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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 5803211" data-attributes="member: 11760"><p>Armor class is ascending, so you'd need to flip it for pre-3E monsters, but yes, otherwise, any adventure can be used. Some stats -- no one has skills, for instance, but use a 5E-style/SWSE-style system where your stats and class cover those -- can be ignored, but otherwise, the monster stats work fine as-is.</p><p></p><p>Of course, if you have Monsters & Treasure and the upcoming Classic Monsters, you can also use the C&C stats. Between those two books, you'll have 90+ percent of the 1E Monster Manual, Fiend Folio and Monster Manual II covered, by my reckoning. But you don't NEED it. In fact, if you're buying the forthcoming 1E reprints by WotC -- or have access to the originals -- there's a good argument to be made for just using those books instead.</p><p></p><p>A 3E character will function differently on the player's side, but can work alongside <a href="http://trolllord.com/cnc/index.html" target="_blank">Castles & Crusades</a> characters pretty well. The only wrinkle is that feats don't exist in C&C and it's got more of an old school "well, try it and see" approach, rather than how many 3E/4E players play, where only what's listed on their sheet is doable. A C&C wizard can attempt to open a lock -- he likely will be lousy at it, but he doesn't need a special skill to try, or even to succeed. So some feats might need to be tossed out or redone by the DM -- or just turned into a bonus to succeed on something any player could try anyway.</p><p></p><p>(And despite not having skills, you can customize your characters a fair bit using the Prime system C&C uses instead of skill points. You can have a charismatic fighter, a nimble wizard or a wise barbarian, with all that entails.)</p><p></p><p>If you've ever played 1E/2E, you have a good idea of how C&C works, just with a d20 engine dropped inside and some cleaning up of the rules (a universal mechanic, ascending armor class, etc.).</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 5803211, member: 11760"] Armor class is ascending, so you'd need to flip it for pre-3E monsters, but yes, otherwise, any adventure can be used. Some stats -- no one has skills, for instance, but use a 5E-style/SWSE-style system where your stats and class cover those -- can be ignored, but otherwise, the monster stats work fine as-is. Of course, if you have Monsters & Treasure and the upcoming Classic Monsters, you can also use the C&C stats. Between those two books, you'll have 90+ percent of the 1E Monster Manual, Fiend Folio and Monster Manual II covered, by my reckoning. But you don't NEED it. In fact, if you're buying the forthcoming 1E reprints by WotC -- or have access to the originals -- there's a good argument to be made for just using those books instead. A 3E character will function differently on the player's side, but can work alongside [url=http://trolllord.com/cnc/index.html]Castles & Crusades[/url] characters pretty well. The only wrinkle is that feats don't exist in C&C and it's got more of an old school "well, try it and see" approach, rather than how many 3E/4E players play, where only what's listed on their sheet is doable. A C&C wizard can attempt to open a lock -- he likely will be lousy at it, but he doesn't need a special skill to try, or even to succeed. So some feats might need to be tossed out or redone by the DM -- or just turned into a bonus to succeed on something any player could try anyway. (And despite not having skills, you can customize your characters a fair bit using the Prime system C&C uses instead of skill points. You can have a charismatic fighter, a nimble wizard or a wise barbarian, with all that entails.) If you've ever played 1E/2E, you have a good idea of how C&C works, just with a d20 engine dropped inside and some cleaning up of the rules (a universal mechanic, ascending armor class, etc.). [/QUOTE]
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