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(TFT) Conversion write-up
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- Subject: (TFT) Conversion write-up
- From: Jay Carlisle <maou.tsaou@gmail.com>
- Date: Sat, 11 Jun 2016 16:10:21 -0700
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CONVERSION GUIDELINES FOR RPGS
FOR GURPS, AD&D. D20, SHADOWRUN, PALLADIUM, ICE, RUNE QUEST AND THE
STORYTELLER SYSTEMS
By Laura Henson 2006 w/some editing by Jay Carlisle 2016
TABLE 1: BASIC STATISTICS CONVERSION
AD&D D20/Palladium GURPS & RQ Storyteller Shadowrun ICE
1 1 1-2 0 1 0-5 %
2 2 3-4 0 1 6-10 %
3 3 5 1 1 11-15 %
4 4 6 1 1 16-20 %
5 5 7 1 1 21-25 %
6 6 8 1 1 26-30 %
7 7 9 2 2 31-35 %
8 8 9 2 2 36-40 %
9 9 10 2 2 41-45 %
10 10 10 2 2 46-50 %
11 11 11 2 2 51-55 %
12 12 12 3 3 56-60 %
13 13 13 3 3 61-65 %
14 14 14 3 3 71-75 %
16 16 16 4 4 76-80 %
17 17 17 4 4 81-85 %
18 18 18 5 5 86-90 %
18/01 19 19 5 5 91-95 %
18/51 20 20-30 6 6 96-100 %
18/76 21 31-40 6 6 101-110 %
18/91 22 41-50 7 6 111-120 %
18/00 23 51-60 8 6 121-130 %
19 24 61-70 9 7 131-140 %
20 25 71-80 10 8 141-150 %
21 26 81-90 11 8 151-160 %
22 27 91-100 12 9-10 161-170 %
23 28 101-200 13 20-39 171-180 %
24 29 200-300 14 40-42 180-190 %
+ 1 +1 + 100 + 1 + 10 + 100 %
1. STRENGTH:
to determine average strength when a dice spread is given (I.e. 3d6) then
average by dividing the amount by 1.8.
In the example above the average will be 10. To convert characters or
creatures that has a set strength rating use the
chart in table 1.
If converting Hit Dice into strength (as often has to be done with monsters
then use the following formula which converts
AD&D/D20 hit dice to GURPS strength and convert using table 1 for other
systems.
Multiply hit dice by 4 (if hit dice are less than 1 then use the following
formula: 1-2 hp -4 hp, 1-6 hp !-7
2.5 and do not multiply) then add 5.5 plus any bonuses.
Now adjust for size using the following formula: Fine o
Tiny
or larger In case of fractions round up.
Example: a large sized horse with 3+1 hit dice would have a GURPS strength
of 45 (3x4 +5.5 x2
ICE conversion:
use ICE level and convert to AD&D hit dice by dividing it by 1.5 and
rounding normally.
Convert to GURPS or Storyteller as normal.
For example a Rolemaster unicorn has a level of 10 G. 10 ^ 1.5 rounded to 7. When converted to GURPS this gives
strength of 67 converted to 8 in Storyteller.
Rage:
in the storyteller rules spirits use their Rage score for feats of strength
this can be converted from GURPS strength score
by dividing GURPS strength by 5 then modifying by the size modifier for
Rage in Table 2.
In Rune Quest use SIZ to determine Rage.
2. HIT DICE:
most RPGS have hit dice to determine how tough a monster is.
Each game has its own system however but as AD&D is the oldest system and
all others derive from it all but Palladium‘s MDC
are easily converted.
AD&D or Rune Quest to D20:
the basic number of hit dice remain unchanged just assign the creature a
monster type as in the D&D d20 Monster Manual.
For example an AD&D human with 1 hit dice becomes a D20 humanoid with 1d8
hit dice.
The average hit dice in D20 are obtained by calculating the creature��s
maximum hit points then dividing by 1.8 and adding
the creatures D20 constitution bonus.
The constitution bonus is the creature’s constitution modifier mult
iplied
by the number of hit dice.
In the example above say the human has a constitution of 14 (mod +2) for a
total Hit Dice of 1d8 +2 (6 hit points).
AD&D to Gurps and Storyteller:
for the Gurps and Storytrller games HD is modified to determine strength.
It is best to convert AD&d/D20 size levels to Gurps and Storyteller life
points.
In the Storyteller column the 0 means a bruised health level and the ###
means incapacitated.
The Strength and Dexterity mod columns are used when determining other
statistics and can be ignored when only determining
hit dice.
TABLE 2
AD&D or D20 size RQ SIZ HT Mod Storyteller hlth pts Rage Mod DX
Mod PD/DR
Fine (1-6") a mouse 0 -4 0/-2/-5/### -3 +8 -5/+4
Diminutive (6-12") a rat 1 -3 0/-1/-2/-5/### -2 +6 -4/+4
Tiny (1-2') a cat 2 -2 0/-1/-2/-5/-5/### -1 +4 -3/+3
Small (2-4') a dog 3-5 -1 0/-1/-2/-2/-5/-5/### 0 +2 -2/+2
Medium (4-7') a man 6-20 0 0/-1/-1/-2/-2/-5/ -5/ ### +1 +1
0/0
Large (7-12') a horse 21-40 +1 0/0/-1/-1/-2/-2/-5/-5/ ### +2
0 +1/-1
Huge (12-25') an elephant 41-56 +3 0/0/0/-1/-1/-2/-2/ -5/-5/### +3 -1
+2/-3
Giant (25-60') a brontosaurus 57-66 +6 0/0/0/-1/-1/-1/-2/-2/- 5/-5/### +4
-4 +3/-5
Colossal (26' +) a whale 61+ +7 0/0/0/-1/-1/-1/-2/-2/-2/-5/-5/### +5 -5
+4/-7
Palladium MDC to AD&D HT:
first determine maximum MDC.
Divide by 10 then divide again by 1.8 plus the strength modifier given
above.
For example, a Rifts Chimera has a MDC of 130.
Now 130 divided by 10 And 13 % by 1.8 A chimera is a large animal so the Strength modifier is +2.
This results in 7.2 +2
3. Dexterity:
dexterity is also known as P.P. in Palladium, Q in Shadowrun, and as
Agility in ICE.
Direct conversion is as in Table 1.
When converting monsters from AD&D THAC0 to GURPS DX use the chart below in
table 3 to get the basic DX number.
Now modify by size using the DX mod column of table 2.
Using this system a medium sized monster with 8 hit dice (or a THAC0 of 12)
will have a GURPS DX of 17 (DX 16 +1 for medium
size).
Of course one should make an exception for particularly graceful creatures
such as unicorns or gazelles, perhaps giving a
+2 bonus to hit dice (or a -2 to THAC0 ) on the chart so that a 2 HD, THAC0
18 horse would have a DX of 14 instead of the 8
it would otherwise get.
The same holds true for very clumsy and slow beasts lie turtles only minus
2 from the hit dice (or +2 to THAC0).
TABLE 3 Dexterity Conversions
THAC0 HIT DICE MS/AQ GURPS
20 1 or less IN 3
19-18 1-2 CR 8
17-16 3-4 VS 12
15-14 5-6 SL 14
13-12 7-8 MD 16
11-10 9-10 MF 18
9-8 11-12 FA 20
7-6 13-14 FA 22
5 15-16 VF 24
4 17-18 VF 28
3 19 BF 30
2-0 20+ BF 47
ICE conversion:
if using GURPS or D20 use ICE’s MS/AQ. MS Use the chart above to convert ICE abbreviations to GURPS.
If using the Storyteller system MS converts to Dexterity and AQ to the
Brawl or Melee rating.
Willpower:
in the storyteller system spirits use willpower instead of dexterity.
To convert GURPS DX to willpower for both the Storyteller and Shadowrun
game simply divide the DX score by 5 and multiply
by 2 rounding up.
In this system a humanoid with a DX of 17 would have a willpower of 7.
For Rune Quest convert the Fatigue number as if it were an attribute.
4. Stamina:
also known as HT in GURPS, B in Shadowrun, and constitution in AD&D and D20
this attribute converts directly as in table
one.
The HT mod in table 2 is applied to this number in GURPS to determine hit
points.
To convert from AD&D to GURPS HT use the following formula.
AD&D HD to GURPS HT:
take the number of hit dice (use 0 if the number is less than 1) and add 9.
Now modify by size using the HT modifier on table 2.
ICE conversions:
one can convert ICE to hit dice (see strength) and convert to GURPS.
Power: in the storyteller system spirits use their power ratings both to
cast charms and to soak damage as if the power
were a stamina rating.
To convert GURPS HT to Power multiply HT by 2.5.
Rune Quest creatures can easily be converted by adding POW to SIZ and
rounding to the nearest 5.
5. Intelligence:
this attribute includes all storyteller mental attributes, AD&D/D20 Wisdom,
and Palladium’s IQ and ME.
Direct conversion of monster stats can be found in table 4 below.
TABLE 4 IQ CONVERSION
AD&D ICE GURPS IQ WOD mental Shadowrun
Non NO 1 0 1
Animal VL 2 0 1
Semi LO 4 1 1
Low LI 7 1 1
Average IN-MD 10 2 2
Very AV 12 2 2
High AA 14 3 3
Extr SU 16 4 4
Genius HI 18 5 6
Sp gen VH 22 7 7
Godlike EX 26+ 10 8+
Gnosis:
Gnosis is used for intelligence rolls in spirits.
Take GURPS IQ and divide by 2.3.
Rune Quest gnosis is equivalent to POW + Fatigue converted as if it were an
attribute.
6. Charisma:
this statistic includes all storyteller social attributes, GURPS appearance
and Palladium’s PB.
TABLE 5 CHARISMA CONVERSIONS
D20 charisma GURPS Storyteller
1-2 Hideous 0
3-6 Ugly 1
7-11 Normal 2
12-15 Attractive 3
16-17 Handsome/beautiful 4
18 Very handsome/beautiful 5
19 + Unearthly 6+
7. Movement:
converting movement stats is quite challenging and each game system has its
own mechanics.
Each system will be detailed below.
The results below give only a constant speed.
Storyteller is unusual in that different movement rates for each gait as
given here:
Bipedal jog: base move +5 +dexterity.
Bipedal run: base move + 13 x 3.
Quadruped jog: base move + 5 + dexterity x 2.
Quadruped run: base move + 13 +dexterity x 6.
Flying speed: base move x 2 + 13 + dexterity x 6.
AD&D to D20:
multiply the AD&D move by 2.5 then round up to the nearest ten.
For example a creature with an AD&D move of 18 has a D20 move of 50.
18 x 2.5
AD&D to GURPS:
divide the AD&D move by 2 and minus 1 (rounding up).
For very fast creatures, like horses, or flying speeds add 6 to the score.
D20 to Storyteller and GURPS:
divide the D20 score by 5 and add one.
To change to GURPS just minus 2 from the Storyteller score.
GURPS to Storyteller:
just add +2 to GURPS move.
Palladium to GURPS:
total Palladium’s maximum speed then divide by 1.8 and minus 5.
Rune Quest to Storyteller and AD&D:
Multiply the Rune Quest move by 2 and add 6 to get AD&D move.
For Storyteller just add 4 to the Rune Quest stat to get basic walking
speed.
Shadowrun to AD&D:
use Q multiplied by the value given in the Shadowrun book.
For example the Shadowrun movement score for a man is 3 x 4 which equals
12.
This is the same as in AD&D.
For very fast animals, such as horses, add 4 and for flying speeds add 10.
ICE to AD&D:
divide the ICE base rate by 8 (round normally ) and add 4.
8. Armor Class:
table 6 summarizes all the conversions.
To convert Palladium’s MDC to Palladium’s AC takes a bit mo
re work.
First total maximum MDC then divide by 100.
Now divide by 3 and add 1.
TABLE 6 ARMOR CLASS
AD&D D20 PALLADIUM GURPS STORYTELLER ICE RQ
PD/DR SOAK ROLL AT (DB)
10 10 0 0/0 0 1 0-2
9 11 5 0/1 0 2 3-5
8 12 6 1/1 1 3-4 6
7 13 7 2/2 1 5-10 7
6 14 8 2/3 2 11-12 8
5 15 9 3/4 2 13-16 9
4 16 10 3/5 3 17 10
3 17 11 4/6 3 18 11
2 18 12 4/7 4 19 12
1 19 13 4/8 4 20 13
0 20 14 5/9 5 21 14
-1 21 15 5/10 5 22 15
-2 22 16 5/11 5 23 16
-3 23 17 6/12 6 24 17
-4 24 18 6/13 6 25 18
-5 25 18 6/14 6 26 19
-6 26 20 7/15 6 27 20
-7 27 21 7/16 7 28 21-25
-8 28 22 7/17 8 29 26-30
-9 29 23 8/18 9 30 31-35
-10 30 24 8/19 10 +1 +5
When converting to GURPS the armor class given above must be modified
depending on the size of the creature using the PD/DR
modifier in table 2.
In addition when converting from ICE note that AT (DB) equals different
statistics in other systems.
AT is used to determine GURPS DR, Storyteller’s soak bonus, and the
Armor
Class of the other systems.
In contrast (DB) is used to determine GURPS PD and Storyteller’s do
dge
rating.
9. Horror Factor:
horror factor is the same in Palladium, GURPS, and AD&D but quite different
in the Storyteller system.
Use the following table to convert horror factors.
TABLE 7 HORROR FACTOR
GURPS Storyteller GURPS Storyteller GURPS Storyteller
1-3 2 8-9 5 14-15 8
4-5 3 10-11 6 16-17 9
6-7 4 12-13 7 18 + 10
10. Damage Conversions:
most game systems have a similar damage rating.
A weapon does a certain number of dice of damage (3d6, for example)
sometimes modified by strength.
The GURPS, Storyteller and Shadowrun systems in contrast use strength added
to a bonus determined by weapon type (claws do
strength +2, for example).
ICE uses an unusual size related percentile system that uses charts to
determine the actual effects.
To convert the ICE to the Storyteller and dice oriented systems use the
chart below.
TABLE 8.1 DAMAGE CONVERSION
ICE AD&D etc. * Storyteller GURPS
Tiny d2 Strength -1 / strength (normal)
Small d4 Strength Full strength (normal)
Medium d6 Strength +1 / strength swing or thrust
Large d8 Strength +2 Full strength swing or thrust
Huge d10 Strength +3 1 / strength swing or thrust
* The exact number of dice to roll is determined by the creature’s
size-
diminutive to medium
gigantic 4d, and colossal 5d.
TABLE 8.2 GURPS DAMAGE CHART
Strength Thrust Swing Claw/Bite Strength Thrust Swing Claw/Bite
1-2 0 0 1d-5 29 3d 5d+2 1d+2
4 0 0 1d-4 30 3d 5d+2 1d+2
5 1d-5 1d-5 1d-4 31 3d+1 6d-1 2d-1
6 1d-4 1d-4 1d-3 32 3d+1 6d-1 2d-1
7 1d-3 1d-3 1d-3 33 3d+2 6d 2d-1
8 1d-3 1d-2 1d-3 34 3d+2 6d 2d-1
9 1d-2 1d-1 1d-2 35 4d-1 6d+1 2d-1
10 1d-2 1d 1d-2 36 4d-1 6d+1 2d
11 1d-1 1d+1 1d-2 37-38 4d 6d+2 2d
12 1d-1 1d+2 1d-1 39-40 4d+1 7d-1 2d
13 1d 2d-1 1d-1 41-45 5d 7d+1 2d+1
14 1d 2d 1d-1 46-50 5d+2 8d-1 2d+2
15 1d+1 2d+1 1d-1 51-55 6d 8d+1 3d-1
16 1d+1 2d+2 1d 56-60 7d-1 9d 3d
17 1d+2 3d-1 1d 61-65 7d+1 9d+2 3d+1
18 1d+2 3d 1d 66-70 8d 10d 3d+2
19 2d-1 3d+1 1d 71-75 8d+2 10d+2 4d-1
20 2d-1 3d+2 1d 76-80 9d 11d 4d
21 2d 4d-1 1d+1 81-85 9d+2 11d+2 4d+1
22 2d 4d 1d+1 86-90 10d 12d 4d+2
23 2d+1 4d+1 1d+1 91-95 10d+2 12d+2 5d-1
24 2d+1 4d+2 1d+1 96-100 11d 13d 5d
25 2d+2 5d-1 1d+1 101-110 12d 14d 5d+1
26 2d+2 5d 1d+2 111-120 13d 15d 5d+2
27 3d-1 5d+1 1d+2 121-130 14d 16d 6d-1
28 3d-1 5d+1 1d+2 131-140 15d 17d 6d
The table above summarizes the various damage charts from GURPS Basic Set
and GURPS Supers.
For higher strength scores use +1d for each full 10 points of added ST.
11. Languages:
use the chart below.
TABLE 9
# of Languages known Storyteller Linguistics ability.
0-3 0
4-5 1
6-7 2
8-9 3
10-12 4
13-18 5
12. Saving Throws:
only D20 has a significant saving throw system that is not a direct
attribute roll.
To convert to D20 saving throws a creature’s hit dice must first be
determined as in # 2 above.
Now do the following to determine the D20 DC.
MOST SAVES: 10 + creature’s HD + constitution modifier.
DRAGON FEAR: 10 + creature’s HD + charisma modifier.
13. Magic:
to convert magic systems use the chart below:
TABLE 10 MAGIC CONVERSION
AD&D/ D20 Storyteller Shadowrun ICE
Cleric spells Rites Shaman Channeling
Wizard spells Magic Magic Essence
Psionics Psionics Psionics Mentalism
Sorcerer spells Charms or Gifts Parabiological Hybrid
14. Treasure:
to convert AD&D to ICE or Storyteller system use the chart below.
In this chart WOD indicates the Storyteller system while R is the Resources
rating while I indicates any magical items
(fetishes, artifacts, chimerical items, etc) owned by the creature.
TABLE 11 TREASURE TYPE
ICE WOD AD&D ICE WOD AD&D ICE WOD AD&D
R/I R/I R/I
a 1/1 i j 5/2 q s 4/4 e
b 2/1 j k 1/3 l t 5/4 s
c 3/1 w l 2/3 u u 1/5 m
d 4/1 b m 3/3 z v 2/5 g
e 5/1 n n 4/3 d w 3/5 t
f 1/2 k o 5/3 a x 4/5 f
g 2/2 0 p 1/4 v y 5/5 h
h 3/2 c q 2/4 r z 1-5/0 x
i 4/2 p r 3/4 y special 0/1-5 special
Converting West End Games d6 system to the Storyteller System
Converting the popular d6 to the Storyteller System is amazingly easy.
The attributes are basically the same so a character with a d6 strength of
4d will have a Storyteller strength of 4.
The d6 attribute names vary considerably among the various d6 products and
the chart below should be used to convert the
various attributes to their proper equivalent statistic.
D6 Attribute Comparison and Conversion Chart
D6 Fantasy
Agility
Intellect
Coordination
Charisma
Physique
Acumen
D6 Space
Agility
Knowledge
Mechanical
Perception
Strength
Technical
D6 Adventures
Reflexes
Knowledge
Coordination
Presence
Physique
Perception
Buffy d6
Dexterity
Knowledge
Dexterity
Presence
Strength
Instincts
Storyteller
Dexterity
Intelligence
Dexterity
Charisma
Strength
Perception
Other statistics convert in definition if not in game mechanics.
For example d6 Character Points are used the same as Storyteller’s
Willpower, Manna points are used to power spells just
like Gnosis and Quintessence is used in the Storyteller games while Karma
(or Fate) points are used the same way Werewolves
use Rage in Storyteller.
Convert abilities (skills) as appropriate using the game description.
The only other game mechanic that should be converted is the difficulty
numbers for dice rolls as the Storyteller system
lacks the Wild Die of d6.
The table below modified from the one in Buffy the Vampire Slayer d6 by
Malito at http://buffyd6.tripod.com gives the
difficulty conversions for the d6, d20, and Storyteller Systems.
TABLE 12 Difficulty Number Conversions
Difficulty D6 & d20 Storyteller Description
Dif #'s Dif #'s
Very Easy 1-5 2 Anyone should be able to do this
most of the time.
Example: Driving a car in moderate
traffic.
Easy 6-10 3 Most anyone should be able to do
this most of the time but a chance for failure.
Example: Driving a car in moderate
traffic during a rainstorm.
Moderate 11-15 4 Requires a fair amount of skill
and/or effort.
Most unskilled characters will fail
such an attempt.
Example: Parallel parking.
Difficult 16-20 5 Only highly skilled characters
succeed at these with any regularity.
Example: Driving through an
intersection full of speeding traffic.
Very 21-25 6 Even pros have a hard time pulling
these attempts off.
Difficult Example: Steering Your car into
oncoming traffic at high speeds avoiding collisions.
Extremely 30-40 7 Only the luckiest and most skilled
are successful.
Difficult Stunt and race drivers as well as
bootleggers, etc.
Heroic 40-50 8 The stuff of legends.
Elwood Blues on a mission from god.
Unearthly 50-75 9 A character must have advanced
supernatural powers to even consider the attempt.
God's assistance of the Blue's
Brothers on Their mission.
Impossible >75 10 Only rare beings of unique power
will succeed.
I quit driving a decade ago.
? ? ? Practically godlike.
"I don't need no stinking car!"
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