Treebore said:Yeah, the few times I looked at a DC to TN comparison I did feel that if I needed to I could use the 3E DC modifiers as a guideline. Usually only needing to adjust it up or down by a couple of points to be closer to what I thought was appropriate for the base TN's of the SIEGe in comparison to the base DC 10 of 3E.
Let's try a quick comparison:
1st level 3e character (Rogue, say) with a 16 (+3) stat will have 4 skill ranks in an area of expertise, bonus 3+4=7, so rolls d20+7.
1st level C&C character with a 16 (+2) stat will have a Prime in that area, effective +6, bonus 1+2+6=9, so rolls d20+9.
Both go up 1/level, though the 3e character will get stat bonuses at 4th & 8th, is more likely to get stat-buff items, and stats are uncapped. They can take skill focus feats, but rarely do.
Overall, it looks like converting a low level 3e adventure to C&C you should add 2 to the DCs for the C&C CC if you want to keep the difficulty identical, at mid level (ca 4-10) they stay about the same, and high level (11+) adventures will need DCs reducing.
Edit: I do think there's a difference in design philosophy re checks; 3e uses more frequent checks where success is likely, with take-10 for auto-success, C&C GMing advice says only roll for major stuff, and success is harder. Things that in 3e would be DC 10-14 skill checks seem to be the kind of thing that in C&C a character should succeed at automatically if within his area of expertise.
Saving throws are different; C&C uses a unified mechanic where skills and saves are treated identically, whereas in 3e saving throw bonuses are much lower than skill bonuses in most cases. Where the C&C DEX 16 Rogue-1 effectively rolls d20+9 on a DEX save, going up +1/level, the 3e Rogue-1 rolls d20+5 (+2 good save, +3 DEX), going up 1/2 levels. With C&C saves, in converting from 3e you should use the attacker's hit dice/caster level (18+CL)or for traps probably use the listed level of the scenario as the CL (CC=18+CL), but adding 5 to the 3e DC would probably work ok too.
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