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T O P I C    R E V I E W
Tarlyn Posted - 27 Feb 2012 : 03:38:39
I notice some scribes mention that they were using C&C as their rules set for FR. Has anyone converted over classic monsters? I notice that the beholder, devils, demons and yugoloths among other things are not present. If you have converted some of these, could you post those stat blocks?

Just looking for a time saver.

Also, general discussion about using C&C for FR is encouraged in this thread.
3   L A T E S T    R E P L I E S    (Newest First)
Ozreth Posted - 29 Feb 2012 : 06:53:29
Yep, pretty much use any 1e/2e monster as is. Flip the AC (minus the AD&D AC from 20 for the new AC) and decide whether the monster has a physical or mental save. Thats literally it :) C&C is great!
Tarlyn Posted - 27 Feb 2012 : 23:58:57
Thanks, that is absolutely amazing.
crazedventurers Posted - 27 Feb 2012 : 10:22:50
quote:
Originally posted by Tarlyn

I notice some scribes mention that they were using C&C as their rules set for FR. Has anyone converted over classic monsters? I notice that the beholder, devils, demons and yugoloths among other things are not present. If you have converted some of these, could you post those stat blocks?

Just looking for a time saver.

Also, general discussion about using C&C for FR is encouraged in this thread.



There is a soon to be released classic monsters book for C&C funded via kickstarter, so all the usual favourites that didn't make the first monster book should be there (chimera's etc).

There is also talk about demons and devils returning to C&C as well as a printed product(the winters rune book I think?)

The beholder will not be appearing in any of these though. The beholder is not in the OGL as it was created new for the D&D game in the early 1970's and so Hasbro own the IP for it.

In terms of conversion, I simply take a 1st or 2nd edition monster and use as is really (changing AC to ascending, giving it 3 primes as saves) I find the difference between an official C&C monster and a 1e/2e monster is superficial. I have kept the old magic resistance mechanism rather than turn it into a siege engine check (so +/-5 % MR for every level above/under 11 the caster is). I also use the same rule for dispel magic.

The big difference with critter conversion comes with devils and demons though the 1E ones are significantly less powerful than their 2E counterparts hence why I am looking forward to seeing the official C&C take of our fiendish monsters.

Pretty much everything else convert across as well, though spell ranges need to be looked at, but I find this fairly simple as it is just a judgement call and making things up, something I have been doing for D&D for 30 years+ so I find on the spot rules easy to do.

Grab hold of the crusaders companion here, its chock full of new classes and other stuff as well, it is am awesome resource. As I run a fairly intense 'name level' game with PC's building temples and towers and knightly schools etc I use alot of the npc's in the book, especially the Crowners and Heralds. Plus the paladin PC is attracting lots of marksman to protect his castle in the Thunderpeaks, so the variety of other classes is great to play with

http://dl.dropbox.com/u/6141913/Castles%20%26%20Crusades/Crusader%27s%20Companion/Crusader%27s%20Companion.pdf

In fact the sections on names and magical abilites and magical planes and hazards is easily transferable to any edition of the game.

Cheers

Damian
ps you will find write ups for the Demons/Devils in the companion

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