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Conversion: AD&D to GURPS

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John Jorgensen

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Jun 10, 1999, 3:00:00 AM6/10/99
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I'm having a tough time finding a good set of guidelines (more than two
paragraphs) about converting from an AD&D world to GURPS. Can anyone
reccomend any articles or resources on the net?

John Jorgensen

Bruce L Grubb

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Jun 10, 1999, 3:00:00 AM6/10/99
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In article <92898868...@news.remarQ.com>, "John Jorgensen"
<ta...@accessone.com> wrote:

There are several. Since I don't know exactly what you are looking for I
will provide pros and cons with them.

David P. Summers' convertion sheet
<http://gurpsnet.sjgames.com/Archive/Conversions/ADnD/ADnD-1.txt>

Pro: quick convertion methods.

Con: very short on details about converting classes and the
attribute convertion trys too hard to pull converted attributes within
the 7-14 range.


Tony Limbert's convertion sheet
<http://gurpsnet.sjgames.com/Archive/Conversions/ADnD/ADnD-2.txt>

Pro: Detailed and reasonable attributes and armor convertions. Only
convertion sheet I know of that deals with converting Profinciencies.

Con: no guidelines on converting classes, races, or monsters


Collin Condray's convertion page
<http://www.geocities.com/TimesSquare/Alley/9498/gurpsadd.html>

Pro: Detailed conversion of attributes and magic, templates of the
classes and of the more obscure races, accually explains the
reasoning behind some of the convertions.

Con: converts some spells on a case by case basis, incomplete.


Rob Knop's AD&D magic in GURPS page <http://www.sonic.net/~rknop/Omar/>

Pro: trys to captures the feel of AD&D magic, explains the reasoning
behind some of its convertions, provides an detailed introduction of
GURPS to AD&D players.

Con: spell convertion method requires a case by case convertion of
each AD&D spell into GURPS terms. Uses AD&D1 rules resulting in
needed adjustments to deal with AD&D2's spell list, class changes,
and/or Players Options.
Next to no monster and very little character conversion advice.
Incomplete.


Bruce Grubbs's AD&D to GURPS convertion
<http://members.aol.com/BruceG6069/ADnD_to_GURPS.html> and GURPS magic in
AD&D <http://members.aol.com/BruceG6069/GURPS_spells_in_ADnD.html> pages
(Yes I am the author)

Pro: Explains the reasoning behind some of its convertions.
trys to deal with the whole range of AD&D (either edition),
trys to address the GURPS advantage aspect of AD&D attributes
by making use of the Compandium I.
Addresses key differences in armor, damage, and magic in
detail.
Detailed attribute and core class convertions with notes on
THAC0 to skill convertion (compleate with table) and AD&D skill
convertions.
Makes extensive use of online resources.

Con: trys to deal with the -whole- range of AD&D resulting in
unavoidable complexity and a vagueness in which cinematic
advantages are best suited to use to represent what level.
Does tend to go into -too much- detail in places.
Spells section is more focused on using GUPRS Magic in
AD&D though some converting advice can be found near the
end of the page.

Jueran Hubert's convertion sheet [offline :-(]

This was proably the best quick and dirty AD&D to GURPS convertion page
there was. What it lacked in detail in made up for in speed. IMHO if
you wanted to do -fast- convertion this was the information to use.
Hopefull Jueran Hubert will post it here some time in the future.


Hope this helps

Amber, Dan, Dare, or Julie

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Jun 12, 1999, 3:00:00 AM6/12/99
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John Jorgensen wrote:
>
> I'm having a tough time finding a good set of guidelines (more than two
> paragraphs) about converting from an AD&D world to GURPS. Can anyone
> reccomend any articles or resources on the net?

DejaNews should be good.

(Translation: we just had a rather extensive thread about it.)

- DARE, GURPSist extraordinaire and plenipotentiary

* All typos in the previous message are to be considered edicts of Eris.
Please update your dictionaries accordingly.
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here today!

John Jorgensen

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Jun 14, 1999, 3:00:00 AM6/14/99
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Thnx, I've just found them all and have been reading them. Conversion
doesn't look too easy, especially the magic and monster stuff! I'm still
pretty new at GM-ing (this will be my 2nd game) and have never DM-ed or
GM-ed before. I'm trying to convert one of the D&D Forgotten Realms Zhentil
Keep adventures. My head is still swimming from all of the rules I've been
ingesting of late.....

Amber, Dan, Dare, or Julie wrote in message <3762CC...@geocities.com>...

S. John Ross

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Jun 14, 1999, 3:00:00 AM6/14/99
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| Thnx, I've just found them all and have been reading them. Conversion
| doesn't look too easy, especially the magic and monster stuff!

Oh, it's a breeze, an absolute breeze. If it's giving you too much trouble,
then you're just picking over too many details. Loosen, loosen.

| I'm still
| pretty new at GM-ing (this will be my 2nd game) and have never DM-ed or
| GM-ed before.

AAAAHH. No wonder it seems difficult. Years from now, you will wonder how
it did ;)

| I'm trying to convert one of the D&D Forgotten Realms Zhentil
| Keep adventures. My head is still swimming from all of the rules I've
been
| ingesting of late.....

Cardinal Rule: Dramatic necessity is the Sultan of the Universe, and you
are it's Grand Vizier. Numbers and rulebooks are your servants, your
whimpering, servile little toadies. Give them no authority over you, ever,
and you'll be a happy camper. Or, to recap, the order of things:

1. Dramatic Necessity (that is, the entertainment of your players through
the medium of the game). Absolute priority. Keep a cyanide pill in a pack
of cigarettes in case you are ever compromised in its service ;)
2. The GM (you).
3. Rules & Numbers (it).

|| S. John Ross
|| Husband · Cook · Writer
|| In That Order
|| http://www.io.com/~sjohn/blue.htm · sj...@io.com

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