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D&D to AD&D Conversion

by Ian R Malcomson
======================

This is a little off-beat, since I've always considered the two games to be separate (if related). However, what follows is my thoughts on how to convert a D&D adventure to AD&D, based somewhat on the notes provided in Appendix 2 (p291-294) of the D&D Rules Cyclopaedia, but much expanded from there.

Characters
==========

Clerics, Fighters, Thieves and Magic-Users should be considered Humans of their respective Classes in AD&D. Note that, in D&D, Paladins, Knights, Avengers and Druids are, in D&D, "name"-level options for various alignments of Fighters and Clerics. They can be considered full members of their AD&D Classes (if there is an equivalent - i.e., D&D Druids can be considered AD&D Druids), with this note: by doing this, you are precluding the existence of lower level members of these Classes. I therefore recommend that, depending on the situation, a Neutral D&D Cleric can be considered a Druid, and a Lawful Fighter can be considered a Paladin. This is not to say that *every* Lawful Fighter should be converted to an AD&D Paladin, for instance. Judgement is advised.

Ability Scores
--------------

No change in actual value (other than rolling percentile strength for Fighter types with 18 Str), but AD&D mods (for To Hit, etc.) should be re-calculated using the PHB.

I generally modify the listed D&D Ability Scores for demi-humans by their AD&D Racial Modifiers, since D&D doesn't have Racial Mods. This is not really necessary - just a matter of personal taste.

Note that certain listed stats (THAC0, AC, hit points, etc.) may need to be re- calculated depending on new AD&D modifiers.

Alignment
---------

The simplest misconception regarding the D&D system is that *all* Chaotic beings are Evil, all Lawful beings are Good, etc. However, this is simply not true. Instead, the Law-Chaos Alignment should be kept, and a Good-Evil component added depending on the nature of the being.

Level
-----

For Fighters, Thieves, Clerics and Magic-Users:

D&D AD&D
1-12 Same
13-15 13
16-18 14
19-21 15
22-24 16
25-27 17
28-30 18
31-33 19
34-36 20

For Demi-humans:
Elves become Fighter/Magi
Dwarves become Fighters
Halflings become Fighters

Use Levels as stated (i.e., a 4th level Elf becomes a F/Mg of 4/4 level), with higher levels dependant on Fighter Combat Options as per:

  Elf Dwarf Halfling
A - - -
B - - 8
C - - 8
D 11 13* 8
E 11 13* 9
F 11 13* 9
F 12 13* 9**
H 12 14* 9**
I 12 14* 9**
J 13 14* 9**
K 13 14* 9**
L 14 15* -
M 15 15* -

* Mage level only - Fighter level remains at 12th unless optional level limit rules used
** May be higher if optional level limit rules used

Hit Points
----------

D&D Classes use different Hit Dice (eg, a Cleric uses a d6 instead of a d8). Thus, when converting to AD&D, use the following guideline (note the levels indicated here refer to the converted AD&D levels):

Fighter (et al): +(1d3-1) hit points/level to 9th, +1 hit point/level from 10th

Cleric (et al): +(1d3-1) hit points/level to 9th, +1 hit point/level from 10th

Mage: As stated (no change)

Thief: +(1d3-1) hit points/level to 10th

Elf F/Mg: +1 hit point/level to 9th, +1 hp at 10th, +2 hp/lvl from 11th

Dwarf F: +(1d3-1) hit points to 9th, +3 hp/lvl from 13th

Halfling F: +(1d4-1) hit points to 8th, +1d8 hit points at 9th, +3 hp/lvl from 10th

Thief Abilities
---------------

Either re-calculate using PHB methods, or use the following table (based on Average Thief Ability table, DMG) to provide modifiers to the listed Thief Abilities for a D&D Character:

Level* PP OL F/RT** MS HiS HN CW RL***
1 +10 +10 +10 -5 0 -20 -2 -
2 +10 +9 +10 -4 0 -15 -2 -
3 +10 +8 +10 -3 0 -25 -2 -
4 +10 +7 +10 -2 +1 -30 -2 20
5 +10 +7 +10 0 +3 -30 -1 25
6 +10 +7 +11 +3 +5 -34 0 30
7 +10 +7 +12 +7 +8 -33 +1 35
8 +10 +7 +13 +10 +11 -37 +2 40
9 +10 +8 +14 +15 +15 -36 +3 45
10 +15 +9 +15 +20 +19 -40 +3 50
11 +20 +10 +16 +25 +23 -39 +2 55
12 +20 +11 +17 +30 +27 -43 +1 60
13 +19 +13 +19 +33 +32 -41 0 65
14/13 +14 +10 +16 +31 +29 -44 -1 65
15/13 +9 +7 +13 +29 +27 -47 -2 65
16/14 +4 +9 +15 +27 +33 -50 -3 70
17/14 -1 +6 +12 +25 +31 -52 -4 70
18/14 -6 +3 +9 +23 +29 -54 -5 70
19/15 -11 +6 +11 +21 +33 -46 -6 75
20/15 -16 +4 +8 +19 +31 -48 -7 75
21/15 -21 +2 +5 +17 +29 -50 -8 75
22/16 -26 +5 +7 +15 +27 -52 -9 80
23/16 -31 +3 +4 +13 +25 -54 -10 80
24/16 -36 +1 +1 +11 +23 -56 -11 80
25/17 -41 +1 +2 +10 +21 -53 -12 80
26/17 -46 -1 -1 +9 +19 -55 -13 80
27/17 -51 -3 -4 +8 +17 -57 -14 80
28/18 -56 -5 -7 +7 +15 -59 -15 85
29/18 -61 -7 -10 +6 +13 -61 -16 85
30/18 -66 -9 -13 +5 +11 -63 -17 85
31/19 -71 -11 -16 +4 +9 -60 -18 85
32/19 -76 -13 -19 +3 +7 -62 -19 85
33/19 -81 -15 -22 +2 +5 -64 -19 85
34/20 -86 -17 -25 +1 +3 -66 -20 90
35/20 -91 -19 -28 0 +1 -68 -20 90
36/20 -96 -21 -31 -1 -1 -70 -21 90

* D&D/re-calculated AD&D level
** Ignore separate "Find Traps" D&D ability
*** D&D Thieves gain 80% RL at 4th level - ignore this and use the above instead

Backstabbing: re-calculate using new AD&D level

Thief Ability Mods: Remember to add in Race and Dex mods to the resultant Thief Ability scores gained

Note: In spite of the above guidelines, remember that no Thief Ability may be raised above 95, inclusive of Dex and Race mods. Yes, I know the Average Thief Table doesn't exactly follow this rule, but it does provide a quicker alternative to re- calculating using PHB rules.

Armour Class
------------

Take the basic Armour Type in D&D, and re-calculate using the following equivalencies:

No Armour - same (except this is AC9 in D&D, and AC10 in AD&D)
Leather - figure as either Leather, Studded or Ring
Scale - Scale, or, optionally, Scale or Brigandine
Chain - Chain, or, optionally, Chain, Banded or Splint
Plate - Plate or Field Plate
Suit - Full Plate

Note that D&D allows for ACs from 19 to -20. In the (rare) instances where such extreme ACs appear, either re-calculate to use the (official) AC range of 10 to -10, or (optionally) divide the "excess" D&D AC (from 11 to 19, or from -11 to -20) by 2 (eg, AC 15 becomes AC10 + (5/2), or AC 13; AC -17 becomes AC -14).

Saving Throws, THAC0, etc.
--------------------------

These need to be re-calculated using the AD&D rules

Weapon Proficiency
------------------

Use the table below to determine legal WPs. Figures before the slash indicate D&D allowance, weapons after indicate AD&D allowance, utilising standard WP slots (as opposed to S&P CP purchases), and not inclusive of specialisation:

Level Fighter* Cleric or Thief Mage
1 4/4 2/2 2/1
2 4/4 2/2 2/1
3 5/5 3/2 3/1
4 5/5 3/3 3/1
5 5/5 3/3 3/1
6 6/6 4/3 4/2
7 6/6 4/3 4/2
8 6/6 4/4 4/2
9 7/7 5/4 5/2
10 7/7 5/4 5/2
11 8/7 6/4 6/2
12 8/8 6/5 6/3
13 8/8 6/5 6/3
14/13 8/8 6/5 6/3
15/13 9/8 7/5 7/3
16/14 9/8 7/5 7/3
17/14 9/8 7/5 7/3
18/14 9/8 7/5 7/3
19/15 10/9 7/5 7/3
20/15 10/9 7/5 7/3
21/15 10/9 7/5 7/3
22/16 10/9 7/6 7/3
23/16 11/9 8/6 8/3
24/16 11/9 8/6 8/3
25/17 11/9 8/6 8/3
26/17 11/9 8/6 8/3
27/17 12/9 8/6 8/3
28/18 12/10 8/6 8/4
29/18 12/10 8/6 8/4
30/18 13/10 9/6 9/4
31/19 13/10 9/6 9/4
32/19 13/10 9/6 9/4
33/19 14/10 9/6 9/4
34/20 14/10 9/7 9/4
35/20 14/10 9/7 9/4
36/20 15/10 10/7 9/4

* Includes Dwarves, Elves and Halflings on the AD&D column; these D&D Classes use the D&D progression as listed for the other non-Fighter Classes

Basically, a 36th level D&D Fighter who can wield 15 weapons will lose the ability to use 5 of them effectively (i.e., will be non-proficient) when translated into the AD&D game. This is simplistic. If you add in Weapon Mastery and Specialisation, things get a little bit more complicated to calculate.

(NB: D&D Mastery Slots: 1 BS, 2 SK, 3 EX, 4 MS, 5 GM; AD&D Specialisation Slots: 1 Prof, 2 Melee/Thrown Spec., 3 Bow Spec.)

Specialisation vs. Weapon Mastery
---------------------------------

If using standard (PHB) AD&D rules, assume that "Expert" Weapon Mastery level indicates Specialisation. If using the S&P Specialisation rules, figure Weapon Mastery thus:

D&D Weapon Mastery AD&D S&P Specialisation
Basic Proficient
Skilled Expertise
Expert Specialised*
Master Mastery*
Grand Master High Mastery (C&T)**

* Assume "Expertise" and "Weapon of Choice" for non-Warrior Characters
** Or, alternatively, Grand Mastery if the PC in question is higher (in AD&D terms) than 14th level. Note the general warnings with respect to Grand Mastery described in the C&T book.

Mystics
-------

Mystics are difficult, since the Monk is no longer part of the core AD&D rules. They can be converted to either Monks, as listed in the PHB1 or OA, or use the S&M Monk Class, or use the PHBR3 Warrior Monk Kit. The Mystic level should remain the same in the AD&D game.

Spells
======

Spells per Level
---------------

Additional spells should be selected as memorised according to the following table (notation is 1st/2nd/3rd/etc.). Note that Wisdom spell bonus should also be taken into account. Negative "additions" indicate a drop in a spell of the specified level.

Level* Cleric/Druid Mage Elf
1 1 0 0
2 1 0 0
3 0/1 0/0 0/0
4 1/1 1/0 1/0
5 1/1/1 2/0/0 2/0/0
6 1/1/1 2/0/0 2/0/0
7 0/1/0/1 1/1/0/0 1/1/0/0
8 0/0/1/1 1/0/1/0 1/0/1/0
9 1/1/0/0/1 1/0/0/0/0 1/0/0/0/0
10 0/0/0/1/1 1/1/0/-1/0 1/1/0/0/0
11 1/0/1/0/0/1 0/1/1/0/1/-1 1/1/1/1/1
12 2/1/1/0/0/1 0/0/0/1/2/0 1/1/1/2/2/1
13 1/1/2/1/0/0 1/1/1/1/2/0 2/2/2/2/2/2
14/13 1/1/1/1/-1/0 1/1/1/0/1/0 2/2/2/2/2/2
15/13 0/1/1/1/1/1 0/1/1/0/1/0/-1 2/2/2/2/2/2
16/14 0/1/1/1/-1/1/1 0/0/0/0/1/0/-1 2/2/2/2/2/2/1
17/14 0/0/1/1/-1/1/0 -1/0/0/0/0/-1/-1 2/2/2/2/2/2/1
18/14 0/0/1/1/-1/-1/-1 -1/0/0/0/0/-1/-1/-1 2/2/2/2/2/2/1
19/15 -1/0/1/2/0/-2/-1 -1/0/0/0/1/-1/-1/-2 2/2/2/3/3/2/1
20/15 -1/0/1/2/0/-2/-2 -1/0/0/0/1/-2/-2/-2 2/2/2/3/3/2/1
21/15 -1/0/1/1/-1/-2/-2 -1/0/0/0/1/-2/-2/-2/-1 2/2/2/3/3/2/1**
22/16 0/1/2/1/-1/-1/-3 -1/-1/0/0/0/-1/-1/-1/-2
23/16 0/0/1/0/-1/-1/-3 -1/-1/-1/-1/0/-1/-1/-2/-2
24/16 -1/0/1/0/-1/-2/-3 -2/-2/-1/-1/0/-2/-2/-2/-2
25/17 -1/0/1/1/0/-2/-3 -2/-2/-1/-1/0/-2/-1/-2/-3
26/17 -1/0/0/1/-1/-2/-3 -2/-2/-2/-1/-1/-2/-2/-2/-3
27/17 -1/-1/0/1/-1/-3/-3 -2/-2/-2/-1/-1/-2/-2/-3/-4
28/18 0/0/1/1/-1/-2/-3 -3/-3/-2/-1/-1/-3/-3/-3/-3
29/18 0/0/1/1/-1/-2/-4 -3/-3/-2/-2/-2/-3/-3/-3/-4
30/18 0/0/0/1/-1/-3/-4 -3/-3/-3/-2/-2/-4/-3/-4/-4
31/19 1/1/0/0/-2/-3/-4 -3/-3/-3/-2/-2/-4/-4/-3/-5
32/19 0/1/0/0/-2/-3/-5 -4/-3/-3/-3/-3/-4/-4/-4/-5
33/19 0/0/0/0/-2/-4/-5 -4/-4/-4/-3/-3/-5/-4/-4/-6
34/20 0/0/0/0/-1/-3/-6 -4/-4/-4/-4/-3/-4/-5/-5/-5
35/20 0/0/0/-1/-1/-3/-6 -4/-4/-4/-4/-4/-5/-5/-5/-6
36/20 0/0/0/-1/-2/-4/-7 -4/-4/-4/-4/-4/-5/-6/-6/-7

* D&D level/Re-calculated AD&D level
** Maximum AD&D Elf level using these conversion guidelines

Most D&D spells have AD&D equivalents, usually with the same name. However, these are the exceptions (and my suggestions for handling them). Note, D&D spells are always listed on the left hand side.

Cleric Spells
-------------

Purify Food & Water (C1) - Purify Food & Drink
Resist Cold (C1) - Endure Heat/Cold
Bless (C2) - 1st level in AD&D
Cure Blindness (C3) - Cure Blindness or Deafness
Growth of Animal (C3) - Animal Growth (5th level)
Striking (C3) - No equivalent; I suggest replacing with Pyrotechnics
Animate Dead (C4) - 3rd level in AD&D
Create Water (C4) - 3rd level, Create Food & Water, in AD&D
Dispel Magic (C4) - 3rd level in AD&D
Create Food (C5) - 3rd level, Create Food & Water, in AD&D
Truesight (C5) - True Seeing
Barrier (C6) - Blade Barrier
Create Normal Animals (C6) - Replace with either Conjure Animals, or Animal Summoning III (both 6th level)
Cureall (C6) - Heal
Raise Dead Fully (C7) - Resurrection
Restore (C7) - Restoration
Survival (C7) - No equivalent; I suggest replacing with Regenerate
Travel (C7) - Astral Spell or Wind Walk, depending on circumstance
Wish (C7) - No equivalent; I suggest replacing with Holy Word, Succour, or Symbol (personal preference)
Wizardry (C7) - No equivalent; I suggest treating in the same way as Wish, above

Druid Spells
------------

Detect Danger (D1) - Replace with either Detect Evil or Detect Snares & Pits
Locate (D1) - Locate Animals or Plants
Predict Weather (D1) - No equivalent at 1st level in core AD&D; I suggest replacing with another 1st level spell
Obscure (D2) - Obscurement
Produce Fire (D2) - Produce Flame
Protection from Poison (D3) - No equivalent; however, several AD&D Druid-sphere spells exist that can be used as replacements (Flame Walk, Meld into Stone, Plant Growth, Snare, Spike Growth, Starshine, Summon Insects, Tree)
Summon Animals (D4) - Animal Summoning I
Dissolve (D5) - Transmute Rock to Mud
Summon Weather (D6) - Weather Summoning
Transport Through Plants (D6) - Transport Via Plants
Metal to Wood (D7) - Transmute Metal to Wood
Summon Elemental (D7) - Conjure Fire Elemental (6th level), or Conjure Earth Elemental (7th level); note that Water and Air Elemental summoning by Priests is dealt with in the ToM and S&M
Weather Control (D7) - Control Weather

Magic-User/Mage Spells
----------------------

Analyse (MU1) - Identify
Floating Disc (MU1) - Tenser's Floating Disc
Magic Missile (MU1) - Note that D&D Missiles do 1d6+1, AD&D do 1d4+1
Read Languages (MU1) - Comprehend Languages
Entangle (MU2) - No equivalent; suggested replacements: Web, Stinking Cloud
Phantasmal Force (MU2) - 1st level in AD&D
Create Air (MU3) - Gust of Wind
Fireball (MU3) - Note that AD&D Fireballs are limited to 10 dice; no such limit is imposed in D&D
Lightning Bolt (MU3) - As Fireball, AD&D Bolts are limited to 10 dice
Clothform (MU4) - No equivalent; given the normal use of this spell, I suggest replacing it with Leomund's Secure Shelter
Growth of Plants (MU4) - Plant Growth
Ice Storm/Wall of Ice (MU4) - Treat as separate spells in AD&D
Contact Outer Plane (MU5) - Contact Other Plane
Dissolve (MU5) - Transmute Rock to Mud
Woodform (MU5) - No equivalent; suggested: replace with Fabricate
Stoneform (MU6) - No equivalent; suggested: replace with Fabricate (Mg5), Stone Shape (Mg5) or Move Earth (Mg6)
Weather Control (MU6) - Control Weather
Create Normal Monsters (MU7) - Suggested: Monster Summoning V
Delayed Blast Fireball (MU7) - Same note as per Fireball applies
Ironform (MU7) - No equivalent; suggested: replace with Fabricate (Mg5)
Lore (MU7) - Replace with Legend Lore (Mg6)
Magic Door (MU7) - Replace with Phase Door
Summon Object (MU7) - Replace with Drawmij's Instant Summons
Sword (MU7) - Replace with Mordenkainen's Sword
Teleport Any Object (MU7) - No equivalent; replace with Teleport Without Error
Create Magical Monsters (MU8) - Replace with Monster Summoning VI
Dance (MU8) - Replace with Otto's Irresistible Dance
Explosive Cloud (MU8) - Incendiary Cloud
Force Field (MU8) - Replace with either Wall of Force (Mg5), Forcecage (Mg7), or
Otiluke's Telekinetic Sphere (Mg8)
Mind Barrier (MU8) - Mind Blank
Permanence - Permanency
Steelform (MU8) - No equivalent; suggested: replace with Fabricate (Mg5)
Travel (MU8) - Astral Spell (Mg9)
Contingency (MU9) - 6th level in AD&D
Create Any Monster (MU9) - Suggested: replace with Monster Summoning VII
Heal (MU9) - No equivalent; suggested: replace with Wish
Immunity (MU9) - Serten's Spell Immunity (Mg8)
Maze (MU9) - 8th level in AD&D
Prismatic Wall (MU9) - Either replace with Prismatic Wall (Mg8), or Prismatic Sphere (Mg9)
Survival (MU9) - No equivalent; suggested: replace with either Wish, Temporal Stasis, Foresight, or Succour

Weapons & Equipment
===================

The following are weapon equivalencies from D&D to AD&D. If a weapon is not listed, assume that it is (relatively) the same in the two games.

Bow, Short & Long - Assume use of flight arrows
Crossbow, Light - Dmg 1d4 instead of 1d6
Crossbow, Heavy - Dmg 1d4+1 instead of 2d4
Blackjack - use C&T or DMGR3 stats (Sap)
Hammer, Throwing - Assume Warhammer
Hammer, War - Dmg 1d4+1 instead of 1d6
Mace - Assume Footmans (unless obviously not); Dmg 1d6+1 instead of 1d6
Staff - Quarterstaff
Torch - See DMG and C&T for use of torches in AD&D combat
Dagger, Silver - Normal dagger made of silver (easy, this, ain't it?)
Lance - Assume Medium, unless otherwise obvious (Dmg 1d6+1 instead of 1d10)
Pike - Assume Awl Pike, unless C&T used (Dmg 1d6 instead of 1d10)
Polearm - Assume Halberd or Glaive (Dmg 1d10 & 1d6 respectively)
Poleaxe - Assume Halberd or Voulge, unless C&T used (Dmg 1d10 & 2d4 respectively)
Trident - Dmg 1d6+1 instead of 1d6
Shield Weapons - Unless optional rules (there are various) used, assume that being with a Shield Weapon can attack in lieu of shield AC bonus for that round, using listed D&D damage for the mounted weapon
Sword, Normal - The obvious choice is the Longsword, but I prefer the Broadsword, as that was the more common weapon in the standard AD&D timeframe
Sword, Bastard - 1d8 (1h) or 2d4 (2h) instead of 1d6+1 & 1d8+1 respectively
Blowgun, up to 2' & 2'+ - Assume both to be standard blowguns (damage is 1d3 or 1 depending on whether barbed darts or needles used respectively, as opposed to special effect)
Bola - Use description from C&T or DMGR3, or those from D&D rules
Cestus - Use description from C&T or DMGR3, or those from D&D rules
Holy Water - Damage is variable in AD&D depending on target
Net - Use C&T or DMGR3 description, or those from D&D rules
Oil, Burning - See PHB and DMG notes on the use of this item
Rock, Thrown - Use D&D stats, or stats from C&T or DMGR3
Sling - Assume stones (Dmg 1d4), unless otherwise obvious (bullets do 1d4+1)
Whip - Use description on use from PHB

Armour - See notes on AC, above
Shields - Assume medium , unless otherwise obvious
Barding - See notes in PHB

Water Vessels & Transport - See stats and notes in DMG

Skills vs. Non-Weapon Proficiencies
===================================

The easiest thing to do here is to ignore Proficiency Slot calculations (otherwise you've got more of a headache to sort through than you had with getting WPs legal). The following equivalencies apply (D&D to left, again):

Intimidation: Drop, or use PHBR1/PHBR2 NWP
Muscle: Drop
Wrestling: Treat as Unarmed Combat WP (see PHB)
Alchemy: Drop, or use S&M/S&P NWP
Alternate Magics: Use Spellcraft
Art: Artistic Ability
Artillery: Treat as specific artillery weapon WP
Craft: Use specified Craft skill as a guide to which NWP to use
Disguise: same (Rogue)
Engineering: same (Wizard or Priest)
Fire-Building: same (General)
Healing: same (Priest)
Hunting: same (Warrior)
Knowledge: use specified type as a guide
Labour: Drop
Language: use specified language, either with Modern or Ancient Language NWP
Lip Reading: Reading Lips (Rogue)
Magical Engineering: Possibly Spellcraft and Engineering (Wizard)
Mapping/Cartography: Drop or use S&P/PHBR2
Military Tactics: Drop or use S&P/PHBR1
Mimicry: Drop or use S&P/PHBR2
Nature Lore: Animal Lore (Warrior) and Herbalism (Priest/Wizard)
Navigation: Navigation (Wizard)
Planar Geography: Drop, or base on Ancient History (Priest/Wizard/Rogue)
Profession: use specified to base Secondary Skill or other NWP on
Science: use specified to base NWP
Shipbuilding: Drop or assume sub-set of Carpentry
Signalling: Drop or use PHBR1
Snares: Set Snares (Warrior)
Survival: Survival (Warrior)
Tracking: Tracking (Warrior)
Veterinary Healing: Drop or use Animal Handling (General) and Healing (Priest)
Animal Training: Animal Training (General)
Bravery: Drop
Caving: Drop, or assume specific type of Survival NWP
Ceremony: Drop, or use S&P
Danger Sense: Drop, or use PHBR2/S&P Alertness
Detect Deception: Drop, or use PHBR2 Streetwise
Gambling: Gaming (Rogue)
Law & Justice: Etiquette (General)
Mysticism: Religion (Priest)
Acrobatics: Tumbling, Jumping, Juggling or Tightrope Walking (Rogue)
Alertness: Drop, or use PHBR2
Blind Shooting: Drop in favour of Blind Fighting (Rogue, Warrior)
Cheating: Gaming (Rogue)
Escape: Rope Use (General)
Mountaineering: Mountaineering (Warrior)
Piloting: Navigation (Wizard), and/or S&P
Quick Draw: Drop
Riding: use specified to determine whether Airborne or Land-based
Stealth: Drop
Endurance: Endurance (Warrior)
Food Tasting: Sub-set of Cooking
Acting: Disguise (Rogue), or use PHBR2/PHBR7
Bargaining: Drop, or use PHBR2
Deception: Disguise, Forgery or Gaming (Rogue)
Leadership: Drop in favour of Charisma rules
Music: Musical Instrument (Rogue)
Persuasion: Drop, or use PHBR2
Singing: Singing (General)
Storytelling: Subset of Singing (General)

Monsters
========

These guidelines are from the Rules Cyclopaedia. Note that where an equivalent monster exists in the AD&D game, it is better to use the stats for the AD&D version than to convert the D&D version.

All stats remain unchanged, except....

Save As: use standard AD&D rules (save as F of HD, unless specific monster type is closer to another Class)

Morale: 2=2 or 3; 3=4 or 5; 4=6 or 7; 5=8; 6=9 or 10; 7=11 or 12; 8=13 or 14; 9=15; 10=16 or 17; 11=18 or 19; 12=20

Alignment: Add Good-Evil axis depending on description

XP: Re-calculate using DMG rules

Frequency: Common = Common, Rare = Uncommon, Very Rare = Rare or Very Rare

Note regarding D&D Monsters: Most of the monsters from the D&D game have equivalents in the AD&D Monstrous Manual. Those that don't are highly likely to be in the Mystara Monstrous Compendium (which is OOP, unfortunately).

Dragons
---

Why do Dragons cause a problem when converting between any version of D&D or AD&D? Oh, well....

The easiest assumption to make is this:

Small Dragon - equivalent to Hatchling or Very Young
Large Dragon - equivalent to Juvenile or Young Adult
Huge Dragon - equivalent to Mature Adult or Old

Note that, depending on PC level, and the situation, discretion can be used with these rough equivalencies (eg, a Huge Dragon may represent a Great Wyrm in a high- level adventure).

Treasure
========

Treasure Types
--------------

The following can be used to determine rough equivalencies of type codes. Since the amount of coinage varies widely, I've based my assumptions on magical item content of lair first.

D&D AD&D D&D AD&D D&D AD&D D&D AD&D
A A G G M G, no magic S M
B B H H N W T N
C C I I O T U Z, 5% magic
D D J A, cp & sp only P J V Z, 5% magic
E E K C, sp & ep only Q K
F F L Q R L

Magical Items
=============

Another one of those horrible equivalency lists coming up......

Note: most of the rules that govern the use of specific items in the D&D game are compatible with the AD&D game, so the D&D description for an item that doesn't appear in the AD&D game is just as good (if not better) than taking an AD&D equivalent.

Only items that do not appear, or have different names to, those listed in the DMG are presented here. Some of my suggestions are based on personal choice (which means they might not make sense to you), so take them for what they are....

Potions
-------

Agility - Speed
Antidote - treat as an antivenene
Blending - Rainbow Hues
Bug Repellent - Animal Control (insect type)
Defence - Oil of Slipperiness
Dreamspeech - ESP
Elasticity - Oil of Slipperiness
Elemental Form - Oil of Elemental Invulnerability
Ethereality - Oil of Etherealness
Fortitude - Vitality or Elixir of Health
Freedom - Oil of Slipperiness (again)
Luck - Philtre of Glibness
Merging - Polymorph Self
Sight - Oil of Disenchantment
Speech - ESP
Strength - Giant Strength
Super-Healing - Extra-Healing
Swimming - Water Breathing

Scrolls
-------

Communication - replace with Crystal Ball with Clairvoyance
Creation - replace with Nolzur's Marvellous Pigments
Delay - replace with spell scroll
Equipment - replace with Robe of Useful Items
Illumination - replace with Wand of Illumination
Mages - replace with spell scroll containing Identify
Mapping - replace with spell scroll containing Clairaudience
Portals - replace with Rod of Passage
Questioning - replace with Incense of Meditation or Candle of Invocation
Repetition - replace with spell scroll
Seeing - replace with spell scroll containing Divination
Shelter - replace with Rod of Security
Spell Catching - replace with Ring of Spell Storing
Trapping - replace with Iron Bands of Bilarro
Truth - replace with Philtre of Persuasiveness

Wands, Staves & Rods
--------------------

Wand of Cold - Wand of Frost
Wand of Fireballs - Wand of Fire
Wand of Lightning Bolts - Wand of Lightning
Wand of Metal Detection - Wand of Metal & Mineral Detection
Wand of Secret Door Detection - Wand of Secret Door & Trap Detection
Wand of Trap Detection - Wand of Secret Door & Trap Detection
Staff of Commanding - Staff of Command
Staff of Dispelling - either Wand of Negation or Rod of Cancellation
Staff of the Druids - Staff of the Woodlands
Staff of an element - Wand of Earth & Stone, or Wand of Fire, or Staff of Thunder & Lightning
Staff of Harming - Staff of Withering
Staff of Healing - Staff of Curing
Snake Staff - Staff of the Serpent
Staff of Wizardry - Staff of the Magi
Rod of Dominion - Rod of Rulership
Rod of Health - Rod of Resurrection
Rod of Inertia - Wand of Earth & Stone
Rod of Parrying - Rod of Alertness
Rod of Victory - Rod of Lordly Might
Rod of Weaponry - Rod of Flailing, or Smiting, or Staff-Spear
Rod of the Wyrm - Wand of Conjuration

Rings
-----

Animal Control - Animal Friendship
Ear - Helm of Comprehending Languages & Reading Magic
Elemental Adaptation - Necklace of Adaptation
Holiness - Incense of Meditation
Human Control - Human Influence
Life Protection - Amulet of Life Protection
Memory - Wizardry
Plant Control - effects as Potion
Quickness - Boots of Speed
Remedies - Staff of Curing
Safety - Luckstone
Seeing - Gem of Seeing
Spell Eating - cursed Spell Turning ring (drains memorised spells)
Survival - Sustenance
Truthfulness - cursed Ring of Truth: wearer cannot lie

Miscellaneous
-------------

Amulet of Protection from Crystal Balls & ESP - Amulet of Proof against Detection & Location
Boat, Undersea - Apparatus of Kwalish
Boots of Travelling & Leaping - Boots of Striding & Springing
Chime of Time - glorified water clock (well, it's getting late...)
Displacer Cloak - Cloak of Displacement
Egg of Wonder - Bag of Tricks
Helm of Alignment Changing - Helm of Opposite Alignment
Helm of Reading - Helm of Comprehending Languages & Reading Magic
Lamp, Hurricane - as Lamp of Long Burning, except hurricane blast plus stormy rain come hacking out when the shutter is raised first time in a day
Lamp of Long Burning - burns until doused
Muzzle of Training - Iron Bands of Bilarro (well, close enough....)
Nail, Finger - Amulet of Inescapable Location
Nail of Pointing - Wand of Enemy Detection
Ointment - Keoghtom's Ointment
Pouch of Security - Bucknard's Everfull Purse
Quill of Copying - Quaal's Feather Token
Slate of Identification - Lens of Detection
Wheel of Floating - Wings of Flying
Wheel of Fortune - Deck of Many Things
Wheel, Square - Horseshoes of a Zephyr or Horseshoes of Speed

Weapons & Armour
----------------

Most of these are pretty straightforward. There are a few weird ones in D&D, but nothing that can't be translated from it's name into a useable item in AD&D.

Conclusion
==========

Despite appearances, the D&D game is not a "baby version" of AD&D - it is a different game, that has, over a longer period of time than AD&D, developed down it's own path with it's own set of devotees. The above attempt at producing a fairly comprehensive conversion guide shows this.

When converting a D&D module for use with AD&D, you have to remember that the module was originally written for a different, albeit similar, game, with different balances in place. D&D Characters, for example, are generally weaker than AD&D Characters at low levels, but eventually overtake them as the levels progress. A 20th level Magic-User, for instance, is actually more powerful than a 20th level Wizard, and not just through spells. However, D&D Characters, regardless of level, do tend to have less hit points, lower Ability Scores, and less choice of spells and special abilities than their AD&D cousins.