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  1. #1

    C&C and AD&D Compatibility

    Does C&C work with AD&D adventure modules? I know they have a different combat mechanics but I heard C&C was designed to run old modules. How would that even work with FGU automation?

  2. #2
    JohnD's Avatar
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    You just need to convert accordingly. C&C has versions of many (but not all) of the traditional AD&D creatures. If the AD&D module says 6 Orcs, you can easily substitute 6 C&C Orcs and not worry.

    There is a conversion document floating around somewhere, but after a short while a CK can convert on the fly if needed.
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  3. #3
    OK, sounds great!

    I'm not sure how much you know about Dungeon Crawl Classics, but if you've played it, how does C&C compare to DCC regarding playing AD&D modules with them in Fantasy Grounds Unity? Same conversion effort, or is one or the other easier?

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    DCC is a much more different game IMO.
    Effort is probably very similar.

    You can also just play AD&D adventures in the AD&D ruleset...

  5. #5
    Quote Originally Posted by damned View Post
    DCC is a much more different game IMO.
    Effort is probably very similar.

    You can also just play AD&D adventures in the AD&D ruleset...
    Thank you! Yes, using the AD&D ruleset is one option I am considering as well.

  6. #6
    Can someone explain or post a link how I can import/convert ADD adventures to CC ?

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    Trenloe's Avatar
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    Quote Originally Posted by Noonien View Post
    Can someone explain or post a link how I can import/convert ADD adventures to CC ?
    You need to do it manually. Here's a thread I found doing a quick Internet search for castles and crusades conversion guide - http://www.goodman-games.com/forums/...php?f=20&t=785
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

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    There is ( or was) a universal conversion module floating around that would convert adventures from one ruleset to another. Well partially, you would have to go in and set up the encounters, monsters, and parcel for the ruleset you're using. I believe it is available in the Forge. I've never used it myself.
    Fan of Castles and Crusades/Savage Worlds, just about any rpgs.

    I am in Eastern time zone and am fairly open most play times, but do prefer Evening or late night games.

  9. #9
    Trenloe's Avatar
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    Quote Originally Posted by Trueshaft View Post
    There is ( or was) a universal conversion module floating around that would convert adventures from one ruleset to another. Well partially, you would have to go in and set up the encounters, monsters, and parcel for the ruleset you're using. I believe it is available in the Forge. I've never used it myself.
    The Universal Module extension doesn't do any conversion of data. All it does is allow you to open modules made for other rulesets. You will get errors and limited data access for data incompatible between rulesets - usually PC, NPC, items, spells, etc. But the base data - images, story, reference manual, etc. should be accessible.

    Find the Universal Module extension in the FG Forge here: https://forge.fantasygrounds.com/shop/items/266/view
    Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!

  10. #10
    Thx a lot, will give it a try.
    NPCs and so can be changed on the fly, most important would be to have an accessable map and the story.

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