Thread: New to CC ...
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February 3rd, 2021, 20:28 #11
Per policy, all "rulebooks" (they're called "reference modules" in FG lingo) are read-only and reference manuals are static by nature anyway, so you wouldn't be able to edit that. However, you could make local copies of each class by opening the master Classes window, grab a class and drop it right back into that window. The new copy will be editable so you can change the language there. (That's true of all record types, and that's how all bestiaries are intended to be used by GMs to create encounters.) You could then export (either with the export button or the /export chat command) as a Player Module that your players would be able to load themselves and use that in lieu of the Players Handbook.
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February 4th, 2021, 20:55 #12
- Join Date
- Dec 2016
- Posts
- 116
Got it thx.
New question:
When attacking with Spell, in DD5E I had a damage symbol and attack roll for my spells that I could drag and drop to opponent on map.
Do I need to do spell damage and attack in C&C totally manually, so roll damage and then master to add it to wounds ?
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February 4th, 2021, 21:35 #13"I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
- John Diefenbaker
RIP Canada, February 21, 2022
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February 4th, 2021, 21:42 #14
- Join Date
- Dec 2016
- Posts
- 116
Thx a lot. No need to do this, my group and me love it that not everything is fully automated.
For us, C&C is in only 1 week more fantasy rpg than 5e in 1 year
What i have notices from the very 1st hour on when we started creating the chars, the players identify much more with their chars than they ever did in 5e.
Feels much closer for us to pen&paper DD BECMI than playing DD5e.
For us, it seems C&C is the right choice.
More questions to come ...
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