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convert 2nd Ed -> v3.5

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MangroveRoot

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Mar 9, 2009, 1:43:39 AM3/9/09
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Is there a standard set of rules
to convert characters, monsters, spells, items, etc
from 2nd Edition to v3.0 or v3.5?

Tetsubo

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Mar 9, 2009, 7:49:43 AM3/9/09
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MangroveRoot wrote:

There was an official document that helped with this from back in 2000
I believe.

--
Tetsubo
--------------------------------------
"The apparent lesson of the Inquisition is that insistence on
uniformity of belief is fatal to intellectual, moral and spiritual health."
-The Uses Of The Past-, Herbert J. Muller

BLUP

WDS

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Mar 9, 2009, 10:08:02 AM3/9/09
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For most things you just look up the new one and use that. For unique
things just use the new rules to build it. I've used a number of 2e
modules for 3.5e games and 99.44% of the time this covers all you need
to do and it will work just fine.

You will find a few things that don't convert to the same power as
before and you will need to scale them up or down a bit.

shand...@gmail.com

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Mar 9, 2009, 1:04:49 PM3/9/09
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Rules for converting 2nd Ed. to 3.0 do exist, or at least did exist.
If you can find archives of this group that go back around 2000 or so
you can probably find links to it.

When it comes to converting PCs I wouldn't even try to do a straight
conversion. I would build a PC from scratch that preserves as much of
the original PC's feel as possible. That shouldn't be a problem if
you are using the basic options, and not going into things like
specialty clerics or even more obscure characters. If you are doing
that, the conversion rules wouldn't help much either. Create the
character at first level, and then level it up as needed. Multi-
classes are a special case, since spellcasting multis go from over-
powered in 2nd Ed. to underpowered in 3.x. Prestige classes like
Mystic Theurge will help bring the multi-class spellcasters back into
line.

Most spells, items and monsters still exist in some form, although the
details (and often the names and power levels) will be different.
When a direct swap isn't possible, you can approximate it usually.

Whatever you do, don't expect a perfect conversion. I remember
somebody back when 3.0 first came out who was complaining because his
character was famous for winning a tough fight against trolls, and now
he couldn't have one that one at all unless the trolls rolled really
badly. No conversion process will preserve every die roll. If that
bothers you, you shouldn't convert the campaign. Just start a new one
when the old one finishes.

Ubiquitous

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Mar 10, 2009, 5:58:35 AM3/10/09
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zcuk...@sneakemail.com wrote:

There are docs for converting to 3rd edition, but you're better off using
the new versions in the various source books.

As for characters, I found that it's better to just recreate them from scratch
as best you can or starting with new ones in the new campaign.


MangroveRoot

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Mar 12, 2009, 7:37:21 PM3/12/09
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Thank you, Tetsubo, WDS, Shandrazar, and Ubiquitous for your observations
and recommendations.

In this case, what I'm trying to do is make use of some 1991 Lankhmar modules
that include adventures, a fair number of NPCs, some magical and some
non-magical items (not many of either), and a few pre-rolled characters.
I don't think I even *own* a set of 2nd-Ed rules,
so I'm puzzled by references to things like THAC0 and so on.
About all I can remember from that day and age
is that armor class (or some similar stat) was the *inverse*
of what it is today (and rather contrary to all other stats of the time).

If *I* wind up as DM for one or more of these adventures,
then, having figured out how to do it, I can make the translations.
However, if others in my group want to run them, they may be even more
clueless than I am (being 25 years younger <O,O> than I am),
so I'd like to be able to present a prospective DM
with the tools (or advice) to translate the adventure of their choice
to some reasonably current ruleset.
(We mostly still play v3.5 or even v3.0.)

Thanks.

Harold Groot

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Mar 12, 2009, 10:47:05 PM3/12/09
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On Thu, 12 Mar 2009 23:37:21 GMT, MangroveRoot
<zcuk...@sneakemail.com> wrote:

>MangroveRoot wrote:
>> Is there a standard set of rules
>> to convert characters, monsters, spells, items, etc
>> from 2nd Edition to v3.0 or v3.5?
>
>Thank you, Tetsubo, WDS, Shandrazar, and Ubiquitous for your observations
>and recommendations.
>
>In this case, what I'm trying to do is make use of some 1991 Lankhmar modules
>that include adventures, a fair number of NPCs, some magical and some
>non-magical items (not many of either), and a few pre-rolled characters.


The Lahkmar modules added in VERY significant restrictions on magic
use. Such things as needing a week (instead of a day) to recover
spells. Even if an exact translation of the characters was possible,
do you wish to be playing in a regular 3E world or in a 3E Lankmar
world? Metal armor was also very rare in Lankmar (chainmail was A
Treasure, and plate was only A Legend). Magic items were Very Rare as
well. Much different from 3E's approach where it's all available for
sale in any major city.


>I don't think I even *own* a set of 2nd-Ed rules,
>so I'm puzzled by references to things like THAC0 and so on.

Even people who know both sets of rules found it not worth the trouble
to try to make an exact translation of their PCs from 2E to 3E. There
are just too many paths in 3E (with feats, PrCs, etc.). This is why
you were getting advice to make new builds. A 10th level Fighter in
2E who is translated into something "as close as possible" in 3E will
generally be a really lousy 3E 10th level fighter because you'll be
ignoring the great majority of possibilities that 3E fighters have.
Meanwhile, the 3E monster will have been adjusted to be balanced with
"typical" 3E characters.

And it's REALLY difficult to make a translation from one set of rules
to another when you don't know one of the rulesets.

Take stats, for example. In 2E the absolute highest stat in the game
(usually given to the gods directly associated with that stat) is 25.
A God of Wisdom might have a 25 Wis, a God of Strength might have a 25
Str and so on. In 2E PCs didn't get any bonuses until a stat hit
about 15 (though WIS bonus spells for clerics kicked in earlier). In
3E all stats get bonuses starting at 12. So the stat/bonus range has
really changed. A Hill Giant in 2E had a STR of 19 and got +3 to hit
and +7 to damage. A Hill Giant in 3E has a STR of 25. He still does
+7 to damage, but now he's at +7 to hit as well.

>About all I can remember from that day and age
>is that armor class (or some similar stat) was the *inverse*
>of what it is today (and rather contrary to all other stats of the time).

AC started at 10 (unarmored) and went down. The best AC in the game
was -10.

THAC0 = To Hit Armor Class Zero. If you know that number, you can
compute any other values. For the sake of speed I'd always put the
full chart on my character sheets, ACs from -10 to 10 and what I
needed to hit them. Others just computed each time, i.e.

THAC0 - (Target AC) = what you need to hit that target.

If your THAC0 = 10 and the target is AC 7 you only need a 3 to hit
your target. If the target is AC -4 you need a 14 to hit it.


>If *I* wind up as DM for one or more of these adventures,
>then, having figured out how to do it, I can make the translations.
>However, if others in my group want to run them, they may be even more
>clueless than I am (being 25 years younger <O,O> than I am),
>so I'd like to be able to present a prospective DM
>with the tools (or advice) to translate the adventure of their choice
>to some reasonably current ruleset.
>(We mostly still play v3.5 or even v3.0.)
>Thanks.


If the module has you fighting monsters, I'd say you can start by
substituting 3E monsters for your 3E players to go up against. (Your
3E players should be MUCH tougher than 2E Lankmar players because of
the extra magic, extra metal armor, and extra feats/class abilities
available. The monsters will only be SOMEWHAT tougher than the 2E
versions.) Then look at the 3E CR for the 3E monsters and make
adjustments to fit the average PC level in the party. You can add
extra monsters, or give them Class Levels, or otherwise adjust them to
make them a suitable challenge to 3E PCs.

If the module has you fighting NPCs you have a much stiffer challenge
to make the conversion. 2E Lankmar NPCs are generally VERY weak
because of the 2E limits plus the Lankmar setting rules that limit
magic, metal armor and such. A straight-up conversion to 3E should
leave them as no challenge to 3E PCs. So if you'll be having straight
3E PCs going after them you pretty much need to totally rebuild them
to 3E specs to be a challenge for the PCs.

It will require a bit of judgement and you should be prepared to
modify the monsters a bit "on the fly" until you get a better feel for
how well the process is working.


MangroveRoot

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Mar 16, 2009, 12:03:11 AM3/16/09
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Harold Groot wrote:
> (. . .)

> It will require a bit of judgement and you should be prepared to
> modify the monsters a bit "on the fly" until you get a better feel for
> how well the process is working.

Thanks, Harold, for the comprehensive reply
(and subtended explanations of others' replies, too).

Looks like I'm going to need pretty high WIS and INT scores
to meet the challenge of translating these modules! :-)
(Not to mention knowledge(2Ed), knowledge(3Ed) or knowledge(v3.5).)

Ubiquitous

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Mar 16, 2009, 10:58:12 AM3/16/09
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In article <49b9b7dd...@news.west.earthlink.net>, que...@infionline.net
wrote:
><zcuk...@sneakemail.com> wrote:
>>MangroveRoot wrote:

>>Thank you, Tetsubo, WDS, Shandrazar, and Ubiquitous for your observations
>>and recommendations.
>>
>>In this case, what I'm trying to do is make use of some 1991 Lankhmar
>>modules that include adventures, a fair number of NPCs, some magical
>>and some non-magical items (not many of either), and a few pre-rolled
>>characters.
>
>The Lahkmar modules added in VERY significant restrictions on magic
>use. Such things as needing a week (instead of a day) to recover
>spells.

Really? I remember casting time was extended, but not recovery.

>Even if an exact translation of the characters was possible,
>do you wish to be playing in a regular 3E world or in a 3E Lankmar
>world? Metal armor was also very rare in Lankmar (chainmail was A
>Treasure, and plate was only A Legend). Magic items were Very Rare as
>well. Much different from 3E's approach where it's all available for
>sale in any major city.

Isn't there a 3rd edition version of the Lankhmar campaign?

--
It is simply breathtaking to watch the glee and abandon with which
the liberal media and the Angry Left have been attempting to turn
our military victory in Iraq into a second Vietnam quagmire. Too bad
for them, it's failing.


skyph...@yahoo.com

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Apr 15, 2009, 1:21:43 AM4/15/09
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Official 2nd to 3rd Edition conversion guide from WotC:
http://www.wizards.com/dnd/files/conversionbook.zip

available at their D&D FAQ:
http://www.wizards.com/default.asp?x=dnd/er/20030221a

cheers!

skyph...@yahoo.com

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Apr 15, 2009, 1:25:55 AM4/15/09
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P.S. They also posted lots of 2e stuff available for free download:
http://www.wizards.com/default.asp?x=dnd/dnd/downloads

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