DCC RPG modules for 5E games

Discuss our growing line of all-new adventure modules for 5E.

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finarvyn
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DCC RPG modules for 5E games

Post by finarvyn »

Sort of a companion thread to the one converting 2E to 5E.

I love the DCC RPG but at the moment my local game store only supports 5E. I've been running a 5E campaign at the store since September but I have several GMs at my table who have seen the modules since they also run the game at the store. The above quote got me thinking.

Everyone talks about taking their campaign of choice and converting to DCC RPG, but what about the other way around? The adventures published for the DCC ROG tend to be fresh and innovative (I'm not looking at the older d20 adventures, but only the ones specifically for the DCC RPG) and it would seem that I could run a party of 5E characters through them with minimal tweaking.

The main issue, of course, would be monster conversion since DCC RPG adventures tend to feature unique creatures which aren't in the monster manual. (That's a cool feature of the modules, but makes conversion harder.)

Here's a monster taken from a DCC RPG module:
Vine Horrors (2): Init +2; Atk vine +2 melee (1d4); AC 13; HD 2d10; hp 10 each; MV 20’; Act 2d20; SP entangle (automatic 1d6 damage on next round if both vine attacks land; DC 15 Str check to escape); SV Fort +2, Ref +0, Will +2; AL C.

I know that a monster out of context is hard to judge, but....
* It seems like initiative requires no conversion.
* The attack bonus seems okay, perhaps double the damage.
* The AC is probably fine.
* The hit dice / hit points seem low; perhaps double them.
* The DC Str check to escape seems appropriate.
* The saving throws could be ignored and replaced with 5E saves.

Bottom line is that to me it would appear that 5E bulks up the hit points and the damage, so one could be pretty close to a 5E scale by simply taking most things as-is but doubling HD and damage from the module.

What say you? Anyone used a DCC RPG module in their 5E game?
Marv / Finarvyn
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"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
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lukash
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Re: DCC RPG modules for 5E games

Post by lukash »

Recently I have been thinking about doing that. I'd say you are on the right path with your thoughts.

I would also give the plants Resistance to Bludgeoning, Piercing, Psychic damage, or something like that.
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finarvyn
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Re: DCC RPG modules for 5E games

Post by finarvyn »

A good point about the resistance. The vine was just one example and I'll have to "wing it" a lot since the monsters are pretty much all unique.

Otherwise, I'm hoping that my other conversions will work. 8)
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11 (over 11 years of SPAM bustin'!)
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson
"Misinterpreting the rules is a shared memory for many of us"
-- Joseph Goodman
lukash
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Re: DCC RPG modules for 5E games

Post by lukash »

Post your results.

Specifically, I have been thinking about the Chain Coffin adventure.
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12 Start / 3 Dead / 0 Wounded / Sailors on the Starless Sea (not finished)
caveman
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Re: DCC RPG modules for 5E games

Post by caveman »

I've been doing this a bunch. Super easy to convert on the fly. Substitute or re-skin monsters. I've done Court of Chaos and The Jeweler Who Dealt in Stardust.
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