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- D^D ADVENTURES CONVERTED TO GURPS 3RD EDITION HOW TO
- D^D ADVENTURES CONVERTED TO GURPS 3RD EDITION FULL
There's no solid, systematic way of doing it, but I find it works with practice and a generous GM spirit.Īll of this presumes that you're playing closer to a 2nd edition feel. In 2nd edition, when I really don't know how the NPCs are going to feel about the PCs and I just want a roll to tell me, I often use the NPC reaction chart to find out what their disposition is, and then mentally keep track of how that might change up or down as the PCs try to influence the NPC. Not all situations are going to have that obvious kind of plot structure, though. And, of course, allow for creative alternatives that the players might concoct to influence the NPC… Don't make it hard to find out or necessarily even hard to do-concentrate on making it something that will make the PCs really think about whether they want to grant that concession to the NPC, or whether they'd really rather not change the NPC's mind. If the 3.5 material is using a (say) diplomacy check as a fork in the road for how the module will go, replace that by asking yourself a question: "What could the PCs do for/give to the NPC to get what they want?" Once you know that, let it come out when the PCs interact with the NPC.
D^D ADVENTURES CONVERTED TO GURPS 3RD EDITION HOW TO
For physical skill checks you can fall back on ability checks with or without modifiers, or just let them do it if they've got a well-described plan for how to get the job done.įor social skill checks you can use the skill suggestions as a guide for how to roleplay the NPCs. The harder part is going to be where the 3.5 module assumes a robust skill system. Some things, like tindertwigs or whatever "mundane" magic items 3.5 had, and items that are specific to how 3.5 does things, you might not want to keep-in that case you can go straight to the good ol' random magic item charts and have fun replacing them with 2nd ed stuff. Others will be weaker or more powerful, which I personally think is fine. Some will translate 1-for-1 between the systems. You can do pretty much the same with magic items. The idea is to take the 3.5 material as the guide to what 2nd edition material to populate the adventure with. For creatures that don't have 2nd edition equivalents, either reskin an existing creature or just create a new creature inspired by the 3.5 version. The balance won't always be the same-some fights will be easier and some harder-but since 2nd edition isn't so tactically-oriented, a well-matched fight isn't usually the play objective.
D^D ADVENTURES CONVERTED TO GURPS 3RD EDITION FULL
Sorry!) Essentially, read a set of detailed stat blocks for six 2nd level Orc Warriors and one 5th level Orc Warrior chieftain as "six orcs with good gear and maybe +2hp and one orc with great gear and full hp." (If you do care to balance things as much as 3.5 assumes, then I've got nothing. If you don't worry about encounter balance and prefer to leave it up to the players whether to fight, run, or invent a third option, then you can run modules as-is just by dropping in 2nd edition creature stats for the appropriate enemies. The idea is to used the 3.5 material as a guide for what to put into the game rather than as a (more, or less) strict recipe for the adventure.įor fights, it depends on how you run your AD&D. I don't think there's a quick fix, but I do think it's something you can do on the fly once you've got some practice.