C&C and Diablo II ...

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
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Arakor
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C&C and Diablo II ...

Post by Arakor »

So I'm digging through my books and I find my copy of Diablo II: The Awakening. I got to wondering whether any of it can be used in C&C at all.

Certainly the magical item generation from Chapter III could be used pretty much as is.

What I'm curious about is possibly using the spells and/or creatures ...
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Post by moriarty777 »

Since it is an AD&D product... I don't see why not.

The creatures and spells should also be very adaptable though I'd double check the spells to make sure they're not too powerful.

I haven't done much more than glance at it since I started with C&C so I couldn't give anything more specific.

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Post by serleran »

Yes. I converted the Amazon as a class. ;) Easy to do. If you want it, let me know...

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Post by Breakdaddy »

Yes, as has been said. I wish I had a copy of that. I have something D&D classic I think that came with my Diablo II collectors edition
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Post by Arakor »

serleran wrote:
Yes. I converted the Amazon as a class. Easy to do. If you want it, let me know...

I'd love to see that, along with the guidelines that you used in converting it.
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Post by Arakor »

moriarty777 wrote:
Since it is an AD&D product... I don't see why not.

The creatures and spells should also be very adaptable though I'd double check the spells to make sure they're not too powerful.

Strictly speaking it's an AD&D 2e product. Having said that, it looks like it should be convertible with minimal fuss.

Anyone got any advice on converting 2nd Ed to C&C???

(Yes, I've got both of the conversion guidelines but wondered if there's anything else to look out for)
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Post by serleran »

Diablo II C&C Style

General Notes: There are no other playable races but Human in the world of Diablo II. The classes from the expansion to Diablo II, Lords of Darkness, has not been converted, but in doing so, Assassin and Druid would be added to the list of available classes. The character classes in C&C Diablo II are slightly more powerful than standard C&C, but this is

compensated by the increased power of Monsters, and the sheer number of them, as well as the overall reduction in EPP gained from the slaying of Monsters. In C&C Diablo II, it is recommended that EPP not be given for treasure earned.

Addendum : This project in no way is an attempt to infringe on the rights of either Troll Lord Games, Blizzard Entertainment, or of Wizards of the Coast. All product identity remains the respective property of the holder, and is used, without permission, herein only as a means to show how a conversion can be done.
Amazon

Powerful warrior women from the South Sea plains, the Amazon are gifted and fierce opponents, striking with determined vengeance and unequalled ferocity. They despise the Prime Evils, and all their minions, and actively seek to bring destruction to these abominations, using every skill in their lethal arsenal for this so le purpose.

Abilities

* -- Abilities marked as such are re-usable with the consumption of a Mana Potion, described in the Items section of this document.

Addendum : An Amazons class abilities are designed to function with each other, save that effects which generate fire cannot be combined with those that generate cold or ice effects, and abilities of the same type, such as poison, have the effect of the highest Group.

Group One --

Critical Strike: When making an attack roll, if the Amazon rolls a nat ural 20, the attack deals an additional 1d4 points of damage.

* Flaming Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to burst into flames whenever striking an opponent. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is burned to cinders, destroyed. If an enchanted missile strikes an opponent, that opponent suffers an additional 1d6 points of fire damage, with a save vs. traps against the Base to Hit of the Amazon allowed to negate this extra damage.

Inner Sight (Wisdom): This ability has two functions, one of which requires a successful check, and the other is constant. The effect which is constant is identical to that of Twilight Vision, as detailed in the C&C Players Handbook. The second function requires a check modified by the average Hit Die of all opponents within 30 feet; if successful, the Amazon gains a

+1 bonus on all attack rolls against these creatures, and cannot be successfully sneak attacked, backstabbed, or suffer from a death attack.

Jab: If an Amazon is wielding a piercing melee weapon, a number of additional attacks equal to the characters Dexterity modifier are allowed. However, each attack taken suffers a cumulative -2 penalty, and deals a cumulative -1 point of damage on a successful strike; damage however, cannot be less than one point, regardless of the roll and penalty.

* Magic Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to automatically hit any creature the Amazon can see. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is destroyed. A missile so enchanted deals its normal damage +1.

Group Two --

* Cold Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to burst into ice shards whenever striking an opponent. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is liquefied, destroyed. If an enchanted missile strikes an opponent, that

opponent suffers an additional 1d6 points of cold damage, with a save vs. Paralysis against the Base to Hit of the Amazon allowed to negate the effects of a slow spell, as cast by a 5th level spellcaster.

Dodge (Dexterity): If an Amazon has initiative over an opponent while engaged in melee combat, the Amazon can make a successful Dexterity check, modified by the Hit Dice or level of the opponent; success grants a +2 bonus to armor class against all attacks made by that opponent, and allows a Dexterity save, modified by the Base to Hit of the attacker to reduce any damage caused by a successful attack by half. Note: This ability does not apply to spells or effects which do not cause damage, such as petrifaction. An Amazon can use this ability against multiple foes at once, but the base difficulty becomes the average Hit Dice or level, +2 for each additional opponent. When using this ability, an Amazon is limited to one attack per round, regardless of other class abilities, and cannot move more than 5 feet; in fact, if the Amazon cannot move 5 feet, due to

interfering barriers or close conditions, this ability cannot be used.

* Multiple Shot (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to split and divide whenever attacking an opponent. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is splintered, destroyed. When the Amazon attacks with an enchanted

missile, it divides into three separate missiles, each capable of striking the same, or a different creature, at the Amazons choosing. If these additio nal attacks are directed at multiple opponents, the victims must be within 10 feet of each other, and within 5 feet of the primary target. Regardless of target, each attack suffers a -4 penalty. Note: The Amazon must have the Group One ability Magic Missile to gain this ability.

* Poison Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons with a deadly toxin. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is vaporized, destroyed. If an enchanted missile strikes an opponent, that opponent must make a successful

save vs. Poison against the Amazons level, or be afflicted with a horrible poison that deals 1d6 points of damage for 3 rounds; cumulative strikes with this ability do not deal additional damage, but do extend the duration by 3 rounds on each failed save. Additionally, any breathing creature, whether friend or foe, including the target, which is within 5 feet of the path of the missiles movement, must make a successful save vs. Poison, modified against the Amazons level, or is considered to not have Constitution as Prime; a victim that does not have Constitution as Prime that fails this check suffers a -2 penalty on all Constitution-based saves and checks for 3 rounds. This ability in no way enables an Amazon to utilize poison by any other means.

* Power Strike (Intelligence): Each day, an Amazon can enchant a nonmagical melee weapon to discharge an electric jolt on a successful hit. The maximum number of charges that can be stored in the weapon is equal to the Amazons Intelligence modifier, and the check is modified by a cumulative +4 per charge. This enchantment has a duration of 24 hours, and a charge not used within this duration is lost, dissipated. When the enchanted weapon successfully strikes an opponent, normal damage

is dealt, plus 1d8 per 4 levels points of electrical damage; a save vs. breath Weapon, modified by the Base to Hit of the Amazon is allowed to reduce this extra damage by half. Note: The Amazon must have the Group One ability Jab to gain this ability.

Group Three --

Avoid Missiles: This ability is the same as the Deflect Missiles ability of the Monk class, as detailed in the C&C Players Handbook, with one exception: an Amazon can attempt to deflect a number of incoming missile attacks equal to the characters Dexterity modifier.

* Bolt of Lightning (Intelligence): Each day, an Amazon can enchant a number of nonmagical thrown missile weapons to discharge an electric jolt on a successful hit. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is charred, destroyed. When the enchanted weapon successfully strikes an opponent, normal damage is not dealt; instead, 2d10 points of electrical damage is delivered. Note: The Amazon must have the Group Two ability Poison Missile to gain this ability.

* Exploding Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to release an explosive fiery force on a successful hit. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a

duration of 24 hours, and a missile not used within this duration is charred, destroyed. When the enchanted weapon successfully strikes an opponent, normal damage is not dealt; instead, 1d6, per four levels, points of fire damage is delivered. Any creature within 15 feet of the struck victim must make a saving throw vs. Breath Weapon or suffer damage from the explosive concussion; a failed save results in taking damage. The victim that is hit by the attack does not take this extra

damage, and is not allowed a save. Note: The Amazon must have the Group One ability Flaming Missile and the Group Two ability Multiple Shot to gain this ability.

Impale: If an Amazon is wielding a piercing melee weapon, any successful attack inflicts an additional 2d6 points of damage. However, after every successful attack, the Amazon must make a successful Dexterity check, modified against the total amount of damage dealt, or have the weapon used for the attack broken. A magical weapon adds its enchantment plus; any item of significant durability, such as an item crafted of adamantine, adds a +10 bonus to the check. Note: The Amazon must have the Group One ability Jab to gain this ability.

* Slow Missiles (Dexterity): Once per day, by making a successful save vs. Breath Weapon, modified by the highest Base to Hit of the attacker, plus 2 for each additional missile, plus the total of any magical enchantment bonuses, an Amazon is able to literally slow the flight speed of any type of missile. This ability has a radius of 30 feet, and grants all allies within this range a +2 bonus to Armor Class against the attacks. Any magical effect, such as the spell magic missile is effectively targeted by a

dispel magic spell, and must be checked or be dispelled; the Amazon is considered a 7th level spellcaster for this purpose. Note: The Amazon must have the Group One ability Inner Sight to gain this ability.

Group Four --

* Charged Strike (Intelligence): Each day, an Amazon can enchant a nonmagical melee weapon to discharge an electric jolt on a successful hit. The maximum number of charges that can be stored in the weapon is equal to the Amazons Intelligence modifier, and the check is modified by a cumulative +4 per charge. This enchantment has a duration of 24 hours, and a charge not used within this duration is lost, dissipated. When the enchanted weapon successfully strikes an opponent, normal damage

is dealt, plus 2d8 points of electrical damage. In addition, the weapon releases an effect identical to the spell charged bolt, as described in the Spells section of the document. Note: The Amazon must have the Group Two ability Power Strike and the Group Three ability Bolt of Lightning to gain this ability.

* Guided Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to automatically hit the nearest opponent creature within range, regardless of direction. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is destroyed. If two or more targets are possible, random determination is used to select the victim of the attack. Note: The Amazon must have the Group Two abilities of Cold Missile and Multiple Shot to gain this ability.

* Ice Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to burst into ice shards whenever striking an opponent. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is liquefied, destroyed. If an enchanted missile strikes an opponent, that

opponent suffers an additional 2d6 points of cold damage, with a save vs. Paralysis against the Base to Hit of the Amazon allowed to negate 1d3 rounds of paralysis. Note: The Amazon must have the Group Two ability Cold Missile to gain this ability.

* Penetrate (Strength): Once per day, by making a successful Strength check modified by an opponents total armor bonus (that is, AC 10), the Amazon is able to drive an especially powerful blow through the victims defenses. Against the attack, the opponent is considered to have an armor class penalty of -1 per 4 levels. This ability can only be used with a missile

weapon. Note: The Amazon must have the Group One ability Critical Strike to gain this ability.

* Plague Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons with a deadly toxin. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is vaporized, destroyed. If an enchanted missile strikes an opponent, that opponent must make a successful

save vs. Poison against the Amazons level, or be afflicted with a horrible poison that deals 1d4 points of Constitution damage; creatures that do not have Constitution scores suffer a loss of 1d4 Hit Dice instead. Cumulative strikes with this ability do deal additional damage on each failed save. Additionally, any breathing creature, whether friend or foe, including the target, which is within 5 feet of the path of the missiles movement, must make a successful save vs. Poison, modified against the Amazons

level, or is considered to not have Constitution as Prime; a victim that does not have Constitution as Prime that fails this check suffers a -2 penalty on all Constitution-based saves and checks for 3 rounds. This ability in no way enables an Amazon to utilize poison by any other means. Note: The Amazon must have the Group Three ability Bolt of Lightning to gain this ability.

Group Five --

* Decoy: Once each day, an Amazon is able to generate an effect that is identical to the Illusionist spell project image, except that there is no save allowed to disbelieve the image; instead a save vs. Charm is allowed to resist attacking the image in place of the Amazon, and the image is not dispersed if struck. The duration of this effect is one round per point of Charisma. Note: The Amazon must have the Group Three ability Slow Missiles to gain this ability.

Evade: If the only action an Amazon performs is to move during a combat round, the Amazon gains a +2 bonus to Armor Class. Note: The Amazon must have the Group Three ability Avoid Missiles to gain this ability. Fend: This ability is identical to that of the Fighters Combat Dominance ability as listed in the C&C Players Handbook. Note: The Amazon must have the Group Three ability Impale to gain this ability.

* Immolation Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to release an explosive fiery force on a successful hit. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a

duration of 24 hours, and a missile not used within this duration is charred, destroyed. When the enchanted weapon successfully strikes an opponent, normal damage is not dealt; instead, 4d6 points of fire damage is delivered. Any creature within 10 feet of the struck victim must make a saving throw vs. Breath Weapon or suffer of 1d6, per two levels, points of fire damage from the explosive concussion; a failed save results in taking damage. The victim that is hit by the attack does not take this extra damage, and is not allowed a save. In addition, the ground around the struck victim, within 10 feet, bursts into flames, and continues to burn for 1d4 rounds, inflicting 1d6 points of fire damage to any creature that remains in the area. Note: The Amazon must have the Group Three ability Exploding Missile to gain this ability.

Strafe: An Amazon is capable of delivering several rapid strikes in a very short time, raining death. When wielding a ranged weapon, a number of additional attacks equal to the characters Dexterity modifier are allowed. However, each attack taken suffers a cumulative -2 penalty, and deals a cumulative -1 point of damage on a successful strike; damage however, cannot be less than one point, regardless of the roll and penalty. Note: The Amazon must have the Group Four ability Guided Missile to gain this ability.

Group Six --

* Freezing Missile (Intelligence): Each day, an Amazon can enchant a number of nonmagical arrows or other nonmagical missile weapons to burst into ice shards whenever striking an opponent. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is liquefied, destroyed. If an enchanted missile strikes an opponent, that opponent suffers an additional 4d6 points of cold damage, with a save vs. Paralysis against the Base to Hit of the Amazon allowed to negate 1d3 rounds of paralysis; each round the victim remains paralyzed, a save vs. Death is allowed to negate suffering an additional 2d6 points of cold damage. Note: The Amazon must have the Group Four ability Ice Missile to gain this ability.

* Lightning Fury (Intelligence): Each day, an Amazon can enchant a number of nonmagical thrown missile weapons to discharge an electric jolt on a successful hit. The maximum number of missiles that can be enchanted is equal to the Amazons level, and the check is modified by a cumulative +1 per missile. This enchantment has a duration of 24 hours, and a missile not used within this duration is charred, destroyed. When the enchanted weapon successfully strikes an opponent, normal damage is not dealt; instead, 1d6, per two levels, points of electrical damage is delivered. The effect then arcs to the nearest foe within 30 feet, dealing half this damage, repeating until there are no more foes within 30 feet of the previous victim, or the damage is reduced to 1 die. In all cases, a save vs. Breath Weapon is allowed to reduce damage suffered by half. Note: The Amazon must have the Group Four ability Plague Missile to gain this ability.

* Lightning Strike (Intelligence): Each day, an Amazon can enchant a nonmagical melee weapon to discharge an electric jolt on a successful hit. The maximum number of charges that can be stored in the weapon is equal to the Amazons Intelligence modifier, and the check is modified by a cumulative +4 per charge. This enchantment has a duration of 24 hours, and a charge not used within this duration is lost, dissipated. When the enchanted weapon successfully strikes an opponent, normal damage

is not dealt; instead 1d6, per 2 levels, points of electrical damage is delivered. The effect then arcs to the nearest foe within 30 feet, dealing half this damage, repeating until there are no more foes within 30 feet of the previous victim, or the damage is reduced to 1 die. In all cases, a save vs. Breath Weapon is allowed to reduce damage suffered by half. Note: The Amazon must have the Group Four ability Charged Strike to gain this ability.

Pierce : When making an attack roll for a ranged attack, if the Amazon successfully hits, the attack pierces the victim, and continues to a foe immediately behind the original target. A new attack roll, modified by half the Amazons Base to Hit, is rolled. If this attack hits, then the process continues until the Base to Hit modifier is reduced to 1. Each victim must be directly in line, and suffers normal damage for the attack. Note: The Amazon must have the Group Four ability Penetrate to gain this

ability.

Valkyrie: Once per day, an Amazon can summon a Valkyrie, as detailed in the Monsters section of this document. The summoned Valkyrie appears at any spot within 60 feet of the summoning Amazon, and obeys all orders until slain or the duration of this effect, which is a number of rounds equal to the Amazons Charisma score, elapses. Note: The Amazon must

have the Group Five abilities Decoy and Evade to gain this ability.

Prime Attribute: Dexterity

Hit Dice: d10

Alignment: Any, though usually Lawful

Weapons: Any

Armor: As per Ranger detailed in the C&C Players Handbook

Abilities: Group Abilities I VI

[quote]Code:


[quote]Code:


I did not use any guidelines, as this was created before I did my "infamous deconstruction."

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Post by moriarty777 »

Arakor wrote:
Strictly speaking it's an AD&D 2e product. Having said that, it looks like it should be convertible with minimal fuss.

Anyone got any advice on converting 2nd Ed to C&C???

(Yes, I've got both of the conversion guidelines but wondered if there's anything else to look out for)

Yes, strictly speaking it's 2nd Edition of course. Since I pretty much started playing at the dawn of AD&D 2E, I used 1st and 2nd edition AD&D material pretty much interchangeably. I sometimes tend to lump all of AD&D together and call it that despite the little differences. At the very least, there was more in common than not.
However, I'd still check the spells a bit since this product was made at the end of the 2nd edition run when there was some increasing power creep in AD&D 2E compared to when it first came out IMO. This might only be a concern depending on how you are looking to integrate these in C&C.

Let us know how it works out!

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Post by Omote »

I've used those Diablo II treasure tables in multiple games, as well as in one particularly crazy session of C&C.

Good stuff.

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Post by Arakor »

Serlaran ...

Just looking at your Amazon conversion, I can see that you're using the Knight tables for XP, BtH and HD, Ranger restrictions on armour. Did you convert this from Diablo II: The Awakening (AD&D2) or from Diablo II: Diablerie (D&D3.x) ??

Given the abilities you've given her, I'd hazard the Diablerie book. No matter, it looks pretty neat.
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Post by Arakor »

I've looked through the Diablerie and The Awakening books, and it looks like it'll be easier to convert from Diablerie into C&C rather than The Awakening. To test this out, I've going to do a couple of conversions and get you all to critique them.
SPELLS
Fire Bolt

Level 1 Wizard

CT: 1

R: 150ft

D: Instant

SV: Dexterity half

SR: Yes

Comp: V,S

A small bolt of fire flies from the caster's hand and strikes a single foe for 1d6 fire damage per caster level. A dexterity save will reduce this to half damage. Caster must make a ranged touch attack roll to hit as per Acid Arrow
Teeth

Level 1 Cleric

CT: 1

R: see below

D: Instant

SV: Dexterity half

SR: Yes

Comp: V,S

The caster sends forth a spray of teeth striking targets in an area 5 ft wide and 50 ft long. It deals 1d6 damage per caster level. If the first creature dies, any remaining damage applies to targets behind the first, and so on out to the maximum range.
CREATURES
Blood Claw

No. Encountered: 2-7

Size: Medium

HD: 11 (d10)

Move: 10ft, 30ft fly

AC: 19

Attacks: Slam (2d8)

Special: Stoneshape, Immunity (Mind Control), Immunity (Fire)

Saves: P

Int: Low

Alignment: NE

Type: Construct

Treasure:

XP: 1125 + 11
Stoneshape - Blood Claws get a +2 bonus to CL when surprising a party. i.e. the party's wisdom roll CC is 12/18 + 13 or 25/31.

All right everyone, I want your comments on this.
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Post by serleran »

I don't remember what book I used. There are four of them, after all. Two AD&D ones, one d20 one, and a box set, which I think is d20 as well.

Sorry if it was from the wrong one. The same principle would apply. Just read what the class gets and write it in C&C terms. ;)

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Post by Witterquick »

I think the book is a gem for coming up with new monsters. After a while I start to get tired of the same old skeletons.
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Post by Arakor »

serleran wrote:
I don't remember what book I used. There are four of them, after all. Two AD&D ones, one d20 one, and a box set, which I think is d20 as well.

Sorry if it was from the wrong one. The same principle would apply. Just read what the class gets and write it in C&C terms.

I've got both the AD&D2 book and the d20 book, and there are significant differences between the two ... The classes are completely different, some of the monsters in the AD&D2 book are missing from the d20 book and vice versa.
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Post by serleran »

I'll have to hunt out my Diablo II stuff and do a more proper conversion from the 2nd edition material, since I likely pulled the d20 version as, at that time, it was what I had just stopped playing so its mechanics were "fresher."

DII monsters and magic items are fun to use, but I found actually playing the "module" to be hilarious. "Whoa, what can I do fer you?!" Hehe. Cracks me up all the time, since its identical to the PC game.

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Post by Omote »

Four Diablo RPG books (box sets)

Box Set: AD&D2e, slimmed down

Diablo II: The Awakening (AD&D2e)

Diablo II: Diablerie (d20)

Diablo II: To Hell & Back (d20)

-O
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Post by Arakor »

I would appreciate some commentary on the conversions I've posted.
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Omote
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Post by Omote »

Arakor wrote:
I've looked through the Diablerie and The Awakening books, and it looks like it'll be easier to convert from Diablerie into C&C rather than The Awakening. To test this out, I've going to do a couple of conversions and get you all to critique them.
SPELLS
Fire Bolt

Level 1 Wizard

CT: 1

R: 150ft

D: Instant

SV: Dexterity half

SR: Yes

Comp: V,S

A small bolt of fire flies from the caster's hand and strikes a single foe for 1d6 fire damage per caster level. A dexterity save will reduce this to half damage. Caster must make a ranged touch attack roll to hit as per Acid Arrow
Teeth

Level 1 Cleric

CT: 1

R: see below

D: Instant

SV: Dexterity half

SR: Yes

Comp: V,S

The caster sends forth a spray of teeth striking targets in an area 5 ft wide and 50 ft long. It deals 1d6 damage per caster level. If the first creature dies, any remaining damage applies to targets behind the first, and so on out to the maximum range.
CREATURES
Blood Claw

No. Encountered: 2-7

Size: Medium

HD: 11 (d10)

Move: 10ft, 30ft fly

AC: 19

Attacks: Slam (2d8)

Special: Stoneshape, Immunity (Mind Control), Immunity (Fire)

Saves: P

Int: Low

Alignment: NE

Type: Construct

Treasure:

XP: 1125 + 11
Stoneshape - Blood Claws get a +2 bonus to CL when surprising a party. i.e. the party's wisdom roll CC is 12/18 + 13 or 25/31.

All right everyone, I want your comments on this.

Personally I think Firebolt is a bit strong for a 1st level spell, but then again this is Diablo were talking about here. Personally, even though there is a roll to hit required, I'd make it a 2nd level WIZ spell... that is if you are going mainly with the C&C rules as written.

The Blood Claw is tough in the way of HP, but doesn't dole out that much damage. However the stoneshape ability could be wickedly deadly if used with a vile CK.
Overall, a nice start. As you develop more a deeper understanding of the game you want to develop will emerge, driving your ability to convert Diablo stuff to C&C.

-O
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Post by Tadhg »

Arakor wrote:
I've got both the AD&D2 book and the d20 book, and there are significant differences between the two ... The classes are completely different, some of the monsters in the AD&D2 book are missing from the d20 book and vice versa.

Hmm, I've got the 2 d20 books and like them for a couple of classes and the monsters and some spells.

But I've got to ask what you think of the AD&D2E book. Worth hunting down to use with C&C?

Thanks.
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Post by Breakdaddy »

Didnt The Awakening have conversions for most of the Diablo II spells? Could you just take those spells directly from this resource or is that not feasible.
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Post by Omote »

Breakdaddy wrote:
Didnt The Awakening have conversions for most of the Diablo II spells? Could you just take those spells directly from this resource or is that not feasible.

Diable II spells were definitely in Awakening, as AD&D 2E spells. Litte conversion would be needed for the most part.

-O
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Post by serleran »

Yes, using the 2nd edition thing would be much easier for spells and magic items. Classes, while interesting, were more like kits as I recall, so you'd have more to "convert" in that case (or, just slightly modify existing classes...)

Personally, when I do a conversion, I try to retain the originals "feel." DII is a CRPG. d20 emulates that better, which is why, I guess, I picked it for the C&C re-translation.

You should see what I did with Morrowind.

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Post by Arakor »

Omote wrote:
Personally I think Firebolt is a bit strong for a 1st level spell, but then again this is Diablo were talking about here. Personally, even though there is a roll to hit required, I'd make it a 2nd level WIZ spell... that is if you are going mainly with the C&C rules as written.

The spell was converted from the d20 version (Diablerie) rather than the AD&D2 version. As it stands, it isn't that much different to Magic Missile albeit requiring an Attack roll and doing more damage. I'd say that 1st or 2nd level is about right.
Omote wrote:
The Blood Claw is tough in the way of HP, but doesn't dole out that much damage. However the stoneshape ability could be wickedly deadly if used with a vile CK.


What can I say?? I'm an evil CK. At +11 to hit and doing 2d8 damage, it's going to be nasty. Maybe it should have 2 attacks instead?
Omote wrote:
Overall, a nice start. As you develop more a deeper understanding of the game you want to develop will emerge, driving your ability to convert Diablo stuff to C&C.

Oh, I'm enjoying running C&C at the club and I'm very tempted to switch my Sunday GURPS campaign to C&C as well.
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Post by Arakor »

Breakdaddy wrote:
Didnt The Awakening have conversions for most of the Diablo II spells? Could you just take those spells directly from this resource or is that not feasible.

Diablerie contains about 50% of the material that was in The Awakening. The Awakening had pretty much everything from the Diablo II game but some of the stuff doesn't make a lot of sense when compared to C&C.
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Post by Omote »

Arakor wrote:
What can I say?? I'm an evil CK. At +11 to hit and doing 2d8 damage, it's going to be nasty. Maybe it should have 2 attacks instead?

2 attacks would make this creature... devestaing!
-O
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Post by Brutorz Bill »

Thanks for posting your conversions. Looking forward to seeing more.

Bill

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