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PostPosted: Sun Mar 18, 2007 7:40 am 
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Hard-Bitten Adventurer
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Joined: Sat Jul 29, 2006 5:26 am
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Location: Wolfsburg, Germany
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.

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 Post subject: re
PostPosted: Sat Mar 24, 2007 9:43 pm 
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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...


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 Post subject:
PostPosted: Tue May 01, 2007 1:15 am 
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Ill-Fated Peasant

Joined: Sat Apr 28, 2007 3:06 pm
Posts: 5
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.


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 Post subject:
PostPosted: Thu Jul 12, 2007 12:09 pm 
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I have a question regarding relative 'strength' of adventures.

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


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 Post subject:
PostPosted: Thu Sep 06, 2007 5:45 pm 
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Cold-Hearted Immortal
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Joined: Mon Apr 05, 2004 6:30 pm
Posts: 1110
Location: In a galaxy far, far, away (Missouri)
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.


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 Post subject:
PostPosted: Thu Dec 20, 2007 4:09 pm 
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Thanks JediOre.


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 Post subject: Re:
PostPosted: Tue May 13, 2008 9:44 am 
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That post about C&C conversion guidelines is absolutely good and helpful...that was smoothly done and have a great help... :mrgreen:

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 Post subject: Re: Converting Dungeon Crawl Classics to Castles and Crusades.
PostPosted: Fri Sep 12, 2008 11:22 am 
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Deft-Handed Cutpurse
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Joined: Tue Oct 31, 2006 3:39 am
Posts: 262
Location: Missouri
How about doing DCC#0 as a C&C module? With a guideline or ruleset for running level 0 adventures

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 Post subject: Re: Converting Dungeon Crawl Classics to Castles and Crusades.
PostPosted: Sat Feb 20, 2010 6:51 pm 
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Joined: Fri Jun 26, 2009 5:42 am
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Location: Chicago suburbs
Thanks for the conversion tips. C&C is a fantastic system, and the DCC are awesome adventures. Nice blend! :D

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DCC RPG playtester 2011, C&C playtester 2003,T&T since 2003,
ADRP Since 1993, OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
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 Post subject: Re: Re:
PostPosted: Sun Jul 04, 2010 1:16 pm 
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Far-Sighted Wanderer
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Joined: Fri Apr 08, 2005 7:03 am
Posts: 12
Location: Maryland
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

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