specifically, a fun game - this game is very playable and enjoyable right off the bat. With some new additions that build on and preserve the vision of the original creator, it is a fantasy RPG from the old school. There are however some things that could be done much better to help me play and teach this role-playing game. Eighty-six percent.

Heaven Fuller
Heaven Fuller
| Dec 31, 2020

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