Conversion from D&D/AD&D

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
Vroomfogle
Skobbit
Posts: 11
Joined: Thu Jun 17, 2010 7:00 am

Conversion from D&D/AD&D

Post by Vroomfogle »

Hi there!

I'm new to C&C and running my first game tonight with old school B4 - The Lost City. I'm sure this question gets asked countless times, and I've found a few answers here and there but nothing comprehensive.

I'm looking for a list of things that need to be converted when using D&D material. I already know how to do armor class, but what else needs to be changed? Does movement stay the same? And what about Saving Throws? I couldn't find any specific info regarding those.

Thanks much!

- V

User avatar
concobar
Ulthal
Posts: 774
Joined: Sun May 13, 2007 7:00 am

Post by concobar »

I ran many of the B modules using C&C rules with very little conversions at all. In fact the ease that basic D&D modules can be run with C&C leaves me with no actual examples of what had to be changed. I have always used the roll under a stat for tests thing and SIEGE is just that done in a more modern way.

I ramble so lets end this with a welcome to the crusade and running old school modules with C&C is a snap. You will have no problems.

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

AD&D movements are measured in increments of inches. To get them into C&C terms, multiply by 2.5 (rounding down), so that a movement of 12" becomes 30; one of 9 becomes 20, etc.

C&C uses similar save categories, but associates to an attribute, so if a module says "save vs. breath weapon" you can look at the explanation of saves in the PHB and see that breath weapons are Dexterity. If you can't determine which attribute to use based on the effect, just pick one that seems appropriate and go with it.

Monsters can use the C&C equivalent, if there is one. If there is not one, a simple conversion means the HD equals the monster's attack bonus, and you need to decide if the monster has Physical, Mental, none, or both as Prime -- monsters that are brutish, strong, or tough usually have Physical; those which are spellcasters, highly intelligent, or less vulnerable to illusions tend to have Mental saves Prime; few creatures have none Prime (usually things like oozes) and some very tough things (like dragons, demons, and powerful undead) have both Prime. Other monster abilities can work pretty much exactly as written, with few modifications.

Traps or finding secret doors are generally the level of the dungeon for difficulty, not the level of the party. But, you can scare this up a little by averaging the party's level and then either subtracting or adding 1d4 to the difficulty, so that if you have a party of 5th level average, the traps could vary from 1 to 9 (very easy to very dangerous) depending on preference.

Spells and magic items can use the C&C equivalent if present, but otherwise can be used pretty much as written, the primary concern is with saves as mentioned before.

So, on the whole... there is very little to "convert." You can essentially just open the module, read through it, and play, mentally replacing 'save vs. blah blah" with "attribute save."
_________________
If it matters, leave a message at the beep.
Serl's Corner

Lord Dynel
Maukling
Posts: 5843
Joined: Tue Jun 17, 2008 7:00 am

Post by Lord Dynel »

Movement and saves are pretty easy. serl covered the movement pretty well. One thing to keep in mind is that just because that most creatures save as Fighters in Basic D&D doesn't mean they're all Physical primes. As serl said, try to use a C&C equivalent if at all possible, and if not, try to discern the nature of the creature and make the determination whether it saves as Physical or Mental (or both or neither).

By the way, welcome to the Crusade!
_________________
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.

Vroomfogle
Skobbit
Posts: 11
Joined: Thu Jun 17, 2010 7:00 am

Post by Vroomfogle »

Thanks! My Monsters & Treasures finally came in today at my FLGS so the M/P Saves thing now all makes sense. They also happened to have Isle of Dread in the stacks as well for $10, which was one I was missing, then shortly afterward I found a guy with Expedition to the Barrier Peaks for another $10. (the last of the S-series I needed).

All mixed in with Free RPG day, it was good day. It will be hard for the family to compete with all that for Fathers Day tomorrow!

Lord Dynel
Maukling
Posts: 5843
Joined: Tue Jun 17, 2008 7:00 am

Post by Lord Dynel »

Heh. Nice!

I finally have found a store that's doing good with used stuff in my area, but they don't do as good as having X- and S-series modules on the shelf (though I did pick up a copy of X6 Quagmire a little while back) - they usually have stuff from the 2nd edition era and up.

Good find, hoss!
_________________
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.

Post Reply