* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : On-the-fly conversions Started at 05-25-06 08:12 PM by RobertFisher Visit at http://forums.gleemax.com/showthread.php?t=643546 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : RobertFisher Date : 05-25-06 08:12 PM Thread Title : On-the-fly conversions This seems like a good topic. My groups have always done module conversions on-the-fly with good results. In fact, most of the classic AD&D modules I experienced under Gurps, Rolemaster, Hârnmaster, & Fantasy Hero rather than AD&D! In part, you may be correct that this is a mentality thing among 3E players, though another factor is that making conversions to 3E on the fly is really hard, at least if you want to stick with the consistencies of the overall system. The other players in my group prefer 3e, but one of the guys has done on-the-fly conversion of old modules to 3e just fine. It works because, as a whole, the group has an old school mindset that doesn't get hung up on the conversion not being perfect. (Besides, if you took the time to work it all out, you could come up with a hand-wave to make anything work.) In my experience, you can also use a simple Wisdom ability check for mundane search and spot type checks, or as many DMs I've known do, adopt a Perception ability score to handle these. As you note, finding traps should be exclusive to the thief class, since it's a major part of their skillset and role in the party. I generally don't think searching or spotting needs a roll. If you look, you can see it. If you search, you can find it. For things that are exceptionally well hidden, we've got the secret door & find traps mechanics, which works just fine. I do not count finding traps as the exclusive domain of thieves. The edition I play (Moldvay/Cook/Marsh) has rules for all PCs being able to find traps. I do use ability checks now & then, but I tend to just consider the variables & decide what makes sense rather than rolling a lot. When I do roll, I try to adapt an existing mechanic when I can. Yep, a simple Intelligence check can be used in these situations, with a little common sense applied to determine who might know what. I've never been a fan of the intelligence check, myself. I just decide whether a PC would know fact X. If I were unsure, I set a percentage for it & roll. (But I never actually do that.) Even when I run games that have knowledge skills, I don't roll against them, but use them as a gague of the PCs familiarity with the subject. With the RC or BECMI and Creature Catalog books at hand, looking up the monsters as you go is pretty easy. Sure, you might find some newer critters that need actual conversions, but worst case scenario, just swap the unknown (to classic D&D rules) monster out for something similar. Very true. The 1e Monster Manual is also fairly compatible with classic D&D. The swap out for something else is also a good trick I've seen many people not think of. Or just use the stats for another monster while describing it as the one in the module. Also, faking up stats for a monster isn't so hard. HD, hp, AC, damage. Plus, if you initial guesses don't seem to be working, you may be able fudge it a bit on-the-fly. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:18 AM.