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Post by Deleted on Aug 17, 2023 1:07:59 GMT -6
Anyone do conversions from d20 to AD&D 1e?
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Post by Finarvyn on Aug 17, 2023 4:46:57 GMT -6
I'm not sure if this counts as a "conversion" but I often run 3E and 5E products in old school (so OD&D or AD&D or C&C) campaigns. My secret is to ignore stuff you don't need. Basically, with monsters for example, I mostly use attack bonus and hit points and AC and damage so I just grab those and ignore most of the rest. If the monster has some Kewl Powerz sometimes I will toss those in or give an extra bonus to something. Otherwise, monsters are pretty much as written. I don't worry a lot about encounter "balance" so I'm not too concerned about whether the monster is "right" or not. Or, if a monster is mentioned and there is an AD&D equivalent, just use that instead of the d20 stats. I like ascending AC anyway, so not too much to convert there. Saving throws and such are directly from your AD&D book. Etc. Maybe that helps, maybe not. I continually run characters through modules not-of-the-right edition. For example, my current 5E campaign is going through some DCC modules and I just keep the basic stuff the same and ignore the rest. I think it's easier to go from complex-to-simple than the other way around; i.e. easier to ignore than to add in.
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bobjester0e
Level 4 Theurgist
DDO, DCC, or more Lost City map work? Oh, the hardship of making adult decisions! ;)
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Post by bobjester0e on Aug 17, 2023 16:03:18 GMT -6
As Finarvyn said, but 1e has XP charts so you can still award XP based on HD & specials without using the written edition's XP awards.
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Post by geoffrey on Aug 17, 2023 18:53:08 GMT -6
Also feel free to ignore 3rd edition modules' ubiquitous "difficulty classes" (abbreviated as "DC"). Instead use the appropriate rules in Gygaxian A/D&D in all cases.
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Post by Deleted on Aug 18, 2023 8:39:12 GMT -6
What do you do if anything with Commoner (e.g Com5), Expert, Adept, or Aristocrat?
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Post by howandwhy99 on Aug 18, 2023 21:55:42 GMT -6
Check out all the Basic and Expert NPC Classes in AD&D. These are like the classes of monsters in the Monster Manual listed under Men. D20 simplified these, but honestly 2e largely dropped them too. You can make the list bigger. Those are just Gary's good start.
D&D is a hidden strategic simulation. D20 is very much 2e school (but better). 2e dropped the roleplaying equals class/strategy gaming philosophy. D20 went all in on half built simulation, adding skills, default uniqueness (like feat selection), and multiple modifiers by special ability (usually class) rather than situation, all while maintaining D&D's bread & butter: "system mastery" but in front of the screen like in 2e.
All to say, during conversion feats and skills will be lost or become: standard abilities (for any piece, like breathing, sight, balance), class abilities, and race abilities.
Their is no game design in D&D for skills and feats. PCs gain uniqueness as a result of their actions in the world. Basic skills are unmodified unlevelled abilities game challenges can be designed around. Or, some skills don't have mechanics, like perception by type (e.g. orcish blinded eyes, human eyes, darkvision, etc), but without the roll. Knowledge is simply player notes, never rolled for or told (3e added these). Actual knowledge is an observant game play reward players give themselves. Other skills appear to be collected from subsystems within the game. Like getting lost, surprise, thieves' abilities, and so on.
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Post by geoffrey on Aug 19, 2023 8:41:45 GMT -6
Yep. Use the various sorts of expert hirelings on pp. 29-34 of the Dungeon Masters Guide: alchemists armorers blacksmiths engineers-architects engineers-artillerists engineers-sappers/miners jewelers/gemcutters mercenary soldiers (19 different types!) sages scribes ship crewmen ship masters spies stewards/castellans weapon makers
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Post by Deleted on Aug 19, 2023 21:19:52 GMT -6
Yep. Use the various sorts of expert hirelings on pp. 29-34 of the Dungeon Masters Guide: alchemists armorers blacksmiths engineers-architects engineers-artillerists engineers-sappers/miners jewelers/gemcutters mercenary soldiers (19 different types!) sages scribes ship crewmen ship masters spies stewards/castellans weapon makers Yeah, that's what I'm going to do. Without skills or feats to distinguish them, levels given like Ari6 or Adp7 may just indicate a given reputation and command over sphere of knowledge.
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Post by Deleted on Aug 20, 2023 3:07:57 GMT -6
Just finished converting Necromancer Games The Grey Citadel and Tomb of Abysthor to 1e. Got to love this game!
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Post by geoffrey on Aug 20, 2023 7:29:59 GMT -6
Just finished converting Necromancer Games The Grey Citadel and Tomb of Abysthor to 1e. Got to love this game! The Tomb of Abysthor and the three Rappan Athuk modules are my favorite Necromancer products.
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Post by Porphyre on Aug 25, 2023 8:34:15 GMT -6
What do you do if anything with Commoner (e.g Com5), Expert, Adept, or Aristocrat? Those "NPC classes" were needed by the 3rd edition because : - they wanted one only mechanic (D20) to resolve all actions - it was heavily skill-based - it wanted to use the same type of stats for PCs, NPCs and Monsters, with monsters having stats and skills. As skill progression were also class and level based, they needed something as an Expert class if they wanted, say , a very skilled cobbler or jewelsmith. In a AD&D game, you don't need them: just have a Common man (with 1 Hit Dice), and use the specialist Hireling rules .
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Post by tkdco2 on Aug 28, 2023 14:03:13 GMT -6
2E is my favored edition (just the core rules; I ignore the Player/DM Option books), but I often mix in a lot of 1E elements. I did not find the d20 system to my liking. That said, I will get ideas I like from the system. Here's how I would convert systems:
PC classes: Most of them have AD&D counterparts. I would use the bard from Dragon Magazine. Sorcerers and warlocks just seem to be variations of magic-users and clerics, so just roleplay the particulars. NPC classes: Treat as level 0 humans. See the list of NPC specialists above. Nobles and soldiers may have fighter training, so you can raise hit dice, but don't give them weapon specialization or multiple attacks unless they're major antagonists. Monsters: Find the AD&D version. If there isn't one, decide what the monster's hit dice would be appropriate, then calculate THAC0 and xp value. Feats and skills: If you use weapon/nonweapon proficiencies, just find what's appropriate. Ignore them otherwise. If you allow 2E kits, some of those may help you build the characters. Spells: Most of them are already in the AD&D game, although the names may have changed a bit. The others shouldn't be too hard to port into AD&D.
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