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 Post subject: Re: Classic Modules
PostPosted: Tue May 15, 2012 7:59 pm 
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TheNobleDrake wrote:
Karaptis wrote:
That looks kinda right to me. The treasure in those old modules seems like a lootfest as well maybe knock it down some as well.


I've been using the general rules following to run modules from Pathfinder, 3.x, D&D and AD&D:

1. Remove all magical properties and enhancement bonuses of items not actually required by the plot of the adventure - all those daggers +2 stashed in boots of random NPCs are now just boot knives, but the magic blade hidden in the nearby tomb that is the only weapon the party can be expected to have that will affect the vampire antagonist remains.

2. All expendable items are reduced in quantity to match the figures mentioned in DCC, and I typically drop that a little further down still to encourage the players to seek out spells like make potion and write magic when they can.

3. Monetary values of treasure are reduced by taking one digit off the number present (reducing to a minimum of single digit numbers) and have their coin type changed to the next less valuable: 400 gp becomes 40 sp, 30 platinum becomes 3 electrum, and so on. Copper takes some eyeballing... often I would take something like 32 sp and turn it into 5 cp.

Any treasures that seem too rich still (typically gems of more valuable varieties and giant piles of coins) have further reduction in quantity - I'd rather present the party with 30 silver coins minted under the rule of the empire that collapsed 200 years ago (worth either their weight in silver, or 10 times their value to a collector of antiquities) than have them run into 300 silver coins all in a pile.

So far (haven't done much - just DCC #0 and part of DCC #2) it seems to work just fine - the party's money goals are to finish getting outfitted in armor and weapons without having to rough it, not to get everyone into the most expensive armor they wish to wear and on mounts of greatest breeding and finest quality.

I can't argue with those rules at all!


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 Post subject: Re: Classic Modules
PostPosted: Tue May 22, 2012 12:28 am 
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Some very helpful advice above; I think I got this down fairly well.
...except for spells/spell-casters...any good suggestions on how to handle these on the fly?


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 Post subject: Re: Classic Modules
PostPosted: Tue May 22, 2012 2:21 am 
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8bitjunkie wrote:
Some very helpful advice above; I think I got this down fairly well.
...except for spells/spell-casters...any good suggestions on how to handle these on the fly?


I suggest leaving any spells of the same name or obviously same purpose - to within a number of spells fitting with those of a DCC character - and trimming things down to a short list of what the spellcaster is actually going to use - to summarize: re-write the npc from the ground up in DCC using the original version as a rough guideline.

An example: A monster spellcaster in a module I recently ran was originally written to have a wand of magic missile, so for a conversion I just gave him the magic missile spell.


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 Post subject: Re: Classic Modules
PostPosted: Tue May 22, 2012 7:27 am 
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TheNobleDrake wrote:
8bitjunkie wrote:
Some very helpful advice above; I think I got this down fairly well.
...except for spells/spell-casters...any good suggestions on how to handle these on the fly?


I suggest leaving any spells of the same name or obviously same purpose - to within a number of spells fitting with those of a DCC character - and trimming things down to a short list of what the spellcaster is actually going to use - to summarize: re-write the npc from the ground up in DCC using the original version as a rough guideline.

An example: A monster spellcaster in a module I recently ran was originally written to have a wand of magic missile, so for a conversion I just gave him the magic missile spell.

Sound advice as well. Keeping magic items low without nerfing the main "baddie" is always excellent.


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 Post subject: Re: Classic Modules
PostPosted: Wed May 23, 2012 3:28 pm 
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8bitjunkie wrote:
Some very helpful advice above; I think I got this down fairly well.
...except for spells/spell-casters...any good suggestions on how to handle these on the fly?


This is how I do it (there is a version of this, and an expanded version, in Crawl! *shameless plug*)

Simple OSR Spell Conversion in DCC RPG

Spell Check: When you cast the spell you have to make a spell check. (Roll a d20, Modified by Caster Level, plus/minus appropriate Intelligence or Personality mod, minus Spell Level x2, minus Armor Check penalty.)

Roll: (d20 + Caster Level + Ability Mod - Spell Level x2 - Armor Check)
10 or less: Spell Fails-lose spell for the day if Wizard. Increase fumble by one if Cleric (as Core Rules.)
11 -19: Spell casts as usual, spell is available to be cast again.
20 or more: Spell casts with maximum effect, spell is available to be cast again.

Critical success and Fumbles:

A natural 1 is always a fumble (sometimes more for clerics.) Fumbled spells are automatically lost for the day for Wizards and the caster must suffer the effect of either corruption or disapproval (see DCC RPG core rules.)

A natural 20 is always a critical success. A critical success results in all spell effects maximized and doubled if applicable.

This is particularly useful when using OSR/Classic D&D spell casters and they have their spells listed that aren't available in DCC RPG.


(a couple edits, because this was cut & paste from an earlier draft.)

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Last edited by reverenddak on Wed May 23, 2012 6:04 pm, edited 2 times in total.

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 Post subject: Re: Classic Modules
PostPosted: Wed May 23, 2012 5:37 pm 
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Thanks reverenddak! That's the type of approach I was looking for...I went out and placed my order for Crawl. :D


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 Post subject: Re: Classic Modules
PostPosted: Fri May 25, 2012 8:35 pm 
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The conversion is off a little. 11- is a fail/lose for all spell levels, but 12+ can be a failure with no spell loss for higher level spells.

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 Post subject: Re: Classic Modules
PostPosted: Sat May 26, 2012 11:59 am 
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finarvyn wrote:
I've been running my group through the old Giants (G-series) modules. I don't bother to convert stuff in advance but "wing it" as we play. Most old school modules should be easy to run.


Hey Fin,

I'd like to hear more about how your run of the G-Series! Did you start your PCs at level 0? How hard/easy has it been for the heroes (or anti-heroes)?

I really want to convert The Village of Hommlet to the DCC RPG. It just seems like a really cool way to give new live to a classic module!

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 Post subject: Re: Classic Modules
PostPosted: Sat May 26, 2012 1:00 pm 
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Quote:
I'd like to hear more about how your run of the G-Series! Did you start your PCs at level 0?

Now, I'm a fan of challenging funnel adventures... but an "Against the Giants: designed for 260 0-level players" intro message might put folks off a bit. ;)

Perhaps we could ramp up with some prequals starting with "Against the Halflings"...

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 Post subject: Re: Classic Modules
PostPosted: Sat May 26, 2012 3:27 pm 
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tovokas wrote:
Quote:
Now, I'm a fan of challenging funnel adventures... but an "Against the Giants: designed for 260 0-level players" intro message might put folks off a bit. ;)


I am ten different kinds of down for this. Lemme get that character generator cranking.....

Defeating the enemy with a collapsing mountain of my own dead = thinking outside the (coffin) box.


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 Post subject: Re: Classic Modules
PostPosted: Sat May 26, 2012 5:48 pm 
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tovokas wrote:
Perhaps we could ramp up with some prequals starting with "Against the Gnats"...

Fixed that for ya -- Halflings would be too tough!

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 Post subject: Re: Classic Modules
PostPosted: Mon May 28, 2012 12:17 pm 
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Just a note on using spellcasters and such from other mods, personally, I wouldn't convert that at all, but use them straight. DCC doesn't have NPCs casting from the full spell tables and I think that's a good call. Looking up tables for monster attacks gets old quick unless its a crit.
So I'd just assign a simple effect or use the 1e original spell...

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 Post subject: Re: Classic Modules
PostPosted: Mon May 28, 2012 12:21 pm 
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caveman wrote:
Just a note on using spellcasters and such from other mods, personally, I wouldn't convert that at all, but use them straight. DCC doesn't have NPCs casting from the full spell tables and I think that's a good call. Looking up tables for monster attacks gets old quick unless its a crit.
So I'd just assign a simple effect or use the 1e original spell...

Great idea - since NPC's are unique, using the power from the original source (with perhaps a few power-leveling tweaks) handles that admirably!

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 Post subject: Re: Classic Modules
PostPosted: Fri Jun 01, 2012 4:08 pm 
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Re: Classic Modules -

I finally just got DCC RPG rules at Mayhem today.

a) It looks astounding

b) My intentions are to run a campaign around the Village of Hommlet, but to start w/ DCC0 - Heroes are Made, Not Born, in a smaller village south and west of Hommlet. Survivors of DCC0 will carry their fame to the "big city" of ruined Hommlet.

I'm not currently planning on using the Temple of Elemental Evil, however. I'm hoping to be able to instead incorporate DCC 65.5 and then The Lost City (as a gateway to a megadungeon) in a nuclear desert near Grognardia Games' Dwimmermount.

Castle Amber will come into play.

c) I can't say more than that, as that is simply the rough plan right now, but I'll let you know how it all goes. The upshot is that Hommlet is going to be "home", and even the most epic adventures are going to take place close to there. The anticipated death rate definitely has something to do with that.


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 Post subject: Re: Classic Modules
PostPosted: Thu Jun 07, 2012 8:19 pm 
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I just picked up a module that may be a good Funnel. :-)

N1 Against the Cult of the Reptile God.

It is so awesome having a local used book shop that stocks lots of old D&D.

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 Post subject: Re: Classic Modules
PostPosted: Thu Jun 07, 2012 9:58 pm 
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goodmangames wrote:

The folks worried about wizard corruption at high levels may be pleasantly surprised when they play the final rules.


Honestly, what corruption? The possibility is rare and avoided by burning Luck. Luck can be regained, albeit with effort. Like Siphoning in Hellfrost, Corruption is scary, but I think it will be very rare.


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 Post subject: Re: Classic Modules
PostPosted: Thu Jun 07, 2012 11:52 pm 
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Thane wrote:
The main problem I've got, is I want to use DCC to run the classic modules. I don't want to convert the classic modules to DCC. Ok, I'll probably 'tweak' the classics a little bit.

How would you say the levels stack against each other? Simply double the original to get the DCC equivalent?

DCC/Original
1/2
2/4
5/10
8/16

And so on?


Casting a raise dead spell on the above post.

This level comparison sounds good. But I have a question. What about the odd modules?

The above scale works with something like S3 Expedition to the Barrier Peaks which is listed as levels 8-12. This becomes 4-6 for DCCRPG. What happens with odd leveled modules like X1 The Isle of Dread which is listed as levels 3-7? Do we round up and call it 2-4 for DCC? Or do we round down and call it 1-3 for DCC?

Just looking for a general rule to apply. Thanks.

(My guess would be to round down, but I like a challenge.)

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 Post subject: Re: Classic Modules
PostPosted: Fri Jun 15, 2012 11:22 am 
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Thane wrote:
I've been thinking.

DCC aims for a certain vibe, borne out of the legendary N appendix. But the d&d most of us grew up with, basic and advanced 1st ed, didn't really have that vibe.

I'm wondering if DCC rules/vibe will be too 'gonzo/weird' for those classic modules.

What do you think?


I'm still trying to wrap my head around what elements comprise the appendix N mindset and what changes would need to be made to an AD&D module to reflect this. Can someone give a specific example of the type of change they'd make? Is it simply a matter of encouraging PC motivations of "loot and glory" rather than "save the world", individualizing the antagonists so that they're more unpredictable, etc?

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