Call of Cthulhu D20 and D&D 3.5 compatibility

Aussiegamer said:
CoC is closer to D20M than D&D for me. But the feats for d20M are 3.0 and need fixing, and thats a pain.
I have always thought that the feats in CoC d20 needed some work. I might write something up.
 
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Sunglar said:
Although I owe the book I a have not cracked it since it came out. A cursory look reveals it is not 3.5 compatible, at least in skills.

I think the only change that I'd make is to use the 3.5e version of the Jump skill, because it is much easier to manage. Other than that, I wouldn't worry about 3.5 'compatibility' at all.

Cheers
 

I have found D20 CoC very useable and well tailored for a Lovecraftian horror game. It is close enough to D&D V3.X that it helped me to convince my D&D players to give CoC a try, and they had little difficulty understanding the differences.

In my own play-by-post game, I've slightly modified the D20 CoC rules to add feats from D20Modern (and one from D&D 3.5) to allow greater player options for enhancements to investigatory skills.

Here's a link!

Job.
 
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Job said:
I have found the D20 CoC very useable and well tailored for a Lovecraftian horror game. In my own play-by-post game, I've slightly modified the D20 CoC rules to add feats from D20Modern (and one from D&D 3.5) to allow greater player options for enhancements to investigatory skills.

Here's a link!

Job.

Very nice, Job!
 



I think none of the suggestions above would be steering you wrong. I've run a d20 CoC game before and it played just fine. My own personal preference would be to use character creation rules from d20 M but the magic system and sanity rules from d20 CoC. (Well, actually I don't like having to keep a Sanity stat and would rather use our own Fear Effects system but I'm trying to keep it simple for you and your group.)

My favorite part of the CoC d20 book is the magic section. As far as I'm concerned, that's the way magic is supposed to work in an horror game.
 

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