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Tell me about C&C

SavageRobby said:
Okay, reviews read (even the brilliant ones). Sounds like its worth dropping the $30 to get and read through. Are the PH and MT the only books needed?

Yes, and there's a lot of free adventures etc on both the Troll Lords site and Dragonsfoot you can use. You might also like to get some encounter tables, the ones from the free online Basic Fantasy RPG are easily adaptable:

http://basicfantasy.org/main.html
 

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SavageRobby said:
Okay, reviews read (even the brilliant ones). Sounds like its worth dropping the $30 to get and read through. Are the PH and MT the only books needed?

PH is really all you need. But MT is pretty good if you don't want to waste time converting monsters and jacking up the old MM/DMG. You might want to start with the PH and see if you like it. Then grab the MT when you get ready to run something. That's what I did, anyway.

For those that play SW, would adding in Hindrances and background Edges be plausible? It sounds like it.

Hmmm...Good question. C&C looks pretty easy to houserule, so I don't see why you couldn't. I'm just not sure what the payoff would be. You could conceivably fit a whole Ads/Disads system in there -- something I'm surprised no one has done yet (probably too busy arguing about the need for a skill system). Actually, if I were going to do something like that, I'd probably look at FATE (Evil Hat Games, Spirit of the Century and Dresdin Files) and investigate adding Aspects rather than dropping in SW's Edges and Hindrances. But that's because I like my games to taste different, and if you make C&C to Savagey, you might as well go for broke and just use SW for your fantasy campaign.

But that's just me. :)

Tom
 

Heh. Good point. Although, I really like what Hindrances and background Edges (specifically background ones, as opposed to edges in general) bring to the table in a game. I think we've gotten more RP-mileage out of Hindrances than any other single facet of the game.

But then, I'll probably follow my own (and many others) advice when playing a new game: Try it as written first. :)
 


I'm late to this party, I see, but I'll throw in my "Yes, it really does work with other versions of D&D." It's especially seamless with older versions (e.g. AD&D, B/X), but it's also easy to use 3E stuff (I'm using quite a bit of 3E material in my C&C/Wilderlands game). And it does seem to be a good basic framework for adding house-rules and subsystems. Before you dive into changes and additions, I'd recommend playing it pretty much rules-as-written for a while to get a good feel for how it works. It's a different approach and mind-set from 3E, as others have mentioned.

I like Savage Worlds, too. But I still want to run D&D, and C&C feels just like D&D, to me.
 

Converting from 1e-2e or say BECMI D&D is pretty much automatic, for monsters you flip the AC and assign Mental or Physical Primes (or both).

Converting monsters from 3e is a bit more challenging. C&C monsters don't have stat bonuses, everything is based off their hit dice - it determines their attack bonus. You may need to lower their AC; you will very likely need to lower damage, reducing or eliminating STR damage bonus, and remove CON bonuses from their hp totals. Then you need to assess the monster and see if it looks right - comparable to other C&C monsters & a suitable challenge for your PCs.

One thing - for some reason C&C uses spell resistance unaffected by caster level, as in 2e., with a straight d20 roll to bypass. I recommend adding 10 or so to the listed SRs (which are mostly low, eg drow SR is 3), and use the 3e d20+caster level check system.
 

S'mon said:
For me the hardest thing with C&C was with letting go of some 3e assumptions, in C&C stats cap at 19, took me a good while to realise that's a necessary part of the system.

Why is that, if I might ask? Just a power level thing? The C&C DM screen has giant strength beyond 19. I'm confuzzled.


Likewise it's built around levels 1-12 not 1-20.

This used to bug me, but then I realized that most of my campaigns have ended around levels 6-8, so this doesn't really matter all that much.
 

I love Savage Worlds and run a semi regular game that alternates between the ALIEN(s) universe and a modern tactical military game. They are both incredible fun. I also run a C&C game set in Aereth (The DCC#35 setting) and it's been loads of fun as well. C&C can easily add edges and hindrances with minor tweaking, or strap on straight D&D feats if you like. It's been covered pretty well in this thread, so I'll just throw in a "yeah, what they said."
 


I'll just toss in my, "Yea what they all said." Easy to convert from any edition D&D (1E & 2E are the easiest, but 3E is no real problem. Anything from the classics to the newest releases can be adapted. Easy to houserule. Fast and fun, and real easy on the CK (DM), a lot less prep time than 3E.
 

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