Burning Forum

Dungeonslayers => Allgemein => English => Thema gestartet von: vikleroy am 18. November 2013, 17:54:16

Titel: AD&D Conversion
Beitrag von: vikleroy am 18. November 2013, 17:54:16
Hi guys,

As someone tried to make a DS/AD&D Conversion table, so it can be possible to play AD&D campaigns with DS rules?
Titel: Antw:AD&D Conversion
Beitrag von: MH+ am 18. November 2013, 18:43:18
Not as far as I know.
Titel: Antw:AD&D Conversion
Beitrag von: Dextolen am 18. November 2013, 19:23:07
I recommend just wing it. Convert a dungeon to DS by considering foe factor of creatures and the reality that between encounters, DS adventuring parties with a healer can top off max HP.  This can let you make encounters more dangerous.  There is a fine line between challenging and destroying the party in DS. Release enemies in waves if you are uncomfortable with what you PCs can do.
Titel: Antw:AD&D Conversion
Beitrag von: Waylander am 18. November 2013, 21:25:54
Have a look at this:

https://forum.burning-books.de/index.php?topic=5725.msg86588#msg86588 (https://forum.burning-books.de/index.php?topic=5725.msg86588#msg86588)

and this:

https://forum.burning-books.de/index.php?topic=6348.0 (https://forum.burning-books.de/index.php?topic=6348.0)
Titel: Antw:AD&D Conversion
Beitrag von: CK am 19. November 2013, 07:14:57
A german link isn't really helpful at the Englishboard :-\
Titel: Antw:AD&D Conversion
Beitrag von: Waylander am 19. November 2013, 07:29:14
Ups, that's right.  :(
Perhaps, Google or Bing translater will help.
Titel: Antw:AD&D Conversion
Beitrag von: Sphärenwanderer am 20. November 2013, 22:57:49
Some of the results in the linked threads: (although I would prefer Dextolen´s suggestion)

Saving throws:

    Poison / Death Ray -> BOD+CON+5
    Magic Wand -> MIN/BOD+INT+5
    Turn to Stone / Paralysis -> BOD+STR+5
    Dragon Breath -> MOB+AGI+5
    Spells -> MIN/BOD+AUR+5

(Monster) Stats

    :kw1:= <Hit Dice>*4+10
    :kw2:= 20-<Armor Class>
    :kw4: = <Movement in foot> * 0,3 / 2
    :kw3: = <Movement in foot> * 0,3
    MOV= Movement -1/2
    AGI= INI-AGI
    DEX= AGI/2 -BE
    :kw5: = max(<Damage>) * 2
    Enemy Toughness= <number of monsters in the encounter> / group level of the module