Now that I’ve read
through Crypts & Things Remastered (C&T) and had a
chance to digest the material a bit, I thought I’d give some more
specific feedback. As there is a lot of material packed into its
pages, I’m going to break this review into chunks, rather than try
to sum up in one monster post.
A note on the text
itself. The book is laid out in an easily read two-column format with
comfortable margins. I saw no major organizational errors, and
-apart from the inevitable typo or two- it was presented in a
clear and readable style.
The art in the book
is very clean, black & white, line drawings by David Michael
Wright. The images are spaced nicely throughout the text and do a
good job of evoking the feel of the subject matter. The cover (and
rear) are Wright’s as well, but in color.
The book starts off
with “Upon Suicidal Winds They Come.” A short fictional piece
that aims to sets the tone of the game and setting. From there is
some brief text describing role-playing games, the dice, and a note
about the Swords & Wizardry system that C&T is based upon.
There is also a “What’s In This Book” page, which seems
extraneous, but is actually rather handy for getting a sense of the
book’s organization and which sections are likely to contain what
you’re after. The Kickstarter acknowledgments are easily skipped
over unless you’re looking for your name (I did!).
Scrolls of Wonder
This part primarily
deals with character creation and player knowledge. It’s an
organizational method I’ve seen used in other games and one I
appreciate because it allows a GM (or Crypt Keeper) to tell players
to limit their reading to a range of pages rather than skipping
around the whole book.
C&T wastes no
time by launching into character creation and ability scores. True to
its S&W roots, the modifiers are simple and easy to follow. Like
the original, C&T also offers the ascending AC option for those
who prefer it to the “old-school” method.
C&T characters
also have three traits that are not present in the original versions
of D&D: Luck, Skill, and Sanity. Skill is level based, rather
than rolled, and Sanity is based off of Wisdom. These are covered in
more detail later in the rules, but are included here as they are an
integral part of creating a PC.
There is a fairly
standard equipment section listing things like armor, weapons, and
adventuring gear. One tweak I did appreciate was the idea that more
weapons could be wielded with one or two hands. Armor is reduced to
four types plus a shield for simplicity (Leather, Chain, Ring, and
Plate). It would a simple thing to add splint mail and the like back
in if it were desired, though.
There are up to nine
(9) classes in C&T. I say “up to” nine because five are
considered “exotic” or optional. The core classes are:
-
Barbarian: More of a wilderness expert than a berserker. The barbarian is an iconic figure in swords & sorcery, so I agree with giving them their own class and making it a standard one.
-
Fighter: This is a trained warrior. A mercenary or soldier. A must have in any fantasy RPG. They’re given specializations and leadership skills, helping make them more than just generic meat-shields.
-
Thief: (kudos for the old-school term instead of “rogue”). Your classic pickpocket and second-story man. The thief is not a skirmishing fighter, but a disarmer of traps and a discoverer of secrets.
-
Sorcerer: I saved the spell-slinger for last, as C&T’s take is not only different from the classic magic-user, it ties in closely to some default assumptions about the world of Zarth itself. Spells are divided among three “colors” of magic. Black, White, and Grey. Using black or white spells can carry risks, in the forms of corruption or attracting the attention of evil forces. Rules for this are covered in more detail later.
There is no cleric
or healer class. The mechanics for hit points recovery are a bit
different than “normal” D&D. The sorcerer class does have
some healing ability, but it far from its main focus.
The exotic classes
are even more evocative of the setting:
-
Beast Hybrid: Those of a tainted bloodline that was created by Serpent Men magic. They can “hulk out” and transform into bestial forms that grant superior senses and strength.
-
Disciple: Kung-fu jedi/monks. They even have lights and dark sides!
-
Elementalist: An alternate spell-caster. Guess what kind of spells they use.
-
Lizard People: An ancient race, older than the Serpent Men. They are physically tough and keepers of ancient knowledge.
-
Serpent Noble: The Serpent Men are a major part of the Zarth setting and history. There is a whole section of the book about them and their history. Suffice it to say for now this is the PC option for that species.
The
last part of character generation is Life Events. Here the player
rolls twice, once for their origins and another for their trade (what
they did or were trained for before becoming an adventurer). While
this is mostly for flavor, the results can also yield bonuses to
scores for things like how
your PC was raised. I personally like the randomness, but some people
may prefer choosing their backstory. Again, this is not a difficult
thing to adjust for your own campaign.
What
I liked in this section: I
very much enjoy the sanity, skill, and luck mechanics. The changes to
the “core four” classes seem well suited to a swords
& sorcery setting.
What
I didn’t like: Not
much. I’m still on the fence about a few things like the exotic
classes and some of the fighter specializations. I’m
sure that some actual
playtesting
will give me more to go on with them.
That’s
probably plenty for one post. I’ll pick up the next time with the
spell lists.
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