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5E and C&C

Posted: Mon Dec 10, 2018 6:30 pm
by Zombieman
Has anyone else run a 5E written adventure (TLG or otherwise) using just straight up C&C characters?

I started this in July (2018) and it really has worked out well so far. My biggest gripe with 5E is the magic and that's easy enough to fix by adding in items and using the C&C magic system. I find the fights are a bit more epic, as the foes just have a ton of hit points and lower (in general) armor classes, so all my players get to lend a hand in most combats.

I am curious if anyone else has tried this and look forward to reading any responses you care to share.

Re: 5E and C&C

Posted: Sun Dec 16, 2018 2:13 pm
by finarvyn
Hey, Zombieman -- I moved this thread because the "Keeper Advice" section is more restricted in terms of who can reply. This seemed to be a better general topic than a specific TLG one. :-)

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As to the subject of your post, I know that I playtested C&C using some AD&D modules and some 3E modules, but I haven't tried any 5E ones yet. Fundamentally, I don't see a problem with it. As you noted, 5E monsters have a lot more hit points and that should boost the challenge of an encounter, but I'm "old school" enough to never bother to try to actually balance encounters. Fight and win, or fight and run, or stay and die. Those are the three options. :lol:

Re: 5E and C&C

Posted: Mon Dec 17, 2018 11:03 pm
by Zombieman
Thanks for the move, finarvyn! I need to pay more attention to where I am these days before posting...

Balance? I don't need no stinking balanced challenges! How will the players ever learn to run away if they don't face unbeatable foes once in a while? Mostly I like the 5E encounters because the options (as a DM) seem more streamlined and the extra HP makes up for not having a laundry list of options to choose for each foe in the middle of an encounter. The players haven't seemed to notice and we've had a lot of good times, which is entirely the point. I've started running my C&C and other 'retro' games in a similar fashion, more gung-ho when the initiative dice are rolled.

Re: 5E and C&C

Posted: Wed Dec 19, 2018 5:32 am
by finarvyn
Sounds like we have similar gaming styles. If you want some wacky adventure stuff, you might look at the Goodman Games products in the "Wicked Fantasy Factory" series. They are mostly 3E/d20 products (one is, I think, 4E) but I find that they have some neat ideas for ways to make a game a bit more wild and wacky. Things like players getting a "cleave" ability and bad guys having the ability to pop back up when you think you have taken them out. I guess your use of 5E hp with C&C reminded me of this stuff somehow.

Re: 5E and C&C

Posted: Fri Dec 28, 2018 1:36 am
by Tadhg
Aside . .

I've just started playing a 5E game and I very much like many of the char/class combos and would allow several of them in my C&C game!

:P

Re: 5E and C&C

Posted: Fri Dec 28, 2018 3:57 am
by Lurker
Rhuvein wrote:Aside . .

I've just started playing a 5E game and I very much like many of the char/class combos and would allow several of them in my C&C game!

:P
I wonder what game you are talking about ;)

I agree with you on the characters and paths.

Personally, I normally don't like the high magic characters - fighter/mage, thief/illusionist etc - However, if that is your flavor of game, I like the various path that include magic into the base class - the arcane trickster, the eldritch knight etc. It takes care of the need to play a multi class character .

Re: 5E and C&C

Posted: Wed Apr 03, 2019 12:12 pm
by ruchika
With regards to the subject of your post, I realize that I playtested C&C utilizing some AD&D modules and some 3E modules, however, I haven't attempted any 5E ones yet. On a very basic level, I don't see an issue with it. As you noted, 5E beasts have much more hit focuses and that should support the test of experience, yet I'm "old fashioned" enough to never try to attempt to really adjust experiences. Battle and win, or battle and run, or remain and pass on. Those are the three alternatives