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Why Convert?
At some time, you may wish to convert a character, monster or entire adventure from one of
these games to the other.
For example, you might be a D&D game
Dungeon Master who finds and really enjoys an
AD&D game supplement, so you want to convert it to be played in your campaign.
Or, you might be a D&D game player who
moves to an area where only the AD&D game is
played. You find a new DM who's willing to let
you use your experienced characters . . . but
first you must convert them to the AD&D rules
system.
detailed rule that includes more variables, allowing it to cover situations in much greater depth.
Since the AD&D game is so much more structured than the D&D game, it is used more often
in convention tournaments, where consistent
judging is most important.
The D&D game remains easier to learn, faster
to play, and easier to introduce new players to.
Game Differences
The most important differences for conversion
purposes have to do with character generation
and combat, as these affect game balance most
directly. Specifics include:
AD&D characters tend to have higher ability
scores, especially if some of the optional character generation rules are used. However, ability score bonuses are generally gained at a score
of 15 instead of 13.
AD&D characters usually use different dice to
roll hit points (for example, fighters roll d10).
AD&D game clerics get spells at first level,
Characters
When you want to convert a character between the two games, use the following checklist. It will allow you to convert all significant
character details to the other game.
When converting a character from one game
system to another, the character gains all attributes and restrictions of the race and class he is
being converted to. He loses.any bonuses and
penalties he had under the old system. He makes
attack rolls, saving throws, etc., according to the
new system.
The same principle holds for converting
equipment, spells, and magical items: use
equivalent rule of the system you will be playing
in. For example, if an AD&D game broad sword
does 2d4 points of damage, then its D&D game
equivalent does 1d8 points of damage (that is,
it's a "normal sword").
Any ability, skill, spell, item, spell, or other
detail that has no equivalent in the other game is
lost, unless the DM makes a special adjustment
(see "Optional Class Conversions," given later).
When converting from the more complex
AD&D system, simplify game procedures as
much as possible.
To D&D System
Use AD&D score*
Use D&D system
To AD&DSystem
Use D&D score**
Use AD&D system
* If the AD&D campaign uses the 4-die generation system, subtract 1 from Prime Requisites and
2 from other ability scores.
** If the AD&D campaign uses the 4-die generation system, add 2 to Prime Requisites and add 1 to
other ability scores.
In addition, all scores lower than the minimum the system requires for the class are adjusted to
the minimum. No score can be adjusted above 18 or below 3.
Class/Race
Cleric
Druid
Fighter
Paladin
Knight
Avenger
Ranger**
Magic-user
Specialist**
Thief
Bard**
Dwarf
Gnome**
Elf
Half-elf**
Halfling
Mystic
Human
dual-class
To D&D System
To AD&D System
Human cleric
Cleric if human*
Cleric if under 9th, otherwise druid, human only Human druid
Human fighter
Fighter
Paladin
Fighter if under 9th, otherwise paladin
Neutral human fighter
Human wizard
Human thief
Dwarf fighter
Elf fighter/mage
Halfling fighter t
Monk tt
* AD&D spheres do not convert well. Use cleric, druid, paladin, or avenger, whichever is closest.
Demihumans revert to class, losing clerical abilities.
** AD&D character class or race.
t Optionally, allow a one-time choice of halfling fighter/thief.
tt Detailed in the Oriental Adventures rules book; otherwise dual-class fighter/thief (advances as
fighter).
Abilities and powers that the class does not have in the game system that has been converted to
are lost. Thus a 15th level fighter converted to the AD&D system would lose the ability to use the
Smash maneuver because the AD&D system doesn't have a Smash maneuver. Use the racial ability
rules for the system to which you are converting.
Hit Points
Cleric
Fighter (any)
Magic-user
Thief
Dwarf
Gnome*
Elf
Half-Elf*
Halfling
Mystic
To D&D System
Subtract 1 hp per HD
Subtract 1 hp per HD
No change
Subtract 1 hp per HD
Subtract 1 hp per HD if fighter only;
add 1 hp per HD if a thief only
Subtract 1 hp per HD if fighter only
Subtract 1 hp per HD if fighter or ranger
only; add 1 hp per HD if mage only
Reroll as per the new class
Subtract 2 hp per HD if fighter only;
subtract 1 hp per HD if cleric only
To AD&D System
Add 1 hp per HD
Add 1 hp per HD
No change
Add 1 hp per HD
Add 1 hp per HD
No change
Note that levels are converted, not XP. For example, a 14th level AD&D character would be an
18th level D&D character. A 33rd level D&D character would be a 19th level AD&D character.
Multi-class AD&D characters use the level of their D&D class. Dual-class AD&D characters use
their active class.
The DM can always choose to alter the level of characters entering a campaign for purposes of
game balance.
Alignment
To D&D: Keep the Lawful-Neutral-Chaotic alignment and use the Good-Evil axis as a guide to
role-playing.
To AD&D: Use past behavior as a guide to assign a Good-Neutral-Evil alignment.
Spells
Use the equivalent spells of the system to which you are converting. If no equivalent exists,
knowledge of the spell is lost.
Other Details
Saving throws
Money
Equipment
Encumbrance
To D&D System
Use D&D system
No change*
Use D&D system
Use D&D system
To AD&D System
Use AD&D system
No change*
Use AD&D system
Use AD&D system
* However, the amount the character is left with should be put into balance with the amount of
treasure in the campaign the PC is entering.
Armor Class
No armor
Leather armor
Scale mail
Chain mail
Banded mail
Plate mail
Suit armor
Shield
Armor Type Equivalents
D&D Armor
Leather
Leather
Scale
Chain mail
Plate mail
Suit armor
To D&D System
AC 9
AC 7
AC 6
AC 5
AC 4
AC 3
AC 1
-1 to AC
To AD&D System
AC 10
AC 8
AC 6
AC 5
AC 4
AC 3
-1 to AC
AD&D Armor
Studded leather
Ring mail
Brigandine or hide
Banded mail, splint mail, bronze plate
Field plate
Full plate
To D&D System: Weapon mastery of "expert" or better translates to weapon specialization for
fighter class characters only. If more than one weapon is eligible, the player can choose only one.
The character is proficient in all weapons in which he has at least "basic" mastery.
To AD&D System: Weapon specialization becomes a weapon mastery of "expert" in the specialized
weapon. The character receives all additional masteries due to a character of his D&D level.
Nonweapon: Use the closest equivalent in the current system being used.
The character is subject to any class weapon limits of the system to which he converts. If the DM
does not use the equivalent system or if no equivalent weapon exists, the benefit is lost.
Multiclass Demihumans
These are treated as combination single classes
except:
The Elf class is the equivalent of an AD&D
fighter/mage. An AD&D elf fighter/mage
converts as a standard Elf.
Hit dice for all human and demihuman classes
are both rolled and the results are averaged
(round down).
The XP table of the class that gives the slowest
advancement beyond name level is used.
Earned XP is halved.
Dual-Class Humans
These humans can operate in two classes, subject to the following:
They advance only in their active class; the inactive class can be used but never improves.
They get the most advantageous saving throw,
considering class and level.
They can use any magical item available to either of their classes.
They make attacks based on their class and
levela fighter/ thief 7 / 5 could attack as a 7th
level fighter or backstab as a 5th level thief.
Druids and Paladins
These can be allowed in D&D play at less than
9th level, if desired.
Gnomes
The following optional rules can be used:
Gnomes use halfling details unless otherwise
noted.
Gnomes have the attacks and saving throws of
dwarves.
Gnomes speak gnome, dwarf, goblin, and kobold.
Instead of the hiding ability, gnomes have the
dwarf detect trap and infravision abilities.
Monsters
Use a similar system to convert monsters from
one game system to the other. If a similar monster already exists in the system you are converting to, use those statistics. Otherwise the
guidelines in the Converting Monsters Table can
be used. Given values are those in the system
you are converting from.
Additional AD&D Monster Statistics
The following AD&D statistics have no
D&D equivalent, but can often be found in the
monster description. Including them is optional.
They are as follows:
Morale**
Terrain
2 or 3 = 2
4 or 5 = 3
6 or 7 = 4
8 = 5
9 or 10 = 6
11 or 12 = 7
13 or 14 = 8
15 = 9
16 or 17 = 10
18 or 19 - 11
20 - 12
Use listing of similar monster
Use given number
Evil monsters become Chaotic,
regardless of other alignment;
otherwise drop the Good-Evil axis
Recalculate by D&D rules t
Assign, based on description tt
Common = Common
Uncommon = Rare
Rare or Very Rare = Very Rare
Use given terrain
Load, barding
modifier
Magical Items
Magical items should be converted to an
equivalent item in the base system. For example,
the AD&D cloak of elvenkind would become an
elven cloak, a wand of fire would become a wand
of fireballs, etc. If no equivalent exists, the DM
may decide that the item isn't there, that a comparable item has replaced it, or that he will
translate the given item into the base system.
When converting AD&D items to the D&D
game, try to limit the number of effects they can
create and simplify use as much as possible.
Measurements
Game measurements are not converted; use
the equivalent measurements of the system to
which you convert.
Treasure
Intelligence
Alignment
XP Value
Monster Type
Frequency**
To AD&D System
=
=
=
=
2 or 3
4 or 5
6 or 7
8
6 - 9 or 10
7 - 11 or 12
8 = 13 or 14
9 = 15
10 = 16 or 17
11 - 18 or 19
12 - 20
Use listing of similar monster
Use given number
Common = Common
Rare = Uncommon
Very Rare = Rare or Very Rare
Use given terrain; assign climate based
on description
Estimate from equivalent
AD&D creature
* This gives the D&D move per game turn. To find the move per combat round, divide by 3.
** Read "previous system = new wywtem statistic" when making these conversions. The secondary item is the statistic you will need in the system to which you have converted.
t The XP table is given in Chapter 10.
tt The D&D definitions are given in Chapter 14.
Short Bibliography of D&D and AD&D Products
AD&D Settings:
DRAGONLANCE products
FORGOTTEN REALMS products
WORLD OF GREYHAWK products
SPELLJAMMER products
RAVENLOFT products
DARK SUN products