01-09-2011, 10:42 PM | #1 |
Join Date: Dec 2006
Location: Houston
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1e Tomb of Horrors Conversion
Here is the PDF
I was somewhat surprised that I couldn't find this module already converted. In an attempt to remedy that, I've begun the process. In keeping with the way I normally do things, I've tried to make this conversion as flexible as possible, requiring only some party averages and some basic arithmetic. Fortunately this adventure has very few monsters in it, so it was surprisingly easy to convert. Soon Ill complete the monsters (theres only about 9 of them). And probably add them using the Notation that I discussed here. http://forums.sjgames.com/showthread.php?t=71254 In the meantime, Id love some feedback, especially on the layout. This thing sits at a squat 6 pages and I'd love some ideas on how to get that down to 2 while still maintaining legibility. If you'd like a copy in Open Office or MS office format so that you can edit it, let me know. Keep in mind that this is meant to be a companion piece to those who still own the old S1 module (I have the Green one) and not to replace it. You can however still find a revised TOH on WOTC's Website. Nymdok Last edited by Nymdok; 01-09-2011 at 10:46 PM. |
01-10-2011, 06:26 AM | #2 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: 1e Tomb of Horrors Conversion
Can you outline the differences between the original ToH and the revised one? How useful will your conversion be, if I only have the revised one available?
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01-10-2011, 07:33 AM | #3 | |
Join Date: Dec 2006
Location: Houston
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Re: 1e Tomb of Horrors Conversion
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If all you have is the revised edition, and you understand the mechanics of that version, its a simple matter to convert using the same techniques Ive used. Its really just a matter of mapping the Damage from D&D to the Damage in GURPS. The same is true for the 'saving throws'. Note that I didnt come up with those percentages casually. I figured what the expectation value would be for chars of a certain level and what the damage expectation would be for a given trap. Using that percentage I mapped it to 2xHP under the assumption that at -1 HP most people are largely out of the fight. Similarly, I took the saving thorws for one of each class (F, T, MU, C) and averaged those together. Then I mapped that to a 3d6 probability and I allow the GM to decide what that success roll should be. For example, should a spring trap be a Roll vs Dodge or Per to avoid? I map the difficulty at 60% success, which is an 11 or less, and let the GM decide which is more suitable, and apply the modifiers from there. For the record, if someone was familiar enough with the mechanics used in the revised version, Id LOVE to see a conversion done with that system and compare them. 1e books are all Ive got though :) Nymdok |
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01-10-2011, 01:37 PM | #4 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: 1e Tomb of Horrors Conversion
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Saves: Let's see, at level 9, the favored saves get a +6, while the non-favored saves get a +3. You also get to add an attribute (usually between +0 and +6 at this level) and you probably have an item that gives you a bonus +1 to saves. If someone has multiclassed, or taken prestige classes, then he will have even higher saves (as per RAW). This means that the expected saves will range from +4 (Fighter, Will) to 13 (Rogue, Reflexes), that we can average at +9. Save DCs: A quick check shows that most saves are DC 22-23, meaning that they will be effective 45-50% of the time against a delver's maxed save, and effective 90% of the time against a delver's ignored save. In order to replicate this, I recommend that you pick the dodge, and reduce it to 9-10 via penalties, for those traps that can be dodged, and take the best will and HT, and do the same. Skills: A delver gets an attribute bonus (+0 to +6), plus his skill ranks (min 0, max of level+3 if it's a class skill, (Level+3)/2 if it's not) plus about a +1 gear bonus, plus maybe a +1 magical or luck bonus. Thus an optimized rogue will have 12 (Skill ranks)+6 (Dex)+2 (Gear+magic) for a total of +20. This makes most traps extremely easy to disable, at the listed DCs. Skill DCs: |
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01-10-2011, 02:51 PM | #5 |
Join Date: Sep 2004
Location: Canada
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Re: 1e Tomb of Horrors Conversion
For 3e DCs, I tend to roughly eyeball DC 10 as +5 to skill in GURPS, and every +2 to DC in D&D as -1 in GURPS.
The rationale is that DC 10 checks are ~50/50 for an untrained character with no attribute bonus, and +5 is a good "average" for counterbalancing a Default penalty in GURPS, bringing a stat 10 character up to ~50/50. +2 D&D DC ~= -1 GURPS Skill/Attribute is produced by eyeballing things.
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01-10-2011, 03:50 PM | #6 |
Join Date: Sep 2007
Location: Sweden (but mostly this forum)
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Re: 1e Tomb of Horrors Conversion
I think that what Kromm has to say about this might be of help.
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- Yeah sure, but what’s the purpose behind the survival of the species? To what end do we need to survive? - I 'unno. I'ma go watch Terminator 3. Then goto bed dude. You keep pondering the Universe. |
01-10-2011, 05:17 PM | #7 |
Join Date: Dec 2006
Location: Houston
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Re: 1e Tomb of Horrors Conversion
Ah. Let me be more clear. I have not ever played anything past BD&D and AD&D 1E. I do not understand the following terms/phrases.
DC Save DC Favored Save Unfavored Save If someone would be kind enough to outline how all this works and, more importantly what the odds of success and failure are, then the mapping is a trivial matter. As I do not understand the terms or the mechanic, its a task Im poorly suited for. Nymdok |
01-10-2011, 05:22 PM | #8 | ||||
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: 1e Tomb of Horrors Conversion
Difficulty Class. The number that you need to roll above on 1d20 to succeed.
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Last edited by sir_pudding; 01-10-2011 at 06:30 PM. |
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01-10-2011, 06:16 PM | #9 |
Join Date: Nov 2009
Location: GMT-5
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Re: 1e Tomb of Horrors Conversion
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01-10-2011, 07:17 PM | #10 |
Join Date: Dec 2006
Location: Houston
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Re: 1e Tomb of Horrors Conversion
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balance, conversion, tomb of horrors |
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