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Planescape CnC style
Posted: Fri Sep 29, 2006 3:39 am
by Ghost_Face
Was wondering if anyone had done any conversions for planescape material. If so I would appreciate a link to or posting of the info. If not would anyone be interested in working on something like this?
Posted: Fri Sep 29, 2006 5:49 am
by Treebore
Its been years since I had planescape, I only have some 2E MM's now, but what really needs to be converted? Monsters can be used as is, all you have to do is "flip" the AC and BtH (The Base to Hit) is = to their HD. You can keep all other abilities. Oh yeah, Spell Resistance, every 5% converts to a 1 on a d20, so 50% MR would be a 1-10 on a d20.
MR in C&C means if you roll that 1-10 on the d20 the spell fails.
Ships helms should be able to work the same. So what else is there that looks like it needs conversion?
Posted: Fri Sep 29, 2006 6:02 am
by moriarty777
Treebore wrote:
Its been years since I had planescape, I only have some 2E MM's now, but what really needs to be converted? Monsters can be used as is, all you have to do is "flip" the AC and BtH (The Base to Hit) is = to their HD. You can keep all other abilities. Oh yeah, Spell Resistance, every 5% converts to a 1 on a d20, so 50% MR would be a 1-10 on a d20.
MR in C&C means if you roll that 1-10 on the d20 the spell fails.
Ships helms should be able to work the same. So what else is there that looks like it needs conversion?
Ships helms? I'm not as familiar with Planescape but that sound like SpellJammer talk! Either way, the same logic applies.
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Posted: Fri Sep 29, 2006 6:43 am
by Treebore
See? Its been so long that I had it in my head that the Spelljammer and Planescape material was largely integrated. Guess its because that is the way we played it.
Our Sigil had great Spelljammer ships coming in and out all the time, onloading or offloading cargos that would then leave through or have arrived through the myriad dimensional portals. The cargoes, not the ships. The ships moved through the Phlostigen (sp?)
I always thought 3E would have been great for Planescape/Sigil/Spelljammer, but I had nightmares about writing it all up.
Posted: Fri Sep 29, 2006 11:20 am
by Ghost_Face
Well the player races; tieflings, aasimar, genasi, bauriaur, modrons, and githzerai. (I think thats all of them that aren't already in the CnC PHB).
And I also believe different planes have different effects on magic and magical items. Oh yeah and the factions abilities.
I really thought this was one of the best campaign worlds invented by the people at TSR, and its a shame that WoTC didn't do anything with it. Whatever people may say about TSR flooding the market with products, they also pushed the boundaries of D&D with alot of imaginative settings, such as Dark Sun, Ravenloft, Planescape and Spelljammer. I really wish WoTC would release either one book campaign settings for these worlds or license them to other companies. Anyhow just my 2cents.
Posted: Fri Sep 29, 2006 12:17 pm
by Tadhg
Well Ravenloft was licensed out, wasn't it. White Wolf methinks? And there is a new Ravenloft book from Wotc out next month . . . Expedition to Castle Ravenloft.
http://www.wizards.com/default.asp?x=pr ... /953937200
Oh, and welcome Ghost_Face!
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Posted: Fri Sep 29, 2006 12:55 pm
by Jyrdan Fairblade
I haven't done any conversion work, but it seems to me that it would be pretty simple to do, and could even be mostly done on the fly (except for the Factions and new PC Races, which might take some work).
I actually just got the Planescape boxed set last year. After years of wondering about this setting that made such an impression, I finally got to see what all the buzz was about.
I definitely plan on running a C&C game using it at some point. But that's probably far in the future.
Posted: Fri Sep 29, 2006 6:16 pm
by Treebore
Like I said I don't have the boxed set and I believe that is where those races are.
Now making a guess based on other 2E monsters I have converted, you'll probably have no problems using them as is, but I would have to see them again to say for sure.
Most mondter/races from 2E, well all of them in my case, have only needed to have their AC changed to a positive number and their MR changed from a % to a range on the d20.
The faction powers I don't remember with any clarity, but from my vague memories they would be pretty easy too.
If your willing to e-mail me scans of these things I'm willing to give more of my $.02.
E-mail: b o r z o i a d d i c t at yahoo dot com
Put Planescape in the subject line if you send them.
As for Ravenloft, I really liked what Arthaus did with it in 3E. I ran a year long campaign with it in 2002.
Posted: Fri Sep 29, 2006 6:42 pm
by Scurvy_Platypus
At the risk of being branded a heretic (or too lazy)...
You could always work on adapting the stuff from here:
http://www.planewalker.com/index.php
Granted it's 3E not 2E, but if you don't happen to have the Planescape stuff it's better than nothing.
And if you're really wishing you'd bought Planescape way back in the day and you're desperate to get the authentic thing... well, you can still buy it in pdf:
http://www.rpgnow.com/default.php?cPath=_297_310
As an aside, you can get all sorts of groovy old school goodness in pdf from RPGNow.
At a typical price of $5 U.S.D each, it's not too shabby a deal. And if you just have to have a printed whatever... can always take it to your local printshop, OfficeMax, or Kinkos. Or if a black and white print job is fine, you can always use PrintFu (
http://printfu.org/ ).
Lastly, if you already own all the books and you're just looking to see what other people have done... uuummmm... I've got nothing. Just go for it. Let your players know ahead of time that things might need to shift a bit in play, and go for the gusto. C&C is written in such a way that if you're looking for one clear and definative way to do things, you're kinda going to struggle.
Grab Planescape by its shoulders, slap it a couple of times, and make it yours. Face it, by looking to do a conversion you've already done the campaign equivalent of killing it and taking its stuff.
Posted: Sat Sep 30, 2006 10:54 am
by Ghost_Face
Thanks for the advice guys, and you know what Scurvy_Platypus you're right. I guess maybe, after playing 3e for so long I've become a little meek with the whole just go for your own version type thing, but I think your right. That's one of CnC's major draws. I've got the boxed set and the planewalkers handbook so I think this weekend I'll sit down and have a go at it. Will probably post what I come up with for any who are interested.
Posted: Sun Oct 01, 2006 7:01 am
by BASH MAN
Ghost_Face wrote:
Well the player races; tieflings, aasimar, genasi, bauriaur, modrons, and githzerai. (I think thats all of them that aren't already in the CnC PHB).
And I also believe different planes have different effects on magic and magical items. Oh yeah and the factions abilities.
I really thought this was one of the best campaign worlds invented by the people at TSR, and its a shame that WoTC didn't do anything with it. Whatever people may say about TSR flooding the market with products, they also pushed the boundaries of D&D with alot of imaginative settings, such as Dark Sun, Ravenloft, Planescape and Spelljammer. I really wish WoTC would release either one book campaign settings for these worlds or license them to other companies. Anyhow just my 2cents.
Why would you need to convert anything? Just use the races, etc as is, ala 2nd Ed AD&D. Same with the effects of the different planes. Same with all the "planar" spells that made this campaign setting possible for 1st level characters to exist in in the first place. Just port them all over to C&C, no conversion necessary-- except saves (which should be easy, as the C&C saves somewhat relate to the AD&D ones), SR, and AC.
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Posted: Mon Oct 02, 2006 1:39 pm
by serleran
There should be about a 5% difference between a 2E Planescape and a C&C Planescape. There would be much more between 3E and C&C, due to the addition of things which have been abandoned.
In any case, when you want to use something that also exists in 3E, I suggest using the pre-3E material because 1) its easier to convert, as there really is no "conversion," 2) tends to have the "flavor" that C&C strives for, at least, more-so than Lawful Good Succubi Paladins, and 3) you won't be branded a heretic. Hehe, #3 is not true.
Posted: Tue Oct 03, 2006 1:27 am
by BASH MAN
serleran wrote:
There should be about a 5% difference between a 2E Planescape and a C&C Planescape. There would be much more between 3E and C&C, due to the addition of things which have been abandoned.
In any case, when you want to use something that also exists in 3E, I suggest using the pre-3E material because 1) its easier to convert, as there really is no "conversion," 2) tends to have the "flavor" that C&C strives for, at least, more-so than Lawful Good Succubi Paladins, and 3) you won't be branded a heretic. Hehe, #3 is not true.
As much as I like to see D&D 3E raked over the coals (and I do), they do say that outsiders like succubi are inherently evil and cannot change their alignment, as are solars, etc. PS-- Serl, soon you will see a succubus done in C&C in a dungeon crawl classic
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Posted: Tue Oct 03, 2006 4:55 am
by serleran
Quote:
hey do say that outsiders like succubi are inherently evil and cannot change their alignment, as are solars, etc.
Uh huh, tell that to WotC, who decided to create a LG Succubus Paladin. Apparently, its "fun" to throw rules out the window to play whatever is "hip." Seriously, you think the rules as written are a hindrance to d20? Look at the R&D articles, and then, if you can rationalize it... I might believe that there are "rules" for d20. It seems the only "rules" are "it must follow this formula," but what variable you use are entirely up to you! YAY!!! Its like math, only, the integrals aren't integral! Woohoo! I love it... so simplistically complicated.
Oh, and that's cool. I don't need a succubus though. Have one. Wrote one, in fact.
Posted: Wed Oct 11, 2006 8:38 am
by BASH MAN
Something that would have to be added are classes and spells that allow you to survive on the planes, like the elemental plane of fire. Basic D&D had a great spell called "survival" that said that you take no damage from your natural environment, even if you are on an elemental plane, etc. So if you are on the elemental plane of fire, the fire in the air is not hurting you, but if an eefriti blasts you with fire, it will hurt you. Of course, that was a 7th level cleric spell (they only went up to 7th level back then).
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