I was looking for a system to run FGG's Sword of Air campaign. I wanted something a bit crunchier than standard 1E DnD but not super complex like Pathfinder. DCC seems to fit the bill and some folks say that it runs well with 1E monsters right out of the box.
Still, I am looking and it seems that the power curve of these characters is very steep. They get a bunch of attacks, Deed die, less restrictive casting, etc. Can regular 1E style monsters stand up to these characters at the upper levels?
Quick Question
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- Raven_Crowking
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Re: Quick Question
I have used 1e adventures with DCC. I have used adventures from simulacra of other versions of TSR-era D&D as well, such as Labyrinth Lord. Conversion between the systems is not difficult, and I have often done it on the fly. The biggest problem you may encounter is with spells, which can be addressed by an article in Crawl fanzine #3 (http://dcctreasures.blogspot.ca/2016/08 ... ine-3.html).
Running The Sinister Secret of Saltmarsh as a 0-level funnel, I used the tables for variant humanoids to change the way that both the goblins and the gnolls in the adventure appeared and acted. This, by itself, made the encounters more effective. Eye of Serpent was another fun adventure to run, requiring very little in terms of conversion work (http://ravencrowking.blogspot.ca/2013/0 ... rdway.html).
Here are some other links that may help you:
http://ravencrowking.blogspot.ca/2013/0 ... o-dcc.html
(A slightly longer version of this post appears as an article in DAMN #1; a new version of that issue will be coming out soon with more stuff in it, thanks to Mystic Bull Games.)
http://ravencrowking.blogspot.ca/2016/0 ... ntain.html
(Examples of how I converted some of the Labyrinth Lord creatures in Skull Mountain to DCC. If you snag Skull Mountain off RPGNow, you'll be able to compare statblocks.)
Hope that helps!
Running The Sinister Secret of Saltmarsh as a 0-level funnel, I used the tables for variant humanoids to change the way that both the goblins and the gnolls in the adventure appeared and acted. This, by itself, made the encounters more effective. Eye of Serpent was another fun adventure to run, requiring very little in terms of conversion work (http://ravencrowking.blogspot.ca/2013/0 ... rdway.html).
Here are some other links that may help you:
http://ravencrowking.blogspot.ca/2013/0 ... o-dcc.html
(A slightly longer version of this post appears as an article in DAMN #1; a new version of that issue will be coming out soon with more stuff in it, thanks to Mystic Bull Games.)
http://ravencrowking.blogspot.ca/2016/0 ... ntain.html
(Examples of how I converted some of the Labyrinth Lord creatures in Skull Mountain to DCC. If you snag Skull Mountain off RPGNow, you'll be able to compare statblocks.)
Hope that helps!
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Re: Quick Question
I just saw your Skull Mountain conversion. Nicely done.
Thanks for the kind words on the module, BTW.
Sadly FMG is no longer active, but the pdfs are free on RPGNow.
-Jeff S.
Thanks for the kind words on the module, BTW.
Sadly FMG is no longer active, but the pdfs are free on RPGNow.
-Jeff S.
"Bighara RULES!" -Ogrepuppy
"Well, that's just genius." -GnomeBoy
"Well, that's just genius." -GnomeBoy
- Raven_Crowking
- Cold-Hearted Immortal
- Posts: 3159
- Joined: Fri Mar 16, 2012 9:41 am
- FLGS: The Sword & Board
- Contact:
Re: Quick Question
You are very welcome!
Skull Mountain is a great adventure, and should you ever desire to see a full DCC conversion....
Skull Mountain is a great adventure, and should you ever desire to see a full DCC conversion....
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.