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Mon, 02/18/2019 - 21:46
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jdrakeh
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Last seen: 5 years 5 months ago
Joined: 02/18/2019 - 21:37
The Rosetta Stone: Running 5e adventures in C&C?
After a looooong time away from C&C, I'm considering coming back to the fold after ditching my WotC 5ebooks today. That said, I held on to some of the great 5e adventures from Goodman Games. Now, I'm already familiar with how easy it is to convert modules from older editions of D&D to C&C but how easy is it to run 5e adventures with C&C? I suspect it is easy but before I drop a hundo on the game, I'd love to hear from somebody who has lived this. :)
I've had no problem running 5e modules with C&C characters with little modifications. The group has gone through Dragon Heist and is currently in The Dungeon of the Mad Mage and the challenges are significant, but the lower AC of the monsters makes them hittable. So far the players are able to figure things out pretty quickly. The biggest challenge is...treasure. I've found 5e to be sparse in it's rewards as the characters (in 5e) have more intrinsic power and abilities to draw upon, so I've had to up my game by providing some more interesting 5e-esc magic items: Everyone is enjoying it and I dip into core C&C stuff all the time, for me as the CK it's nirvana.
Goodman Games is a great creator, just give running your favorite adventure a try with C&C rules and I'm sure you'll have a great exerience that will encourage you to keep going down this path.
Awesome! The one 5e product I held onto is my copy of Barrowmaze Complete, so it's good to know that I can run it using C&C without too much work. :)
Check out Issue 8 and 9 of Domesday in the free downloads, there is advice on how to convert.
Just today, after proofreading a character sheet that is in the 5e game I DM I had this overwhelming desire to switch over to Castles & Crusades again. I was looking over a Gnome Trickster Rogue and looking at all the class features, racial features, advantages, blah blah blah. I also looked over the other characters in the game and all of them are so powerful from 3rd level and up.
Not that C & C characters are wimps or something but, my experience with C & C it seems to be less 'epic'.
I then went over how many creatures (in XP) from my adventure are going to give this party a challenge. In 1st edition (since it is a first edition module) aparently 8 creatures were a challenge. Now, with the five 2nd level characters in the adventure, to make it moderate to deadly, it's 20. Even then I'm sitting there thinking 'wait, these characters are only second level. If I let them go to third level all heck is going to break loose. 20 isn't enough'.
Anyway, out of curiosity, why did you decide to shelf 5e?