* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Converting 3.5 to Rules Cyclopedia D&D Started at 03-15-08 06:17 PM by Swampskin Visit at http://forums.gleemax.com/showthread.php?t=1004209 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : Swampskin Date : 03-15-08 06:17 PM Thread Title : Converting 3.5 to Rules Cyclopedia D&D Hey everyone, As an old school gamer, I have little inclination or time for learning the upcoming 4th edition or even 3.5 for that matter. Nonetheless, some recent products look interesting and will probably be available at bargain prices with the release of the next edition. In fact, I just picked up Libris Mortis from Ebay for lower than retail! I was wondering if anyone has an algorithim they use to convert from 3.5 to one of the older edtions such as RC D&D or AD&D 2nd edition. I'm especially interested in conversions of monsters and NPCs/PCs. Total conversions of modules would be cool too if someone has posted this online...:D I know I could just remake the monsters and characters from scratch, but I'm trying to save time as much as possible. Our first baby is due in less than 2 months, so roleplaying may be put on the backburner a bit! (or at least until the little tyke can roll his own d20!) ;) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Agathokles Date : 03-16-08 08:16 AM Thread Title : Re: Converting 3.5 to Rules Cyclopedia D&D I was wondering if anyone has an algorithim they use to convert from 3.5 to one of the older edtions such as RC D&D or AD&D 2nd edition. I'm especially interested in conversions of monsters and NPCs/PCs. Monsters, per se, should not be too difficult to translate. Just don't expect them to be appropriate opponents for the same range of PC levels as in 3e. Let's take the Gargoyle from the SRD as an example. Size/Type: Medium Monstrous Humanoid (Earth) Keep the same size. Type can change. In RC, this would likely be "Monster". Hit Dice: 4d8+19 (37 hp) Keep the dice, drop the Con bonus. Thus, its 4+3. Initiative: +2 Irrelevant. Speed: 40 ft. (8 squares), fly 60 ft. (average) Use basic movement of humans and demihumans for the translation: 30' traslates to 120' (40') in RC. Thus, 40' translates to 150' (50'), approximating a bit, and flight speed would be 240' (80'). Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 AC(RC) = 20-AC(3e). Thus, AC 4. Base Attack/Grapple: +4/+6 Use To Hit table for 4+ HD monsters. Attack: Claw +6 melee (1d4+2) Not needed, use full attack. Full Attack: 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1) Drop Str bonus, keep the rest: 1d4/1d4/1d6+1/1d6+1. Space/Reach: 5 ft./5 ft. Irrelevant. Special Attacks: — Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze Darkvision converts to Infravision. Damage Reduction converts to immunity to normal weapons (needs +1 weapons to hit). Freeze just means that it's hard to detect when in statue form -- convert as detects as concealed door (elf), or as new construction (dwarf). Saves: Fort +5, Ref +6, Will +4 Saves as class that as similar 3e saves, or Fighter if in doubt, at same level (is a magical monster, otherwise at half level). Abilities: Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7 Drop. Skills: Hide +7*, Listen +4, Spot +4 Drop. Feats: Multiattack, Toughness Drop. Toughness is computed in the HD above. Environment: Any Organization: Solitary, pair, or wing (5-16) Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic evil Drop Challenge Rating (use TPL instead and compute XPs --its a 4+3* monster). Select appropriate treasure. Keep the rest. Advancement: 5-6 HD (Medium); 7-12 HD (Large) Level Adjustment: +5 Use standard monster modification rules from the RC. Characters cannot be easily converted. As a guideline, I'd say to reduce the highest ability score by 1 per 4 levels (increases per level do not exist in RC), then reduce all scores by 1 (no 4d6 drop lowest), or reroll scores and assign in same order. Collapse Prestige Classes into the corresponding main class (unfortunately this is usually impossible without reading the description), then choose the most appropriate class: Barbarians, Rangers, and Fighters become Fighters (high-level Rangers might convert as Druidic Knights instead); Wizards and Sorcerers become Magic Users; Clerics and Druids stay as they are. Paladins become Paladins if high-level, Fighters otherwise. Monks become Mystics; Rogue and Bards become Thieves (or Rakes or Bards, if you allow these optional classes). Multiclass characters keep only their highest level class, though you might convert high level Fighter/Clerics to Paladins or Avengers, and Fighter/Wizards into Foresters. Half-races are converted to full races, or Orcs of Thar is used to convert each individual. Illegal class/race combinations are dropped in favor of the racial class (though optional OD&D rules allowing Elven Clerics, Paladins, and Druids can be used, or the optional RC rules for 36-level demihuman progression may be adapted to allow other class/races combinations). G. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:22 AM.