Converting D&D modules

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CuteLittleBunny
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Converting D&D modules

Post Sat Jul 18, 2020 8:54 am

I know this question has been asked many times before, but I'll ask again. How do I go about converting Basic D&D, 1st edition AD&D, and 2nd edition AD&D modules to make them compatible with Basic Fantasy?
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Solomoriah
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Re: Converting D&D modules

Post Sat Jul 18, 2020 11:42 am

Contributors to the rulebook are bound by the rules of the OGL. We can't compare BFRPG to any other game without a "separate agreement" allowing us to do so.

I don't have such an agreement with WoTC, obviously. I do have such an agreement with Dan Proctor, Matt Finch, and Stuart Marshall (a reciprocal agreement, as we all have a lot of respect for each other's works). So:

Converting modules that work with Labyrinth Lord is really easy... just subtract the AC from 20. If you're a stickler for conversions, you might want to substitute monsters where ours are different from theirs, but I personally wouldn't bother. Also, there might be a small handful of spells that work differently, and you have to decide which version you're using. Same for magic items.

Adventures that work property with OSRIC also need the AC deducted from 20; monsters having AC 10 in that game should be AC 11 in BFRPG, and so should monsters with AC 9. Don't ask, it's a historical thing. Spells and magic items are more different here than with Labyrinth Lord, and due to a different power scale OSRIC monsters are likely tougher than BFRPG monsters of the same general type. Not much of an issue at low levels, but becomes very obvious at higher levels.

Adventures written for S&W (which will all be modern in origin) should convert with some combination of the above. S&W uses a different base for their ascending AC (AAC) values, so you should add 1 to those numbers before using them with BFRPG.

Incidentally, those few really old adventures that work well with Iron Falcon can be converted using the Labyrinth Lord or OSRIC guidance. There aren't a lot of those, though.
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Artanisace
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Re: Converting D&D modules

Post Sat Jul 18, 2020 2:04 pm

Solomoriah wrote: Sat Jul 18, 2020 11:42 am Contributors to the rulebook are bound by the rules of the OGL. We can't compare BFRPG to any other game without a "separate agreement" allowing us to do so.

I don't have such an agreement with WoTC, obviously. I do have such an agreement with Dan Proctor, Matt Finch, and Stuart Marshall (a reciprocal agreement, as we all have a lot of respect for each other's works). So:

Converting modules that work with Labyrinth Lord is really easy... just subtract the AC from 20. If you're a stickler for conversions, you might want to substitute monsters where ours are different from theirs, but I personally wouldn't bother. Also, there might be a small handful of spells that work differently, and you have to decide which version you're using. Same for magic items.

Adventures that work property with OSRIC also need the AC deducted from 20; monsters having AC 10 in that game should be AC 11 in BFRPG, and so should monsters with AC 9. Don't ask, it's a historical thing. Spells and magic items are more different here than with Labyrinth Lord, and due to a different power scale OSRIC monsters are likely tougher than BFRPG monsters of the same general type. Not much of an issue at low levels, but becomes very obvious at higher levels.

Adventures written for S&W (which will all be modern in origin) should convert with some combination of the above. S&W uses a different base for their ascending AC (AAC) values, so you should add 1 to those numbers before using them with BFRPG.

Incidentally, those few really old adventures that work well with Iron Falcon can be converted using the Labyrinth Lord or OSRIC guidance. There aren't a lot of those, though.
I was looking today to a monster manual I have from S&W, and I was wondering if there's a way of converting throwing saves from those monsters to BF style (from numerical value to class-level type)... I guess the only way is looking for a similar monster/HD in our monster manuals right?
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Solomoriah
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Re: Converting D&D modules

Post Sat Jul 18, 2020 2:09 pm

In general, monsters save as fighters. If they are "similar" to elves, use elf bonuses; if similar to dwarves, dwarf bonuses. Those that cast spells (not just have magical abilities) save as magic-users, and the same for those with clerical abilities or those of divine nature. Almost nothing saves as a thief, and nothing else is quite like a halfling, so you can usually ignore those.
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vitae_drinker
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Re: Converting D&D modules

Post Sat Jul 18, 2020 2:25 pm

That's what I was going to suggest; unless you have a reason not to, just use the Saves of a Fighter of equal level to the monster's number of Hit Dice. If a monster got a bonus versus some sort of effect, then give them that bonus as well.
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chiisu81
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Re: Converting D&D modules

Post Sat Jul 18, 2020 8:14 pm

Or check out several monsters from BFRPG's Core Rules and several Field Guides of a similar HD and/or AC value.

Be sure to also use the Monster Index to help you out if needed. ;)
Artanisace
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Re: Converting D&D modules

Post Sun Jul 19, 2020 7:33 am

Fantastic, thanks guys!
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