Most of D&D 3.5E can be easily converted to work with Dungeon Crawl Classics. This page provides some conversion guidelines and notes.
Armor Class
Multiply 3.5E AC by 0.75 to get the DCC AC; make this a minimum of 10.
Hit Points
Halve 3.5E hit points to get DCC hit points. Leave them the same for a boss monster.
Initiative, Move, Saves, etc.
Same as 3.5E.
Attacks and Damage
Ignore multiple attacks and use the best attack types for each monster. The attack modifier and damage stay the same. If you do multiple attacks for a monster, halve the damage and reduce the action die by one for each subsequent attack.
For example, the frost giant has a 3.5E with a +18 three-times 3d6+13 great axe attack. In DCC, this is one +18 3d6+13 attack - or three +18 and 2d6+4 attacks at a d20, d16, and d14 action die. The giant also has a single +9 and 2d6+9 boulder ranged attack, which stays the same.
Some monsters may do too much damage, so you may knock those down to 50 to 75% of the maximum. Refer to the DCC rulebook for similar monsters and attacks, and take your best guess.
Remember to use all the DCC dice! Adjust damages, attack dice, and any other exceptional random quality to make use of your cool dice!
Special Attacks and Defenses
As 3.5E, convert as you see fit.
Feats
Mostly ignore or use these as inspirations for special attacks and maneuvers, like a mighty deed of arms and a 3.5E "cleave" feat.
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