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C&C - conversion advice
Posted: Mon Sep 15, 2008 3:57 pm
by Grey
I was wondering if anyone out there can help me. I've really got into C&C, but I don't have a background in D&D - I really want to use some old Ravenloft stuff I got months ago from e-bay. It mostly seems easy, but I can't get my head around old AD&D AC and HD values (especially as HD seem not to have had different die types and AC goes -ve rather than higher!)
Sorry if this is a much asked question, but I can't seem to find any simple guidelines via searching, especially for someone who HASN'T played D&D in the past
Thanks for ANY advice/ help!
D
Re: C&C - conversion advice
Posted: Mon Sep 15, 2008 4:12 pm
by gideon_thorne
Grey wrote:
I was wondering if anyone out there can help me. I've really got into C&C, but I don't have a background in D&D - I really want to use some old Ravenloft stuff I got months ago from e-bay. It mostly seems easy, but I can't get my head around old AD&D AC and HD values (especially as HD seem not to have had different die types and AC goes -ve rather than higher!)
Sorry if this is a much asked question, but I can't seem to find any simple guidelines via searching, especially for someone who HASN'T played D&D in the past
Thanks for ANY advice/ help!
D
Take the Armor class from AD&D, and invert it. Both start from a base of 10 (no armor), AD&D armor just goes down instead of up.
Or take the AD&D armor class, say for example an AC of 5, and subtract 20 from it. You'll get the C&C AC of 15
For HD, just find a creature in the M&T thats close enough, and use that.
_________________
"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
Posted: Mon Sep 15, 2008 4:50 pm
by Luther
Here is a complete conversion guide:
http://www.goodman-games.com/forums/vie ... &sk=t&sd=a
It's pretty complete, covering all versions of D&D except 4e (which is pretty much a completely different game).
Posted: Mon Sep 15, 2008 5:22 pm
by serleran
It is not complete. Decent, but not complete. But, it also depends on what you're going for -- quick and dirty playable or full-stat for publication (in which case it is not complete.)
All one has to do for an AD&D creature to C&C is this:
Take listed AC and subtract it from 20. Remember, subtracting a negative means you add, so a -10 AC = 30 AC in C&C.
Leave HD alone -- you don't have to modify these; the C&C monsters typically have the same HP as AD&D counterparts (there are exceptions) so unless you really care about publishing it, HD type is unimportant: only the # of them matter.
Multiply movement rates by 2.5 for all methods.
Read the descriptions and decide if the monster has P, M, P+M, or -- for saves -- it should be fairly obvious.
Where you get into complications are abilities that do not exist in C&C, per se, such as psionics -- treat them like spell-like abilities. If it is not something spell-like, decide an attribute to save against (assuming it has one) and you're done -- these are all explained in the PHB. Most cases: special abilities do not need "conversion" and can be ran as-written.
Treasure is usually equal to the HD, so that's done for you already.
Calculate XP using page 6 of M&T.
Posted: Mon Sep 15, 2008 5:29 pm
by gideon_thorne
Luther wrote:
It's pretty complete, covering all versions of D&D except 4e (which is pretty much a completely different game).
But a 4e stat block is the easiest of all to convert, consisting as it does of nothing more than the name of the critter encountered and how many. ^_~`
_________________
"We'll go out through the kitchen!" Tanis Half-Elven
Peter Bradley
Posted: Mon Sep 15, 2008 6:23 pm
by Grey
Thanks for the replies! Reading through I guess I was trying to be too complex
All seems very simple (and I'll assume HD default to d8 to keep in line with other monsters)- and if in doubt go with the 'feel' of C&C!
Cheers
D
Posted: Mon Sep 15, 2008 7:28 pm
by Buttmonkey
Another tip -- if the old AD&D module has a task resolution method, just use the what the module says rather than try to convert it to a SIEGE check.
For example, if a module says PCs will spot a somewhat obvious secret door if you roll a 1 on 1d4, there is no reason to figure out what that comes to on a wisdom check. Just roll a d4 and be on your way. Same thing with traps. If the module says PCs have a 1 in 6 chance of avoiding a triggered trap, there is no reason to calculate a Dex SIEGE check -- just roll the 1d6.
Posted: Tue Sep 16, 2008 8:27 am
by Lord Dynel
Buttmonkey wrote:
Another tip -- if the old AD&D module has a task resolution method, just use the what the module says rather than try to convert it to a SIEGE check.
For example, if a module says PCs will spot a somewhat obvious secret door if you roll a 1 on 1d4, there is no reason to figure out what that comes to on a wisdom check. Just roll a d4 and be on your way. Same thing with traps. If the module says PCs have a 1 in 6 chance of avoiding a triggered trap, there is no reason to calculate a Dex SIEGE check -- just roll the 1d6.
I agree with this. Not only for a "1 in dX" chance, but for almost all alternate methods, even percentage chances. Unless you have a lot of time on your hands, leave the little things like this be, IMHO. I've come across a couple of these and have had no problem.
Also, when it comes to determining saves, I make a quick assessment of the monster in question, noting things like attacks but also what kind of creature it is. A lot of physcal attacks? Physical saves. I usually reserve these for the simple humanoids (orcs, ogres, and most animals). A lot of spell-like or "psionic" attacks (beholders, mind flayers and creatures that rely on something other that physical attacks) I give mental saves. Some truly majestic creatures (dragons) or generally tough creatures I give both. M&T covers most, normally encountered, creatures and I usually have no problem winging the rest.
As for the rest of the conversions, they've been covered well in earlier posts. Welcome to the Crusade, and happy gaming!
Posted: Thu Sep 18, 2008 2:21 pm
by voynich
i am using old tunnels and trolls modules since i don't have many people to play with. the system is not too much like dungeons and dragons. has anyone any ideas how to convert that material? most specifically looking for beyond the silvered pane since i want to run it after the gygax module ex2: the land beyond the magic mirror. i think that would tie in pretty well. maybe have it open a portal to castle zagyg.