01-10-2011, 07:23 PM | #11 | |
Join Date: Dec 2006
Location: Houston
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Re: 1e Tomb of Horrors Conversion
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The saving throws, for example, in 1e AD&D are flat d20. A 60% chance of success is a 60% chance of success regardless of what your rolling. Now granted, 3d6 gets a bit coarse in the middle, but the difference between 60% and 62.5% is pretty small and overall, Id say pretty negligible. Nymdok |
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01-11-2011, 02:08 PM | #12 | |
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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Save DC: The number you must reach with a d20+mods to get partial or no effects from a trap, a spell, or some other nastiness. There are three types of save: reflexes (dodging out of the way, it's what you use to halve the damage of fireballs), Fortitude (Resisting an effect that targets the body directly, most often for paralysis, instant death, poisons, etc etc) and Willpower (resisting an effect that targets the mind directly). See Favored save for more details on saves Favored save/Unfavored save: D&D 3rd ed has two save progressions, a favored, or fast one, and an unfavored, or slow one. The favored one is about twice the unfavored one. Each class gets between 0 and 3 favored saves. For example, the fighter has a favored fortitude save, and unfavored willpower and reflexes saves. To roll a save, you add your relevant attribute (Dex for Refl, Con for Fort, Wis for Will), your base save bonus (from your level) and any items that give a bonus to saves. Characters who have levels in more than one class, calculate the saves independently for each class, and add them together (So a level 4 fighter/level ranger would have +4 fort/+1 refl/+1 will from his 4 levels of fighter, and +4 fort/+4 refl/+1 will from his 4 levels of ranger, for a total of +8 fort/ +5 refl/+2 will. If he has Dex 20 (bonus of +5), Con 14 (bonus of +2) and Wis 14 (bonus of +2), his final saves will be +13 fort/+7 refl/+4 wis |
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01-11-2011, 04:57 PM | #13 |
Join Date: Dec 2006
Location: Houston
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Re: 1e Tomb of Horrors Conversion
Ok so lets do an example.
The First false entrance, 1. False Entrance Tunnel (page 5 of the Revised PDF) says DC 23 for 1/2 Damge, Search DC 24, Disable DC 24. If I understand this right, then those numbers alone really mean nothing until we know the context of the party involved. I know that the module is designed for 9th level chars. So taking the first case, Reflex save at DC 23, can you take an average of say Fighter, Magic User, Thief, and Cleric and come up with some number? In other words, do all Fighters have unfavored reflex saves fro example? Do all 9th level fighters have the same reflex save? Nymdok |
01-11-2011, 06:32 PM | #14 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: 1e Tomb of Horrors Conversion
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01-11-2011, 10:43 PM | #15 |
Join Date: Dec 2005
Location: Saskatchewan, a place colder than Siberia
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Re: 1e Tomb of Horrors Conversion
Nymdok thank you for all of your work. I recently, well before Christmas, downloaded this adventure off the WotC site and am reading through with a mind to converting it for use in my Dungeon Fantasy game. It appears that you have done much of the work for me.
Can't wait to see your monster conversions. You have my sincerest gratitude. Dave.
__________________
...you're a disappointment to me. You've spoiled the keenness of your mind by wallowing in sentimentality... You are an idealist - and I pity you as I would the village idiot. |
01-13-2011, 02:31 PM | #16 |
Join Date: Dec 2006
Location: Houston
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Re: 1e Tomb of Horrors Conversion
No prob rogersd! If it helps you and makes your gaming easier then enjoy!
As always, if you do use this pdf in any capacity, feedback is always appreciated :) Nymdok |
Tags |
balance, conversion, tomb of horrors |
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