Pre-Release Playtest

Development bulletins

CC Bulletins

Updates to Crown & Call rules and playtest design. The newest bulletin appears first; each entry has a clearly marked beginning and end.

For the complete rules, consult the Crown & Call Ruleset.

Beginning of CC Bulletin #1
CC Bulletin #1

Weapon Severity & Critical Rolls

This Bulletin updates C&C combat by removing Wound Ceilings, introducing Severity Modifiers (SM), and adding Exploding and Imploding Criticals. These changes allow exceptional Opposed Rolls to produce exceptional results while preserving meaningful differences between weapons.

1. Wound Ceilings — Removed

Wound Ceilings are removed from C&C entirely.

Weapons, projectiles, and damaging Callings no longer have a maximum Wound Severity they may inflict.

Any successful damaging attack may produce any wound up to MORT, provided the final result is sufficient. A dagger can therefore inflict a Mortal wound if the attacker achieves a sufficiently large Margin of Victory.

2. Severity Modifier (SM) — Added

Weapons and damaging Callings may now have a Severity Modifier (SM). SM increases the Base Wound determined by Margin of Victory:

SMEffect
+0No increase
+1Increase 1 Wound Severity
+2Increase 2 Wound Severities
+3Increase 3 Wound Severities

Weapon Wielding Modifiers continue to determine how easy or difficult the weapon is to use. Heavy, devastating weapons may therefore be more difficult to wield but substantially increase the severity of a successful hit.

Example: A Battleaxe has 1H −5 / 2H −2 / SM +3. An attack with MoV 3 produces a Base Wound of FLSH. The Battleaxe’s SM +3 increases it through FLSH → LITE → DEEP → SEVR. The attack therefore produces SEVR before armor.

3. Armor — Order of Resolution

Armor continues to modify Wound Severity as before, but is applied after SM.

Resolve damaging attacks in this order:

MoV → Base Wound → Severity Modifier → Armor Modifier → Final Wound
Example: MoV produces DEEP. Weapon SM +2 raises it to GRAV. Plate Armor −2 lowers it to DEEP. Final Wound: DEEP.

Wound Severity never increases beyond MORT.

4. Magic — Wound Ceilings Removed

Damaging Callings no longer have Wound Ceilings. Instead, the Caller’s MAGIC determines the Calling’s Severity Modifier:

MAGICCalling SM
1–5+0
6–10+1
11–15+2
16–20+3

MoV determines the Base Wound normally. Apply the Calling’s SM and then armor.

5. Exploding Criticals — Added

Exceptional maximum rolls now explode, allowing another roll to be added to the total.

Dice modeExploding rollAdditional roll
Lethal (1d20)Natural 20Another d20
Risky (3d6)Natural 18 (6-6-6)Another 3d6
Stable (4d6, drop one)Natural 18 after dropping one dieAnother 4d6, drop one

Add the additional roll to the total. If it is another natural maximum, it explodes again. There is no limit to consecutive Exploding Criticals.

6. Imploding Criticals — Added

Exceptional minimum rolls implode, giving the opponent an additional roll.

Dice modeImploding rollOpponent adds
Lethal (1d20)Natural 1Another d20
Risky (3d6)Natural 3 (1-1-1)Another 3d6
Stable (4d6, drop one)Natural 3 (requires four natural 1s)Another 4d6, drop one

If an additional roll produces an Exploding Critical, it explodes normally.

A Critical does not automatically determine success or failure. After all additional dice and modifiers are applied, compare the final Opposed Roll totals normally. Roll totals have no minimum and may be negative.

7. Both Criticals at Once

If one side rolls an Exploding Critical while the opponent rolls an Imploding Critical, the favored character receives both additional rolls.

Example: One combatant rolls a natural 20 while the opponent rolls a natural 1. The first combatant receives one additional d20 for the Exploding Critical and another additional d20 from the opponent’s Imploding Critical. Both dice are added to the final total, and either may explode again by rolling a natural 20.

Summary

Removed: Wound Ceilings from weapons, projectiles, and Magic.

Added: Severity Modifier (SM +0 through +3).

Damage Sequence:

MoV → Base Wound → SM → Armor → Final Wound

Added: Exploding maximum rolls and Imploding minimum rolls to Lethal, Risky, and Stable play.

These changes preserve the importance of Margin of Victory: an exceptional hit is never artificially limited by the weapon being used, while heavier and more dangerous weapons make successful hits substantially more severe.

End of CC Bulletin #1