D&D to C&C Conversion materials
D&D to C&C Conversion materials
This has probably been asked before, so I apolologize (I already tried searching the forums).
Where can I find information for converting D&D 3.0/3.5 material to C&C? Specifically I'm looking for a conversion of monster stats. Maybe I'm asking the wrong question. Is there a place where I can find the formula for converting D&D monsters to C&C?
I ask because I really like having the D&D monster manuals at the game table rather than C&C's M&T manual. Simply put, there are a lot more monsters, better illustrations, and better descriptions.
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Where can I find information for converting D&D 3.0/3.5 material to C&C? Specifically I'm looking for a conversion of monster stats. Maybe I'm asking the wrong question. Is there a place where I can find the formula for converting D&D monsters to C&C?
I ask because I really like having the D&D monster manuals at the game table rather than C&C's M&T manual. Simply put, there are a lot more monsters, better illustrations, and better descriptions.
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I believe its one fo the stickied threads around here, probably in the official rules forum. IF not there is a stickied thread over on Goodmans forum for converting 3E to C&C due to their C&C modules.
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The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
No, there is no "formula." There are things people do, though.
Scroll to Conversion Guidelines for one way.
One earlier discussion on these boards...
Either of those should be simple enough, even if not entirely accurate.
I also wholly and completely disagree that d20 provides "better descriptions" but, hey, if you like 'em, good.
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Scroll to Conversion Guidelines for one way.
One earlier discussion on these boards...
Either of those should be simple enough, even if not entirely accurate.
I also wholly and completely disagree that d20 provides "better descriptions" but, hey, if you like 'em, good.
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Copied from the Goodman Boards:
Hello, my name is Chris Rutkowsky and I did the conversion of the Mysterious Tower from d20 to Castles and Crusades, and wrote an original module for C&C for Goodman Games.
Joe forwarded me an email in which a person wanted a guideline for converting a certain module (Crypt of the Devil Litch) to C&C. I personally don't have this module, however I can give you guys a quick guideline that I used myself to make things for Mysterious Tower work for C&C.
The easiest thing to convert is the monsters. All you need to do is look up the same monster in the C&C Monsters and Treasure book! You can mark the pages in the module and your M&T book with color coded sticky notes so that you always know what page to turn to in a hurry and don't have to bother with making notes.
If the monster you want to convert is not in the Monsters and Treasure Book, I would consult an older edition of D&D-- my personal favorite being the Basic D&D Rules Cyclopedia. If you don't have it you can buy the pdf for 5 dollars at rpgnow.com or buy a used one on ebay.
The monsters presented in the RC are 90% compatable with C&C rules. The only thing that you would need to actively convert is armor class and saving throws. To convert D&DRC armor class to C&C, simply subtract the given AC from 19. Remember that subtracting a negative number is the same thing as addition. So a D&D monster listed as AC 5 would be AC 14 in C&C (19-5= 14). A monster with AC -3 would become AC 22 in C&C (19+3 =22). Saves are easier to convert. If the creature saves as a fighter, thief, dwarf, or halfling it is Physical prime. If it saves as an elf, cleric, or wizard it is mental prime. Use the creatures HD as the bonus to all rolls (including saves, attacks, etc). Simple, eh?
If using 1st or 2nd Edition AD&D as a resource, armor class is also easy to manage. Simply subtract the listed AC from 20. So an AC 5 creature would be AC 15 in C&C and an AC -3 character would be AC 23 in C&C. Saves convert the same as in basic D&D.
If you want to convert DIRECTLY from d20 system, use the same Hit Dice and die type as the creature already has, but get rid of the bonus hit points. So a creature listed as 5d10+15 HD in d20 would convert to 5d10 in C&C. You should also take away any bonuses to the damage dice listed. If the bonus listed is higher than the die, just make the attack use the die type, and double it. So a creature listed as doing d4+5 damage, change it to 2d4. If a creature had d6+3 dmg, just convert it to d6. These changes are because hit points and damage are harder to come by in C&C than they are in d20. If a creature's good saves are FORT or REF, it is Physical prime. If it is WILL the creature is mental prime. If they are all good saves, it is physical and mental prime.
Converting Saves
Older editions of D&D had 5 saving throws. C&C has 6 and they are just about the same, except the C&C saves are directly linked to stats. The old D&D saves were as follows and converts to C&C as presented below:
Paralysis-- Str
Breath Weapon (and area of affect spells like fireball)-- Dex
Poison, Death-- Con
Wands, Staves, Wands (and Illusions)-- INT
Spells (except illusions and area of affect spells like fireball and charm or sleep spells)-- WIS
Enchantment spells (sleep, charm, etc) and fear= CHA
Converting d20 saves is a little trickier and involves a judgement call by the CK converting it. You just have to use some logic as to which converts to what.
FORT-- STR or CON (depending on the effect)
REF-- DEX
WILL--INT, WIS, or CHA (Depending on the source of the spell/effect, CK's call)
Converting DCs to Challenge Levels.
I use a simple formula for this. I assume that DC 15 is the average DC of a check in d20. In C&C, the average difficulty of a task is CL 0. So every 1 the DC is higher than 15 in D20, the CL is 1 higher. So a DC 19 check would convert to a CL 4 check. For every 1 the DC is lower than 15 in D&D, the CL is -1. So a DC 12 check would be CL -3 in C&C. The CL of course is added to the base of 12/18 depending on if the character is prime in the required stat.
Converting Skill Checks
Simply make the skill check into an attribute check for the skill that is normally tied to that attribute. You may want to give certain classes a bonus in this, or even restrict who can try based on class. For instance a Search check would simply convert to an INT check, which anybody can do, but a Survival check to track somebody should be limited to rangers or maybe druids (with a penalty as it is not a class ability for them).
Converting damage from traps--
If the trap is related to a spell, look up the C&C equivilent and adjust the effect accordingly.
If the damage is related to a weapon, look up that weapons damage in C&C and convert it.
If damage is listed as a die with a damage bonus exceeding the die types, add another die to the damage instead. If it has a damage bonus less than the die type, get rid of the bonus damage.
So if a trap is listed as doing 5d6+7 damage, convert it to 6d6 damage for C&C. If it does 5d6+4 damage, it just does 5d6.
Well, that is all that comes to mind for now. Let me know if you think of any other questions about conversion.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Hello, my name is Chris Rutkowsky and I did the conversion of the Mysterious Tower from d20 to Castles and Crusades, and wrote an original module for C&C for Goodman Games.
Joe forwarded me an email in which a person wanted a guideline for converting a certain module (Crypt of the Devil Litch) to C&C. I personally don't have this module, however I can give you guys a quick guideline that I used myself to make things for Mysterious Tower work for C&C.
The easiest thing to convert is the monsters. All you need to do is look up the same monster in the C&C Monsters and Treasure book! You can mark the pages in the module and your M&T book with color coded sticky notes so that you always know what page to turn to in a hurry and don't have to bother with making notes.
If the monster you want to convert is not in the Monsters and Treasure Book, I would consult an older edition of D&D-- my personal favorite being the Basic D&D Rules Cyclopedia. If you don't have it you can buy the pdf for 5 dollars at rpgnow.com or buy a used one on ebay.
The monsters presented in the RC are 90% compatable with C&C rules. The only thing that you would need to actively convert is armor class and saving throws. To convert D&DRC armor class to C&C, simply subtract the given AC from 19. Remember that subtracting a negative number is the same thing as addition. So a D&D monster listed as AC 5 would be AC 14 in C&C (19-5= 14). A monster with AC -3 would become AC 22 in C&C (19+3 =22). Saves are easier to convert. If the creature saves as a fighter, thief, dwarf, or halfling it is Physical prime. If it saves as an elf, cleric, or wizard it is mental prime. Use the creatures HD as the bonus to all rolls (including saves, attacks, etc). Simple, eh?
If using 1st or 2nd Edition AD&D as a resource, armor class is also easy to manage. Simply subtract the listed AC from 20. So an AC 5 creature would be AC 15 in C&C and an AC -3 character would be AC 23 in C&C. Saves convert the same as in basic D&D.
If you want to convert DIRECTLY from d20 system, use the same Hit Dice and die type as the creature already has, but get rid of the bonus hit points. So a creature listed as 5d10+15 HD in d20 would convert to 5d10 in C&C. You should also take away any bonuses to the damage dice listed. If the bonus listed is higher than the die, just make the attack use the die type, and double it. So a creature listed as doing d4+5 damage, change it to 2d4. If a creature had d6+3 dmg, just convert it to d6. These changes are because hit points and damage are harder to come by in C&C than they are in d20. If a creature's good saves are FORT or REF, it is Physical prime. If it is WILL the creature is mental prime. If they are all good saves, it is physical and mental prime.
Converting Saves
Older editions of D&D had 5 saving throws. C&C has 6 and they are just about the same, except the C&C saves are directly linked to stats. The old D&D saves were as follows and converts to C&C as presented below:
Paralysis-- Str
Breath Weapon (and area of affect spells like fireball)-- Dex
Poison, Death-- Con
Wands, Staves, Wands (and Illusions)-- INT
Spells (except illusions and area of affect spells like fireball and charm or sleep spells)-- WIS
Enchantment spells (sleep, charm, etc) and fear= CHA
Converting d20 saves is a little trickier and involves a judgement call by the CK converting it. You just have to use some logic as to which converts to what.
FORT-- STR or CON (depending on the effect)
REF-- DEX
WILL--INT, WIS, or CHA (Depending on the source of the spell/effect, CK's call)
Converting DCs to Challenge Levels.
I use a simple formula for this. I assume that DC 15 is the average DC of a check in d20. In C&C, the average difficulty of a task is CL 0. So every 1 the DC is higher than 15 in D20, the CL is 1 higher. So a DC 19 check would convert to a CL 4 check. For every 1 the DC is lower than 15 in D&D, the CL is -1. So a DC 12 check would be CL -3 in C&C. The CL of course is added to the base of 12/18 depending on if the character is prime in the required stat.
Converting Skill Checks
Simply make the skill check into an attribute check for the skill that is normally tied to that attribute. You may want to give certain classes a bonus in this, or even restrict who can try based on class. For instance a Search check would simply convert to an INT check, which anybody can do, but a Survival check to track somebody should be limited to rangers or maybe druids (with a penalty as it is not a class ability for them).
Converting damage from traps--
If the trap is related to a spell, look up the C&C equivilent and adjust the effect accordingly.
If the damage is related to a weapon, look up that weapons damage in C&C and convert it.
If damage is listed as a die with a damage bonus exceeding the die types, add another die to the damage instead. If it has a damage bonus less than the die type, get rid of the bonus damage.
So if a trap is listed as doing 5d6+7 damage, convert it to 6d6 damage for C&C. If it does 5d6+4 damage, it just does 5d6.
Well, that is all that comes to mind for now. Let me know if you think of any other questions about conversion.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Personally he makes it all too hard.
For saves converted to C&C, its the HD/LVL of the monster, just like in C&C. I saw, and still see, no reason to get so tied up in the details.
In fact I still keep the "spirit" of 2E and 3E in terms of monster conversions. They are whatever I want them to be. What that means is I look at them and keep what I want, get rid of what I don't like, alter what I don't like as is to something I do like, etc...
In my games no two ogres will necessarily be the same, they often are, but don't expect them to be. If I want I'll use the C&C version, or the 2E version, or even the 3E version. It depends on the level of the PC's and how challenging I want the combat to be.
So when it comes down to it converting 3E monsters to C&C is like converting anything else to C&C, do it however you want it to be.
The only thing I consistently do is use their HD as their saves and convert their AC pretty much as Chris talks about. I usually also drop any HP bonus' given in 3E, and also adjust for their higher DEX modifiers to AC.
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The Ruby Lord, Earl of the Society
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For saves converted to C&C, its the HD/LVL of the monster, just like in C&C. I saw, and still see, no reason to get so tied up in the details.
In fact I still keep the "spirit" of 2E and 3E in terms of monster conversions. They are whatever I want them to be. What that means is I look at them and keep what I want, get rid of what I don't like, alter what I don't like as is to something I do like, etc...
In my games no two ogres will necessarily be the same, they often are, but don't expect them to be. If I want I'll use the C&C version, or the 2E version, or even the 3E version. It depends on the level of the PC's and how challenging I want the combat to be.
So when it comes down to it converting 3E monsters to C&C is like converting anything else to C&C, do it however you want it to be.
The only thing I consistently do is use their HD as their saves and convert their AC pretty much as Chris talks about. I usually also drop any HP bonus' given in 3E, and also adjust for their higher DEX modifiers to AC.
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The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Thanks for the tips.
I could have sworn, though, that I saw a post on these forums somewhere that had a link to a table of all MM creatures converted to C&C. It would be nice to print a table like this out and stick it in my MM so I can quickly use the converted list whenever I need a quick monster.
I play with my kids a lot, and they like the larger, colorful monster illustrations in the MM. Also, I like that the MM has the little italicized description snippet for each monster. When I put a monster in my game that I know very little about, it's much more convenient to simply read this snippet out loud, rather than skim through the whole description to give my players an idea of what they are facing.
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I could have sworn, though, that I saw a post on these forums somewhere that had a link to a table of all MM creatures converted to C&C. It would be nice to print a table like this out and stick it in my MM so I can quickly use the converted list whenever I need a quick monster.
I play with my kids a lot, and they like the larger, colorful monster illustrations in the MM. Also, I like that the MM has the little italicized description snippet for each monster. When I put a monster in my game that I know very little about, it's much more convenient to simply read this snippet out loud, rather than skim through the whole description to give my players an idea of what they are facing.
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lumin wrote:
Thanks for the tips.
I could have sworn, though, that I saw a post on these forums somewhere that had a link to a table of all MM creatures converted to C&C. It would be nice to print a table like this out and stick it in my MM so I can quickly use the converted list whenever I need a quick monster.
I play with my kids a lot, and they like the larger, colorful monster illustrations in the MM. Also, I like that the MM has the little italicized description snippet for each monster. When I put a monster in my game that I know very little about, it's much more convenient to simply read this snippet out loud, rather than skim through the whole description to give my players an idea of what they are facing.
If there is such a table I completely missed it.
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The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Quote:
I could have sworn, though, that I saw a post on these forums somewhere that had a link to a table of all MM creatures converted to C&C.
I have one, and it will not ever be made public (because I can't due to contractual obligations.) I really doubt any one else has ever gone through all the effort to convert every d20 MM monster...
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It's possible he's mistaking my Variable Hit Dice document for a Castles & Crusades conversion of d20 monsters, since it does in fact list every monster in the two AD&D Monster Manuals as well as the Fiend Folio.
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NOTE TO ALL: If you don't like something I've said, PM me and tell me to my face, then give me a chance to set things right before you call a moderator.
My small homage to E.G.G.
That is a possibility, Trav, and the most plausible. At one point, as well, on Julian's boards there was a project but it was halted (and no longer available) that had some conversions of things. That was never posted here, though.
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Traveller wrote:
It's possible he's mistaking my Variable Hit Dice document for a Castles & Crusades conversion of d20 monsters, since it does in fact list every monster in the two AD&D Monster Manuals as well as the Fiend Folio.
Those are some cool documents Trav, and you even had the Rules Cyclopedia errata!
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The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Go to the website mentioned in the blurb for the errata and you'll find a far more comprehensive errata for the RC. The funny thing is that much of this stuff came from discussions on the TLG forums, especially Variable Hit Dice and Genetic Character Generation. I have some notes for some other things, but my primary focus right now is working on the sequel to my E.G.G. tribute, which will be dedicated to D.A.
It's a pity that Geocities is closing (noted by the "Moving Soon" in my signature), but I don't have to work on finding a new home since I already have one. Just have to get it set up and the pages edited to remove the Geocities crud.
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It's a pity that Geocities is closing (noted by the "Moving Soon" in my signature), but I don't have to work on finding a new home since I already have one. Just have to get it set up and the pages edited to remove the Geocities crud.
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Holy Mackeral! Over 200 pages! Did he just rewrite the RC?
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The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
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The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
You'll have to go onto Dragonsfoot and ask Mr. Reaper on that one.
I find the errata I host to be more than adequate.
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NOTE TO ALL: If you don't like something I've said, PM me and tell me to my face, then give me a chance to set things right before you call a moderator.
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I find the errata I host to be more than adequate.
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I'm reading Rise of the Rune Lords (pretty much my first time to mess with 3e) and it seems that using a monsters CR (at least for the exotic ones) might be more appropriate for C&C than HD. Is this common in 3e conversions or should I just use HD? Or is it more of a judgment call?
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papercut wrote:
I'm reading Rise of the Rune Lords (pretty much my first time to mess with 3e) and it seems that using a monsters CR (at least for the exotic ones) might be more appropriate for C&C than HD. Is this common in 3e conversions or should I just use HD? Or is it more of a judgment call?
I do the changes based on how I need them to be. I don't try and do a "straight conversion", I look at it, consider what I need/want the monster to be, and I make it so.
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The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
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Lord Dynel
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The more I think about it, I wonder how viable the CR system is for C&C? It didn't work for 3.5 past 3rd-4th level - I always seemed to have to add more to the encounter. Granted, that may not have necessarily been a problem with the system, but it always seemed to work out that way. I'm beginning to wonder, though, if it would work for C&C...
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
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Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
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I'll add my 2 cents about 3e's CR system... it's, uhm, imperfect. What I run into a lot (I DM a 3.5 campaign) is that a creature with low hit points but substantial damage output will have an overly low CR.
For example, the party fought these evil tree creatures (leechvines) that could drain Con, enter a grapple as a free action, etc., and they had like a CR 3 or something because they only had 30 or so hit points.
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For example, the party fought these evil tree creatures (leechvines) that could drain Con, enter a grapple as a free action, etc., and they had like a CR 3 or something because they only had 30 or so hit points.
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CR system does not even work in d20, so there is no way it could possibly work in C&C. It is a bloated wreck of a rule that needs a complete overhaul -- 4e did that, though its method would take some serious tweaking to work for C&C.
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Lord Dynel
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serleran wrote:
CR system does not even work in d20, so there is no way it could possibly work in C&C. It is a bloated wreck of a rule that needs a complete overhaul -- 4e did that, though its method would take some serious tweaking to work for C&C.
I dunno. I might work with the 3.5 method and see what I can figure out. I doubt it would be fruitful, but who knows? If I find out anything good, I'll share.
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LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
I convert 3E to C&C very easily. I look at what it is I want to convert, whether spell, magic item, or monster, and then decide what I want it to be in my C&C game, then I cut off all the extraneous stuff and leave behind what I want it to be.
Its easiest to see what I did by printing out each version on separate pages and looking at them.
3E version (copied from 3.5 D20 SRD on line) :
Marilith
Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 16d8+144 (216 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 29 (-1 size, +4 Dex, +16 natural), touch 13, flat-footed 25
Base Attack/Grapple: +16/+29
Attack: Longsword +25 melee (2d6+9/19-20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)
Full Attack: Primary longsword +25/+20/+15/+10 melee (2d6+9/19-20) and 5 longswords +25 melee (2d6+4/19-20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 4d6+13, improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.
Saves: Fort +19, Ref +14, Will +14
Abilities: Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24
Skills: Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search +23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)
Feats: Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: Always chaotic evil
Advancement: 17-20 HD (Large); 21-48 HD (Huge)
Level Adjustment:
A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a mariliths six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
A mariliths natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Constrict (Ex)
A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Improved Grab (Ex)
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Spell-Like Abilities
At willalign weapon, blade barrier (DC 23), magic weapon, project image (DC 23), see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.
Summon Demon (Sp)
Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su)
Mariliths continuously use this ability, as the spell (caster level 16th).
Skills
Mariliths have a +8 racial bonus on Listen and Spot checks.
Feats
In combination with its natural abilities, a mariliths Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
C&C version:
Marilith
Size Large
Hit Dice: 16d8
Speed: 40 ft.
Armor Class: 25
Attack: Greatsword +20 melee (2d6+4, adjust further if magical) or tail slap +20 melee (4d6+4)
Special Attacks: Constrict 3d6+4, spell-like abilities, summon demon
Special Qualities: Damage reduction 5 darkvision 60 ft., immunity to electricity and poison, spell resistance 5, telepathy 100 ft.
Abilities: Str 21, Dex 19, Con 21, Int 18, Wis 18, Cha 20
Skills (Things its good at, treat these like class skills/abilities): Bluff, Concentration , Diplomacy , Disguise , Hide, Intimidate , Listen , Move Silently , Search, Sense Motive, Spellcraft , Spot, Survival , Use Magic Device
Feats (things I look at that I allow them to add/do with a successful SIEGE check): Multiattack (CL=HD of opponent, success gives extra attack in round, up to 5 extra possible attacks for this creature), Power Attack (CL=2xmodifier subtracted from to hit modifier and added to damage, so transfer of 4 requires CL 8 check),
Environment: A chaotic evil-aligned plane
Organization: Solitary or pair
Alignment: Always chaotic evil
A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a mariliths six arms can wield a weapon, and the creature gets an additional three weapon attacks (Again, I use my SIEGE check rule, normal PC's can only try once per round in my games, so this is a kick butt power in my C&C) with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
Grapple:
A marilith deals 3d6+4 points of damage with a successful grapple check, starting the round after its established. The constricted creature must succeed on a CL 16 CON save or lose consciousness for as long as it remains in the coils and for 1d4 rounds thereafter.
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to grapple If it succeeds on the grapple check, it can constrict.
Spell-Like Abilities
At will blade barrier, project image, see invisibility, telekinesis, teleport , unholy aura (same as Holy Aura). Caster level 16th.
Summon Demon (Sp)
Once per day a marilith can attempt to summon 1d10 dretches, 2 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing: Mariliths continuously use this ability, as the spell (caster level 16th).
In combination with its natural abilities, a mariliths Multiweapon Fighting feat allows it to attack with all its arms at no penalty (for me this means even though they are dual wielding, they receive absolutely no penalty, so no -3/-6, or worse).
XP Value: 17,224 XP's, assuming average HP and at least half of special spells used.
3.5 D20 SRD on line link:
http://www.d20srd.org/srd/monsters/demon.htm#marilith
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Its easiest to see what I did by printing out each version on separate pages and looking at them.
3E version (copied from 3.5 D20 SRD on line) :
Marilith
Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 16d8+144 (216 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 29 (-1 size, +4 Dex, +16 natural), touch 13, flat-footed 25
Base Attack/Grapple: +16/+29
Attack: Longsword +25 melee (2d6+9/19-20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)
Full Attack: Primary longsword +25/+20/+15/+10 melee (2d6+9/19-20) and 5 longswords +25 melee (2d6+4/19-20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 4d6+13, improved grab, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.
Saves: Fort +19, Ref +14, Will +14
Abilities: Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24
Skills: Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search +23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)
Feats: Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)
Environment: A chaotic evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 17
Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: Always chaotic evil
Advancement: 17-20 HD (Large); 21-48 HD (Huge)
Level Adjustment:
A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a mariliths six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
A mariliths natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Constrict (Ex)
A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Improved Grab (Ex)
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Spell-Like Abilities
At willalign weapon, blade barrier (DC 23), magic weapon, project image (DC 23), see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.
Summon Demon (Sp)
Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su)
Mariliths continuously use this ability, as the spell (caster level 16th).
Skills
Mariliths have a +8 racial bonus on Listen and Spot checks.
Feats
In combination with its natural abilities, a mariliths Multiweapon Fighting feat allows it to attack with all its arms at no penalty.
C&C version:
Marilith
Size Large
Hit Dice: 16d8
Speed: 40 ft.
Armor Class: 25
Attack: Greatsword +20 melee (2d6+4, adjust further if magical) or tail slap +20 melee (4d6+4)
Special Attacks: Constrict 3d6+4, spell-like abilities, summon demon
Special Qualities: Damage reduction 5 darkvision 60 ft., immunity to electricity and poison, spell resistance 5, telepathy 100 ft.
Abilities: Str 21, Dex 19, Con 21, Int 18, Wis 18, Cha 20
Skills (Things its good at, treat these like class skills/abilities): Bluff, Concentration , Diplomacy , Disguise , Hide, Intimidate , Listen , Move Silently , Search, Sense Motive, Spellcraft , Spot, Survival , Use Magic Device
Feats (things I look at that I allow them to add/do with a successful SIEGE check): Multiattack (CL=HD of opponent, success gives extra attack in round, up to 5 extra possible attacks for this creature), Power Attack (CL=2xmodifier subtracted from to hit modifier and added to damage, so transfer of 4 requires CL 8 check),
Environment: A chaotic evil-aligned plane
Organization: Solitary or pair
Alignment: Always chaotic evil
A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a mariliths six arms can wield a weapon, and the creature gets an additional three weapon attacks (Again, I use my SIEGE check rule, normal PC's can only try once per round in my games, so this is a kick butt power in my C&C) with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
Grapple:
A marilith deals 3d6+4 points of damage with a successful grapple check, starting the round after its established. The constricted creature must succeed on a CL 16 CON save or lose consciousness for as long as it remains in the coils and for 1d4 rounds thereafter.
To use this ability, a marilith must hit with its tail slap attack. It can then attempt to grapple If it succeeds on the grapple check, it can constrict.
Spell-Like Abilities
At will blade barrier, project image, see invisibility, telekinesis, teleport , unholy aura (same as Holy Aura). Caster level 16th.
Summon Demon (Sp)
Once per day a marilith can attempt to summon 1d10 dretches, 2 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing: Mariliths continuously use this ability, as the spell (caster level 16th).
In combination with its natural abilities, a mariliths Multiweapon Fighting feat allows it to attack with all its arms at no penalty (for me this means even though they are dual wielding, they receive absolutely no penalty, so no -3/-6, or worse).
XP Value: 17,224 XP's, assuming average HP and at least half of special spells used.
3.5 D20 SRD on line link:
http://www.d20srd.org/srd/monsters/demon.htm#marilith
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
papercut wrote:
Wall of text, eyes are bleeding...
Great job though! So in general do you subtract Dex bonus from AC?
Cheers
Usually, depends on how the natural AC bonus is, and how high I want the AC, over all, to be. In this case I wanted it lower, so I cut DEX.
Oh, i should address Prime selection, In the case of Demons and Devils, especially the upper crust/iconic ones like this one, I consider them on par with Vampires and Dragons, etc... so all their attributes are prime. Again, that is just how I view it, naturally a CK can do whatever they wish, its their game.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
-
Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
Nice job Tree. I need to copy/paste that so I won;t go asking in a few months.
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
Lord Dynel wrote:
Nice job Tree. I need to copy/paste that so I won;t go asking in a few months.
No problem, I just edited it to correct a few things, such as changing longsword to Greatsword, to accurately reflect the damage within C&C's frame work, and to calculate an XP value, assuming average HP and getting to use at least 3 of its special abilities (spells) before being defeated.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
-
Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
Treebore wrote:
No problem, I just edited it to correct a few things, such as changing longsword to Greatsword, to accurately reflect the damage within C&C's frame work, and to calculate an XP value, assuming average HP and getting to use at least 3 of its special abilities (spells) before being defeated.
Thanks for the heads up on the revisions. I'll recopy/repaste when I get home.
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.