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9

Yes, take the plunge. Your limited session time may be an issue, but there are many ways to address that. There are several questions on this site about speeding up combat already, with a number of great answers. 4e's reputation as a tabletop video game simulator is undeserved, but it does have superficial similarities that may make your players more ...


9

Typically, the only way to faithfully "convert" a character from one system to another very different system is to re-imagine them as a new character made from scratch in the new system. Ironically, trying to convert them by-the-numbers is likely to be less faithful than a character created from scratch in their image. There are parts of AD&D 2e that ...


8

There's a rule for this! Some 3.0 content is still 'current' for 3.5. The official rule from Wizards of the Coast is that any content that didn't get updated (that is, printed into a new 3.5 book) is still valid and is thus usable with 3.5. Oriental Adventures and Manual of the Planes are indeed two such books, requiring only minor adjustments to the skill ...


8

Savage Worlds Deluxe edition is designed to be played with miniatures and battle map. Using Miniatures The rules are written for the table-top because that requires exact measurements and precise rules. That’s why all the weapon ranges and movement values are listed in inches (rather than yards or some other unit). Using miniatures and ...


8

Nothing in Dungeon World is a straight conversion of D&D – everything is re-imagined. Even the base classes provided can't be used to convert a D&D character straight across (for example, in stock DW there's no way you can make a Dwarven Druid, while you can easily do so in D&D 3.x without creating a house rules). A straight conversion of new ...


8

There is no easy way to do this. Which doesn't mean there's NO way to do this, mind you. It's just that it's going to be a rough and toothy thing on you. I'm afraid the proposed answer involving shaving the defenses and the like is more of a stop-gap solution than it is a long-term way to convert the monsters. Now, the absolute 100% best thing to do is to ...


5

Try 4e. I'm having success at running a 4e campaign that involves political intrigue, continent-hopping airship travel, and very little dungeon-delving. 4e battle creation is very simple: pick the level of the encounter and buy monsters to fill your XP budget, providing a good array of monster roles (which are explicitly listed in the stat block). Battles ...


4

Again, there's no easy way to do that. You might be familiar with this assumption and I can tell you where it steams off too. D&D 4th edition is quite a different game with some similarities that were kept to brand it as "D&D". The main problem here is that monsters only have powers they can actually use during an encounter. No more 1st level ...


4

Don't sweat the details. Don't try to exactly convert everything one-for-one. There's really no point. Figure out how fast progression should be. One of the reasonably nice things about the adventure paths is they're designed for a steady and even level progression, and 4e excels at that. In each section see what the expected level entry points and exit ...


4

The differences between AD&D 1st edition and AD&D 2nd edition is very small 2nd edition is merely a polished version of 1st edition so you shouldn't really have a problem using 1st edition modules in 2nd edition. I asked a similar question here the answer by aramis offers a comprehensive detailing of the differences between the editions which might ...


4

First off, let me say that I firmly support the idea behind this question, even if it's going to be MAJORLY difficult to pull off. Mechanically, converting the physical Attributes will be the easiest, as you can say that a 10 Strength in AD&D equals 2 dots in nWoD. (Both are considered to be average human strength). Constitution would count towards ...


3

I would go for the skill option from what you described. As it seems, it is one of the core skills in RT and there's no reason why it shouldn't be so in your Fate Core game. Only that you have to clarify the four actions for the new skill Overcome: Used mostly for removing negative aspects on crewmembers, also for accomplishing big things with the help of ...


3

If running a published module... NPC's: change assassins to multi-class or dual class fighter-thieves. Change Cavaliers to Fighters. Add relevant Proficiencies. Look up Thief Skills in the table in the DMG in the section on creating classes. Monsters: look up the THAC-O, refigure XP based upon the DMG tables. Magic Items: replace any abilities that you ...


3

Yes, you can play on a grid effectively. A hex grid doesn't require much effort to play on. You can just treat any mention of "inches" as "hexes" instead. Playing on a square grid takes a little bit more conversion, but not much. There are a few gotchas though: For squares, you have to decide how to handle diagonal movement. The "3 inches for 2 diagonal ...


3

(Note: If anyone wants to add specifics on crunch to my answer, or copy-paste my answer to use as the basis for a better answer, please do so. I don't know enough to be helpful!) I presume your approach is this: You want to try to combine the 3.0 core rulebooks with the 3.5 SRD, presumably because you want to use the 3.0 books for source material and ...


3

This is the answer I would have given now that I know more about the game concepts. Races in Dungeon World aren't meant to be a full set of special features fully documented. That part is just assumed in fiction. For instance Dwarf can see in the dark, you don't need to document that fact. Same for Elves speak Elven or halfling being small. What you have ...


3

I did find this as a solution, I'd like to know what the 4e and 3.5 players think of it. It's my own guess at an accurate answer, as I have next to no 4e experience. AC stays as is. To get your Fort/Ref/Will saves, shave off 10 from the Fort/Ref/Will defenses. HP... I either kept them at full, or perhaps went 3/4 of maximum.


3

I definitely suggest 4E. Starting with the bad news: Practical concerns - 4E is definitely slower then most RPG's due to sheer number of things you can do, I personally feel that getting in one good combat encounter in your regular session is better then having 2-3 combats which are just full attack spam. Good news: Player concerns - Wow and other games ...


3

I moved off of 4E to Pathfinder for a lot of the same reasons you're thinking of doing the opposite. Just goes to show how highly subjective edition choice really is. Multiple encounters per shorter session: When I first started playing 4E, we jumped from ~16th level 3.5E characters to 1st level PHB only characters (it was all that was out), and combat ...


2

While I couldn't find exactly what you were looking for, I did find some resources that might set you down the right path: A guide to converting playing Al Qadim in 3.0, including, yes, Sha'ir. A pathfinder version of Sha'ir. To that end Dragon #315 seems to have an official 3.0 version. There seems to be an unofficial version of the entire setting, but ...


2

An official d20 version of the Sha'ir was presented in Dragon 315 (to the extent that Dragon is official). It's quite close to the AD&D Sha'ir in flavor and relatively close in abilities. There's also an unofficial 3.0/3.5 conversion of Al-Qadim (warning, PDF) along with a few other odds and ends at al-qadim.com.


2

No, they don't. But if you're making a conversion, using the standard method of requiring 3 less ranks than it would on 3.x could result in awkward conversions. Several 3.x prestige classes work on the assumption that you're purchasing some cross-class skills. That's mostly the case of "8 ranks of this plus 4 ranks of this, this and that". Personally, I'd ...


2

An important thing to remember about DW that is different than D&D, is that the DW characters start out as heroes, not as first level mooks. They already are powerful. If an Eberron race can change shape at will or whatever, why wouldn't a DW race be able to do it. If you are worried about tipping the scales or other players complaining, then boost ...


1

Almost every measurement in SW is listed in inches. Movement, range of shot, blast radius, etc. Because of this, I would recommend using a square grid with 1-inch squares. Handling diagonal movement will be your biggest challenge. You can either disallow diagonal movement, or use a ruler/tape measure to find the closest square and move your character ...


1

A lot of a race is just descriptive, so you can just describe your character's actions and capabilities. The simplest mechanical way, a good first step, is to write new racial/class moves. Pick one special thing about that race with that class, and write up a move that encompasses it. If you want to get more elaborate, you can write some custom moves or ...



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