1/2E Monster Conversions

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Xenuite
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1/2E Monster Conversions

Post by Xenuite »

Has a quick guide for converting 1E/2E monsters to C&C been written?

Xenuite

Fizz
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Post by Fizz »

I don't think a guide is needed. C&C stat blocks are very similar to AD&D's. But there are a few things to keep in mind, now that i think about it...

- Convert the old AC to the new AC (new AC = 20 - new AC)

- Decide what saves are appropriate

- Convert any magic resistance (+1 / 5%)

I guess it might take some number crunching to get the best XP value, but M&T has most of the rules for that. Those should usually be pretty similar to the AD&D values anyways.

-Fizz

Dangersaurus
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Re: 1/2E Monster Conversions

Post by Dangersaurus »

Xenuite wrote:
Has a quick guide for converting 1E/2E monsters to C&C been written?

Xenuite

Many times
Here is a very good one:
http://www.goodman-games.com/forums/viewtopic.php?t=785

Edit: whoops, that's all 3.x info only... I thought I saw a bashman post that did a good job.

Okay, here's a quick & dirty one in ten easy steps:

1. Flip the AC (subtract from 20, for OD&D subtract from 19)

2. Take a look at similar monsters in M&T or the free monster downloads. Assign a hit die and a type that seems appropriate. If it had less than 1HD in AD&D, your best bet is to go with d6 regardless. Serleran has a great document that makes this step a lot shorter... wish I'd had it from the start.

3. Compare the Intelligence chart in M&T to the Intelligence chart in the AD&D MMs to find the new intelligence rating.

4. Arbitrarily decide on a treasure type... this is the hardest for me, and I just throw a number at it as a placeholder until it comes up in play.

6. There is no rule six!

7. If the monster had some weird resolution mechanic for its special abilities decide if it's easier to use the mechanic as-is or switch it to Siege engine. Most of the common special abilities are covered by monsters in M&T, so look for something similar.

8. For spell-like abilities, check to see if the spell exists in the PHB. If it doesn't replace it or convert the spell (also very easy.)

9. If it had infravision in AD&D, decide if it has deepvision or darkvision. If it had ultravision, decide if it has twilightvision or duskvision.

10. Give the whole thing a look over, and compare it to a monster of similar power that has an existing conversion in M&T. C&C classes are both more and less capable in different circumstances, and you may want to bump AC and HD up or down by a point.

Treebore
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Post by Treebore »

Don't forget deciding save categories. Mental, physical, or both. Both would be reserved for real exceptional and powerful monsters like dragons, maybe beholders, vampires, etc... Ultimately what you think is best.

Magic Resistance is a little tougher, depending on how powerful you want it to be in C&C. Since in C&C it is overcome with a d20 roll and the only ad is your relevent stat bonus (thats in the errata, and hopefully PH print 3). I generally keep SR at 10 or lower unless they are real powerful, or you want them to be practically immune to magic.

Straight conversion is every 5% equals 1 on a d20. So 50% MR is equal to SR10 in C&C. 90% MR=SR18.

However, Serleran pointed out you need to add one to the C&C SR to account for a 1 always being a failure. Nevermind if the have an 18 in the relevent stat they will always overcome a SR 5 or better, since one has to be a failure, 2+3=SR5. A 1 is a 1, irregardless of ads.
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serleran
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Post by serleran »

I can only add the most useless one of all:

C&C movement/speeds = AD&D rate * 2.5

Dangersaurus
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Post by Dangersaurus »

serleran wrote:
I can only add the most useless one of all:

C&C movement/speeds = AD&D rate * 2.5

Ah, thanks. Treebore too.

One thing about that movement conversion - it works well for most movement rates, but for burrowing speeds it seems to create monsters that are faster than John Henry! I guess it is fantasy after all...

serleran
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Post by serleran »

Eh, burrowing is special... I guess. I'd go with listed * .5 in feet, of course.

Dangersaurus
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Post by Dangersaurus »

serleran wrote:
Eh, burrowing is special... I guess. I'd go with listed * .5 in feet, of course.

Nah, like I said it's a fantasy game. 1/3 of the actual AD&D movement in feet is probably good enough (ie AD&D's 3" burrowing equal to 10 ft./round in C&C.) This will allow burrowing to be viable without it seeming like a video game, and gets close to the numbers in the M&T.

Hmm, with a quick glance at the ankheg and bulette in both games, it seems like it 1/3 of the inches listed x 10 ft fits exactly. May have to go back over a couple critters.

Mad_Irishman
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Post by Mad_Irishman »

You can also use the D&D conversion guide from Wizards, lots of useless info, but will get you in the right direction for converting.

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qstor
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Post by qstor »

Mad_Irishman wrote:
You can also use the D&D conversion guide from Wizards, lots of useless info, but will get you in the right direction for converting.

There's a How to create a monster .pdf too from Wizards that has some tips. A lot of the old 1e/23 creatures have been converted to 3.x at the Creature Catalog website or in the Tome of Horrors book. You can use the 3.x stats as a base for the C&C critter.

Mike
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