Conversion: D&D Original Adventures to Dungeon Fantasy
Inspired by this thread and the fine work the folks over there are doing, I've decided to start converting the free Original Adventures WotC has provided for D&D 3.x (they can be found here). I'll start at the top and work my way down, though I'll probably end up skipping around eventually.
Figuring out what power level to convert them to is thus far the only major issue. As the adventures go from levels one to twenty, it'd be silly to convert everything so that it's appropriate for 250 point characters. Following Kromm's equation (50 points + 50 points/D&D level), DF characters start out at 4th level, but for now I think I'll convert the first- and second-level adventures so that they're appropriate for 150 point characters (at least - maybe more, since GURPS combat can get nasty pretty quick). I'd love any feedback anyone has to offer, but comments on power level would be particularly helpful. Edit: The numbers in (parentheses) are the PDF page numbers while the numbers in [brackets] are the area numbers. |
Re: Conversion: D&D Original Adventures to Dungeon Fantasy
So, 20th level D&D characters are about 1050 points?
Uh. |
Re: Conversion: D&D Original Adventures to Dungeon Fantasy
Makes sense to me. Monks are pretty much gods by level 20, and most of the other classes get stuff that'd be most easily modeled as expensive powers or ludicrously high skills/stats in GURPS.
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Re: Conversion: D&D Original Adventures to Dungeon Fantasy
I think that 250 point DF characters are equivalent to 6th-10th level D&D characters.
Adding more points might push them up to 10th-15th level but it will never get them past that point. Of course a true comparison isn't possible, the systems are too different. But my suggested equivalences reflect my feeling as GM/DM for the the two games. At 250 points my party of six DF characters were very hard to challenge and could easily fight four tough monsters (the ones in the DF books) without significant rest. They had a wide range of cool powers and forcing them to use them all isn't easy. That's a similar experience to DMing a group of say 8th level D&D characters. They are tough and resourceful and can soak plenty of damage. But I can't see how they will ever become like 15th level D&D characters who are so tough that the DM will struggle to hurt them at all. |
Re: Conversion: D&D Original Adventures to Dungeon Fantasy
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Re: Conversion: D&D Original Adventures to Dungeon Fantasy
My solution when I converted WPM for 150 point charachters was:
Take the sum of the point values of the party. Take the Average of the old D&D levels * average number of charachters. Divide Party Point Value by the Average Levels per PC value to get a Points per PC level. I then used that as Multiples for the HD of the Monsters in the Dungeon encounters. So if I had 4 150 point charachters in a module for 4-6 charachters of 6-8th level then I had 600 points divided by 35 levels to give about 17 points per level. So if there were a 10HD monster by old AD&D Reckoning I built it on a ballpark of 170 points, likewise if there were 15 1 HD monsters, I built each little critter on about 17 points. Just remember that these are ballpark figures, as translation is not literal or exact. Nymdok |
A Dark and Stormy Knight
“A Dark and Stormy Knight” Conversion to GURPS 4th Edition Dungeon Fantasy
-(2) Storm-Peace sidebar: Roll Literature+4, Area Knowledge, or appropriate specialty of History+4 to recall Storm Peace legends. -(3) “The Storm”: Roll Area Knowledge, History+4, Anthropology+2, or Archaeology+1 to identify the tor as Hightower and to recall its history. [In Dungeon Fantasy, most characters won’t have these skills, and probably won’t care about the background unless it has a game effect. In that case, anyone from the area either can make an IQ roll to be familiar with the history, or simply knows it; otherwise, an NPC can relate the stories if it matters. Alternatively, if the players do have these skills or do wish to figure out the history, let them make skill rolls/investigate. Success provides them with hints about the nature of the enemies within.] -(3) [1] Architecture+3 to determine that the stonework is strong. Roll Per to notice remains of broken stone -(3) [2] Doors are Heavy (DR 3, HP 33); Lock is Heavy as well (DR 9 HP 18) and Lockpicking rolls are at -3 -(5) [3] One rat swarm bursts from each door – Move 4, 1d6 cutting, 8/9/10 HP (see B461). -(5) [4] The rope is Climbing-2 to go up or Climbing-1 to go down as per RAW. Hobgoblin ST: 12 HP: 15 Speed: 5.75 DX: 11 Per: 12 Move: 3 IQ: 8 Will: 10 SM: 0 HT: 12 FP: 12 Dodge: 8 Parry: 10 Block: 10 Attacks: Broadsword (11) 1d+3 cut/1d cr; Javelin (11) 1d imp; Shield Bash (11) 1d-1 cr Skills: Broadsword-11, Brawling-12, Shield-11, Stealth-12, Thrown Weapon (Spear)-11 Traits: Resistant to Metabolic Hazards (+3), Infravision, Teeth (Fangs), Bad Temper (12) Class: Mundane Wearing Light Scale Armor, Studded Leather Skirt, Scale Sleeves, Mail Coif, Gauntlets, and Boots, and carries a Medium Shield. Neck has DR 4/2*, Skull has DR 4/2* + 2, Arms and Hands have DR 4, Torso and Legs and Groin have DR 3, and Feet have DR 2. Total weight results in Medium Encumbrance, which is reflected in the above stats. Finally, the hobgoblin who wears the lifting belt has Lifting ST +1. -(6) [5] Roll against Vision-3 to notice the web. If someone walks through, that person automatically suffers the effects of Binding 14 (Sticky, Permeable Wall). Anyone not caught who attacks the web gets his weapon stuck in it; he can then either drop it or make the standard binding ST roll. Monstrous Spider of an Unnatural Size ST: 18 HP: 18 Speed: 6 DX: 13 Per: 12 Move: 6 (8 Climb on web) IQ: 4 Will: 11 SM: +1 HT: 11 FP: 11 DR: 2 Dodge: 9 Attacks: Poisonous Bite (13) 1d+1 cut; spider poison is a follow-up poison with a 2 minute delay, HT-1 resists, 1d+3 toxic damage repeating at hourly intervals for 6 cycles, 1/3, 1/2, 2/3 HP loss results in -1, -2, -3 ST. Skills: Stealth-13 Traits: 360 Degree Vision; Extra Legs (8 Legs, Long); Horizontal; Darkvision; No Fine Manipulators; Wild Animal; Vibration Sense (Land); Clinging; Super Climbing 2; Sharp Teeth; Binding 14 (Sticky, Permeable Wall, Reduced Range to 16 yards, Reduced Accuracy to 1) Class: Giant Animal -(6) [6] The stone chest has DR 500, HP 142. Fusillade of Darts Trap – fires at chest hex and every surrounding hex; removing pressure of lid from chest sets it off. Detect: Per-based Traps at -5 Disarm: DX-based Traps Circumvent: Automatic (don’t lift lid of chest) Evade: Hearing roll at -2 allows Dodge at -2 Effects: 1d +pi Shots: 1 Rearm/Steal: No Pearls are worth $300 each, and the bag contains $300 -(6) [7] Vargouille ST: 9 HP:10 Speed: 6 DX: 12 Per: 12 Move: 12 (air) IQ: 6 Will: 11 SM: -1 HT: 11 FP: 11 DR: 1 Dodge: 9 Parry: N/A Attacks: Bite (12) 1d-2 cut + poison; Shriek is Affliction 1 (Incapacitation - Paralysis; Area Effect 20 yards; Emanation; Cosmic - Irresistible Attack; Sense-based - creature must see and hear Vargouille to be affected) Skills: Intimidate-10, Stealth-14 Traits: Darkvision; Doesn't Eat or Drink; Doesn't Sleep; Flight (Winged); No Fine Manipulators; Indomitable; Sharp Teeth Class: Demon Notes: Poison is resisted by HT+1. Anyone failing cannot heal damage done by the Vargouille's bite magically or naturally until the poison is magically neutralized. Someone under the influence of a Resist Poison spell may be healed magically. Anyone who resists a Vargouille's shriek is immune to that specific creature's shriek for 24 hours. If the Vargouille attacks a paralyzed victim of the shriek, or if the Vargouille leaves the victim's sight, the paralysis dissipates. Kiss: Anyone under the effects of the paralysis is susceptible to the Vargouille's kiss. Roll HT to resist. Effects are described as in the SRD Vargouille entry, except the IQ loss is -1 per three hours, the Charisma loss becomes Social Stigma (Monstrous), and the spell that counters the effect is Cure Disease. -(7) [8] Dark Knight - Bugbear Zombie ST: 15 HP: 18 Speed: 6 DX: 12 Per: 12 Move: 4 IQ: 8 Will: 10 SM: 0 HT: 12 FP: 12 DR: 1 Dodge: 8 Parry: 12 Block: 11 Attacks: Mace (14) 2d+4 cr; Javelin (12) 1d+2 imp; Bash (13) 1d+1 cr Skills: Axe/Mace-14, Brawling-13, Shield-13, Stealth-10, Thrown Weapon (Spear)-12 Traits: Acute Smell 3; Doesn't Breathe; High Pain Threshold; Immunity to Metabolic Hazards; Injury Tolerance (No Blood, Unliving); Fragile (Unnatural); Temperature Tolerance 10; Indomitable; Unfazeable Class: Undead Wearing Scale Armor, Scale Leggings, Scale Sleeves, Mail Coif, Gauntlets, and Boots, and carries a Medium Shield. Also factor in his natural DR 1. Neck has DR 5/3*+1, Skull has DR 5/3*+3, Arms and Legs and Torso and Hands have DR 5, and Feet have DR 2*+1. Total weight results in Medium Encumbrance, which is reflected in the above stats. Scattered about the floor is $750 in gold. The backup weapon the Dark Knight carries is Fine quality. -Appendix: Magic Items 1) Translator's Ring: Works as written in the adventure. Power Level 15. 2) Headband of the Stout Heart: +1 Will to resistance rolls (can't be used proactively - e.g. no bonus to extra effort, undead turning, etc.) 3) Lifting Belt: +1 Lifting ST 4) Pearl of Power: a pearl worth $300 that acts as a 3 point Manastone |
Notes on A Dark and Stormy Night
I think it would be a worthwhile endeavor to explain what I was thinking (or wasn't...) during the process of conversion, and also to raise a few questions, though I'm sure everyone will hear plenty of other ones.
Notes Regarding "A Dark and Stormy Night" 1) The rat swarms are slightly beefier so that they're more challenging, though they may need to be beefier yet (+1 damage I should think). For 100-150 pointers, rat swarms as written may still be too challenging. 2) The hobgoblins got an armor upgrade, though it's rather piecemeal. To scale them up, I'd improve their skills and perhaps let them set an ambush; to scale them down, I'd give them crappier armor. 3) The spider is larger than the original one so that it's not a push-over. OTOH, if it successfully ambushes the players, it may be tough enough at a smaller size. I would also allow players to remove the spider silk as treasure as per DF 2. 4) The chest trap is, once again, scaled up damage-wise so it has some bite. 5) The vargouille's shriek was easy to model, but I decided to ignore using game rules for the kiss. Not sure how I feel about that, but I think it works for DF. 6) The magic items obviously have no price, power level, or spells for enchantment. Constant magic items have a hefty to huge cost in GURPS, so I'm at an impasse for the moment. However, if the players use the items, the cost is fairly irrelevant. 7) I need to find a decent gold to GURPS $ conversion rate. I just multiplied gold by three for now, which isn't particularly robust, but seems ok at the moment. I think ultimately I'm still adrift a bit as to the power level I'm aiming at when converting. For now I just sort of shoot around in the dark, but there are multiple targets (more challenging, less challenging, for a specific point level, for no point level, etc.) As I do more and playtest a bit, it should become clearer. Hope people can find some use for this stuff! |
Re: Notes on A Dark and Stormy Night
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The -4 for hand is something many PC's can make and crippling damage isnt to hard to come up with...that can severely limit an opponent's options (-4 for off hand or worse). Also the DR for skull and neck should be seperate values. There is a natural DR 2 for the skull so it should be DR 6/4 Glad to see you are going forward with it. There are also a lot of pdf s out there for old dnd moudules a lot of them are only a coupla bucks. Good Luck |
Re: Conversion: D&D Original Adventures to Dungeon Fantasy
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