http://www.trolllord.com/cnc/index.html
We play Castles & Crusades, of a sort.
Playing Castle of the Mad Arch Mage (Final Release 1007) in a bastardized form of Castles & Crusades.
So far, no TPK (Total Party Kills) but we have still not finished Level 2 yet…
Links:
Castle of the Mad Arch Mage WG13
Some of my House Rules
– Hit Points and Constitution
—- Hit Points are considered light damage and are gained back after one days rest while CON damage is harder to heal back and damage is removed from it after HP are gone. 0 CON equals death.
– Costs of Services
—- Potion of Healing (1d8 HP, 1d4 CON) 50GP
—- Over All Healing Potion (3d8 HP, 1d10 CON) 250GP
– Initiative
—- Roll a d10, reading from 1 to 10 in order with DEX score breaking ties, adding 2 for large weapons, subtracting 2 for small weapons and adding spell level to the roll.
– Power Stones