If there is one universal rule in the hobby, it is that Castles & Crusades beats every other game. C&C is easier than BX, requires less reference during play, and it is a modern set of rules that is backward compatible with any classic adventure you throw at it. The entire game plays from an index card. The characters have depth and a curated collection of modern abilities. The multi-classing in C&C makes nearly infinite combinations of characters to play.
If you want a modern game that does not feel like "walking away from 5E," then Castles & Crusades will make an excellent home for you. The game is still very old-school in its playstyle, resource management, danger, and feel, but very modern in its gameplay mechanics, with a dice roll for any situation that arises.
I still love Old School Essentials! There is a "toy factor" to these books that can't be denied, and I mean that in the best way. For a game this small, compact, and easy to use, having it be so expansive, infinite, and amazingly playable is a masterstroke. If you ever remember the magic of bringing home an NES game cartridge and having the feeling that "an entire world exists in this tiny object," then you understand the true power of Old School Essentials.
The Latin phrase for that is "microcosmus in parvo," and it fits perfectly when holding a copy of Old School Essentials. The universe is reflected in the smallest thing.
When I hold the OSE books, I am holding the universe in my hands, two tiny books, and infinite worlds and possibilities. With C&C, I am back to the "arcane tome" feeling of AD&D, where the books are big, serious, weighty, and scholarly, and arcane guides on how the world works. While the C&C books are each singularly amazing and a masterclass in game design, the OSE books have a "power in the tiny" that is undeniable.
Using the optional tertiary ability score rules in the CKG makes the game feel more modern and gives your character a lot of customization options. I am a super fan of those rules, and they broke the game wide open for me, so I don't feel my characters are making too drastic a trade-off between primary and secondary scores. Now, I get a smooth progression between my primary (12), secondary (15), and tertiary (18) ability scores.
I used to feel my human "survival cleric" lacked in DEX, having her primaries set to CON, CHR, and WIS. With STR and DEX as secondaries (15), and INT as her tertiary (18), I do not feel she is being punished as hard when she wants to balance along a ledge and force open doors.
Chef's kiss.
Seriously, the optional rules in the CKG turn C&C into about five different-feeling games and fix a few of the game's strange-feeling parts (when coming from the OSR), especially when compared to modern rule sets. You will find the game you want in C&C, and it can be a direct superheroic-fantasy replacement of 5E if you want it to be.
With BX, my survival cleric is just a cleric. I hope she has a high STR or DEX score, and that will do the same thing, but the SIEGE Engine invisibly handles the game's "skill system" without requiring one. In C&C, marking an ability score as "primary" tells us, "If this game had a skill system, I spent a lot of skill points in this ability score area." The SIEGE Engine forever fixes D&D 3.5E's massive, bloated, overdone, and cumbersome skill system by designating a few ability scores as primaries, secondaries, and, optionally, teritiaries.
Like Swords & Wizardry's single save number, the SIEGE Engine as a whole is a genius piece of game design. Rarely do we get game mechanics this good that simplify our lives and solve entire overdesigned systems with a simple, clean, and clear rule.
BX is the simpler game, with a more straightforward gameplay loop. If you have the BX gameplay loop down pat and want a modern set of rules? Want characters with something more to them than a few abilities? Want that 1E feeling without all the complexity? Play C&C.
If you want the classic, tight, almost board-game-like gameplay loop? Play BX. Easier choices, more iconic selections, a game not overconfused by dozens of races and class choices? The rock-solid, core choices and options that make the game a classic? BX all the way, preferably the classic rules. Once you start adding "stuff" to the game, you water it down, confuse the choices, introduce classes that were never a part of the core experience, and you lose something.
You lose the game under a mass of optional stuff that ends up distracting everyone from what was there. It comes off like adding optional expansion boards to Monopoly or Axis & Allies, and all of a sudden, that core, solid, tight game experience becomes muddled, slow, heavy, distracted, and confused.
The original game is lost.
People who knew the original can see the beauty through the chaff, but any modern player will see a weaker version of what they already have in 5E and similar games. If you want modern classes and roles like those in 5E, but you don't want everyone to feel they're lacking powers or iconic class abilities, C&C will be a better fit.
There is an argument that if you play BX, you should play without all the distractions and enjoy the game as it was played back in the day.
Sure, Advanced Fantasy is the more popular game and has the most "stuff" - but an abundance of choices doesn't make a good game. Some can't play without the bard, druid, or ranger, and I am one of those, too. For me, those classes in C&C feel much better and keep other games out of the equation. I am more than happy with the C&C designs, and they fit my vision of what the modern classes should look, feel, and play like.
The BX versions of these classes are weaker and are slow to "come online" with signature powers. In lower-level play, the feeling between playing a fighter and a paladin will not feel like much in BX, where in C&C, those two will feel and play vastly different.
Your class identities are much better represented and feel in C&C than in BX, especially for expansion classes, which in the original game took quite a while to begin to feel and play differently. C&C also lets you houserule in "class skills": if a ranger should know how to do something, you make a SIEGE Engine check on the closest ability score, and do "the thing" on a success.
C&C makes adjudicating "class skills" a part of the system by default. In BX, you will rely on the referee "pass or fail" allowing it, and most of the time, if a ranger knows how to do something, they will just be able to do it (or make an ability score roll for it), and that will be it. C&C starts with the modern notion of the "skill check" and lets the SIEGE Engine drive it all simply and in a unified manner.
But do you prefer a more modern set of rules with ways to handle any situation that comes up? Rules mods that fill up an entire book? Characters with new abilities that unlock as you level? Then, C&C will be better for you. C&C does everything BX does, but with a modern rules framework that stays out of the way and handles much of the heavy lifting for you.
For me?
Castles & Crusades easily replaces 5E for me, as a game that "does anything and everything." This is my 16-bit Genesis console that "brings home the arcade."
OSE is my "game on the go" and daily driver for everything else, being cross-compatible with so many things (and even C&C) that the investment is great for every game I buy. This is my 8-bit NES or Gameboy, the tiny thing I hold in my hand that does so much.
Microcosmus in parvo.






























