Saturday, August 30, 2014
Condensed Comparision: D&D5 and C&C
Many similarities exist in the new edition of Dungeons & Dragons and Castles & Crusades. A more detailed review can be found HERE. However, if you looking for some quick answers, go no further. Bear in mind that these are some larger differences aside from a bunch of the bells and whistles you might see in either game when looking at some specifics and is there to give an idea for the purposes of comparison.
Ability Score Generation: An array of stats number between 3-18 for both. Ability modifiers from -4 to +3 (18-19 Strength) in C&C. Ability modifiers from -5 to -4 (18-19 Strength) in D&D. Modifiers during character creation will allow some of these initial numbers to change.
Races: Seven in C&C compared to nine in D&D (the extra ones being the Dragonborn and the Tiefling).
Classes: Thirteen in C&C compared to twelve in D&D but some of the classes in D&D have subclasses or paths that you select to further differentiate a character. For instance, the Rogue in D&D will become either a Thief, an Assassin, or an Arcane Trickster.
Skills: No specific skills in C&C aside from specific skill-like abilities found within certain classes. There are 18 skills in D&D which are broad and generic where-in classes are allowed to pick a limited number of them (typically 2-4 skills).
Task Resolution / Save Mechanic: C&C breaks down as a d20 + Ability Mod + Level (if applicable) + Prime (a +6 bonus if applicable). D&D breaks down as a d20 + Ability Mod + Proficiency bonus (if applicable). The Proficiency bonus in D&D starts at +2 but will increase as the characters go up in level (they reach +6 at level 17). The attributes that these proficiency bonuses correspond to are determine by the class. The Prime bonus in C&C works out as a +6 applied to two to three attributes but only one of which is determined by class -- the remainder are chosen upon character creation.
Attacking: Mechanics are largely the same but there is no 'To Hit Bonus' in D&D ... this is also covered by the Proficiency bonus when wielding weapons the character is proficient in.
Advantage/Disadvantage: Uniquely to D&D in this case, this mechanic largely replaces the need of multiple bonuses and penalties applied due to a variety of circumstances. Cuts down on 'the numbers game' significantly and speeds up play.
Level Advancement: Much quicker in D&D in order to make the lower levels 'less painful' and get to a gaming 'sweet spot' (defined as level 5 and up) quicker. Unified Experience Point Progress in D&D unlike C&C which is staggered from class to class. It also takes a lot longer to progress in level with C&C.
Personality/Background: In D&D, an emphasis is made to define Traits, Ideals, Bonds, and Flaws which can be used to allow for 'Inspiration' granted from the GM which functions like an Advantage in a given situation. All games encourage this sort of things but don't necessarily actively work it it as a mechanic.
Feats/Advantages: In D&D, Feats are now optional and function a bit differently from some of the ones seen in older editions. Advantages were introduced in C&C in the Castle Keeps Guide and are also completely optional.
Death: In D&D, if brought down below zero hit points, a series of saves vs Death need to be made to stabilize. In C&C, it is possible to go below zero hit points but death occurs at -10.
Magic: In the new D&D, spells have been streamlined and bumped up a bit and spellcasters are generally more versatile compared to the more traditional spell list found in C&C and classic D&D games.
Mutliclassing: Both systems offer multiclassing but D&D's version tends to be cleaner because the experience tables are unified where-as C&C's are not (see Level Advancement).
Ability Score Increases: D&D has frequent ability score increases. From when you create a character to when you start leveling up, a character's stats will change frequently during their adventuring career. Generally speaking, there is no 'automatic ability increase' mechanic found in C&C.