Goodman Games
http://goodman-games.com/forums/

Converting Dungeon Crawl Classics to Castles and Crusades.
http://goodman-games.com/forums/viewtopic.php?f=62&t=785
Page 2 of 2

Author:  Argamae [ Sun Mar 18, 2007 5:40 am ]
Post subject: 

Yeah, isn't it?

I do like both games, actually. D&D 3.5 and C&C. Both have their merits. Both have their flaws.

For me, C&C works just wonderful in "re-mastering" my old Mystara campaign! It's a blast! But I do love to play the DCC modules with the new 3.5 edition. It's just important to keep a check on what sourcebooks you allow... it's just too much clutter out there.

Author:  slimykuotoan [ Sat Mar 24, 2007 7:43 pm ]
Post subject:  re

C&C's almost too good to be true; I've haven't seen a system that so captures the heart of 'roleplaying', since way back in the old days...

Author:  simontmn [ Mon Apr 30, 2007 11:15 pm ]
Post subject: 

Just want to say thanks for posting these excellent C&C conversion guidelines - I have C&C Mysterious Tower but my other DCCs need converting, and these are genuinely useful, unlike most people's 'guidelines' you provide a guide to damage & hit point conversion, which IME are the big problem areas.

Author:  slimykuotoan [ Thu Jul 12, 2007 10:09 am ]
Post subject: 

I have a question regarding relative 'strength' of adventures.

Would a 6th level DCC (d20) be suitable for 6th level C&C characters?

Author:  JediOre [ Thu Sep 06, 2007 3:45 pm ]
Post subject: 

slimykuotoan wrote:
I have a question regarding relative 'strength' of adventures.

Would a 6th level DCC (d20) be suitable for 6th level C&C characters?


Slimykuotoan,

Sorry for not noticing the question & it seems no one else answered either.

I think a DCC module, as run, would work within the levels listed. However, when a 3.X module assumes the PCs will advance one or more levels during the adventure, then you need to reconsider the levels your PCs are.

An example is Necromancer's "Fane of the Witch King." The posted levels are 4 to 6 and the party will level up to 10th. A party of C&C characters, levels 4-6, will almost surely die in this module. The power of the villians ramps up, but the PCs won't in time. In this case I'd recommend uping the PCs levels to 6-9. Early encounters may be somewhat of a pushover, but the later ones will still be very deadly.

Author:  slimykuotoan [ Thu Dec 20, 2007 2:09 pm ]
Post subject: 

Thanks JediOre.

Author:  jenna010986 [ Tue May 13, 2008 7:44 am ]
Post subject:  Re:

That post about C&C conversion guidelines is absolutely good and helpful...that was smoothly done and have a great help... :mrgreen:

Author:  CharlieRock [ Fri Sep 12, 2008 9:22 am ]
Post subject:  Re: Converting Dungeon Crawl Classics to Castles and Crusades.

How about doing DCC#0 as a C&C module? With a guideline or ruleset for running level 0 adventures

Author:  finarvyn [ Sat Feb 20, 2010 4:51 pm ]
Post subject:  Re: Converting Dungeon Crawl Classics to Castles and Crusades.

Thanks for the conversion tips. C&C is a fantastic system, and the DCC are awesome adventures. Nice blend! :D

Author:  qstor [ Sun Jul 04, 2010 11:16 am ]
Post subject:  Re: Re:

JRR wrote:
How would you convert weird numbers like 2d4+20? 4d4? 8d4?


The +20 is from the Str bonus IIRC.

What exactly are you trying to convert?

Mike

Page 2 of 2 All times are UTC - 8 hours
Powered by phpBB® Forum Software © phpBB Group
https://www.phpbb.com/