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Questions about conversion


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Hi,

I'm working on dusting off some of my old AD&D 2nd edition adventure modules (specifically the more memorable Ravenloft adventures) to run them again. I came to the conclusion that it would be easier and more cost effective to try converting them to a system I know and use than to try to relearn a game system I haven't played in 15 years. I was wondering if there was a quick and easy rule for converting AD&D adventures to BRP? Especially in the area of bonuses/penalties to rolls (IE, a +1 bonus translates to +X%) and monster stat writeups. I know that Classic Fantasy is essentially a book for playing AD&D 1st edition with BRP, but does it cover these things as well?

Thanks, in advance for any advice.

P.S. On the topic of Classic Fantasy, I've flipped through it and noticed that it uses the 1st edition system of having a Magic User class and an Illusionist class. Is there an update or online alteration for the second edition specialist wizard system?

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Yeah, I've looked at that and it's giving me a huge head start in the conversion of the setting. I'm mostly just wondering if there are any systems, either in a book or homebrew, for converting the stats for say, a monster or trap that appears in a specific adventure module, to BRP. Since I plan on running a few classic modules.

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Well, AD&D was essentially a 1-20 scale, and BRP is 1-100, so a +1 in D&D translates easily to a +5% in BRP.

After that, you really have to to a lot of eyeballing. The baseline assumptions between the two systems are different enough that its not easy to do a simple translation. BRP characters tend to be somewhat fragile, no matter how long you've been playing them, whereas D&D characters rack up tons of hit points, and become rather indestructible at high levels.

So, use your best judgement, really.

Please don't contact me with Chaosium questions. I'm no longer associated with the company, and have no idea what the new management is doing.

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Well, AD&D was essentially a 1-20 scale, and BRP is 1-100, so a +1 in D&D translates easily to a +5% in BRP.

After that, you really have to to a lot of eyeballing. The baseline assumptions between the two systems are different enough that its not easy to do a simple translation. BRP characters tend to be somewhat fragile, no matter how long you've been playing them, whereas D&D characters rack up tons of hit points, and become rather indestructible at high levels.

So, use your best judgement, really.

AD&D alsu used the (in)famous THAC0. So, take the THAC0, adjust for AC10 (assume average man, no armor) to get your new To Hit, multiply by 5%, and that would be the appropriate Attack skill.

For defensive mods, use comparable armor (or if the creature has natural armor, again, find a comparable BRP armor, and use that as Natural Armor), assign a Parry skill (can be equal to Attack or not, your choice), and then adjust if the creature has an AC that is better than what the natural armor/armor, if any, would suggest.

Ian

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BRP characters tend to be somewhat fragile, no matter how long you've been playing them, whereas D&D characters rack up tons of hit points, and become rather indestructible at high levels.

That assessment isn't really accurate (well maybe for 3rd and 4th edition). Yes, AD&D characters get more HP's as they level (until level 10 where they start getting a flat 1-3 with no bonuses), but monster and spell damage for similar level creatures usually outpaced what PC's gained (meaning that, at best they cancelled out). More importantly, the assumptions of what HP's mean are different for each game. HP's in D&D have never been wound points. They represent the PC's ability to parry blows. In AD&D, if a hit doesn't drop you to negatives, it didn't really hit. It was parried, or failed to pierce your armor. Over time however, the onslaught would wear you down. You'd get tired (hence, lower hit points).

Now, in BRP this is handled by two systems, hit points (actual wounds) and defense rolls. So both of these systems have to be taken together to really analyse them against AD&D HP's. In my opinion, the ability to negate attacks (based on a skill that raises with time) completely makes up for the lower actual HP's. So BRP characters and AD&D characters are mostly equal in squishiness.

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Well, AD&D was essentially a 1-20 scale, and BRP is 1-100, so a +1 in D&D translates easily to a +5% in BRP.

After that, you really have to to a lot of eyeballing. The baseline assumptions between the two systems are different enough that its not easy to do a simple translation. BRP characters tend to be somewhat fragile, no matter how long you've been playing them, whereas D&D characters rack up tons of hit points, and become rather indestructible at high levels.

So, use your best judgement, really.

That said, if you're starting the campaign out in BRP with the converted materials, it might sometimes be preferable to ignore hit point inflation from DnD and just use the base rules for character hitpoints in BRP.

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P.S. On the topic of Classic Fantasy, I've flipped through it and noticed that it uses the 1st edition system of having a Magic User class and an Illusionist class. Is there an update or online alteration for the second edition specialist wizard system?

I love Classic Fantasy. Love it. Rod is very active over at his yahoo groups page for Classic Fantasy, including some character class discussions and such. I don't remember if there has been any talk about specialist wizards there, but it's where you want to go to raise the question. I am very much looking forward to the new Classic Fantasy edition under Legend.

70/420

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Well, AD&D was essentially a 1-20 scale, and BRP is 1-100, so a +1 in D&D translates easily to a +5% in BRP.

After that, you really have to to a lot of eyeballing. The baseline assumptions between the two systems are different enough that its not easy to do a simple translation. BRP characters tend to be somewhat fragile, no matter how long you've been playing them, whereas D&D characters rack up tons of hit points, and become rather indestructible at high levels.

So, use your best judgement, really.

Classic Fantasy took care of this by adding SIZ and CON for HP rather than averaging them and adding fate points.

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