[PnP] Converting AD&D modules
pming at northwestel.net
pming at northwestel.net
Fri Oct 5 11:09:36 CEST 2018
Hiya!
What I did back in, er, '85ish, was create a new form of
Experience Points that eveyrone earned. I called them "GEP", for
Generic Experience Points. I was using a lot of 'converted on the
fly' AD&D modules/adventures (1e, obviously, and then ones from
Dungeon Magazine as well when that started), and I wanted
something to sort of provide "Adventurer-Incentives" (re: AD&D
mindset of PC's going around doing stuff for fun and profit
moreso than 'to save the world and do good' as seems to be the
focus in the last 2 decades).
Hold on, let me get my notes... Crap. Nevermind. I don't have
them on this computer for some reason. Here's the gist of it:
GEP were gained via doing "adventure and character-roleplaying"
achievements. Things like RP'ing your character well, making
everyone laugh at the table, bringing pizza for everyone, etc.
Adventure oriented goals that were achieved also got you GEP, so
if there where three key 'goals' for the immediate adventure and
they were attained, everyone got GEP. These might be things like
"(1) Successfully find your way through the Darkwode to find
Skull Tower; (2) Explore at least 50% of Skull Tower; (3) Slay
the dread Skeleton Abomination at the top; (4) Recover the family
amulet/crest of the House of Brellar from the lower crypts".
The amount of GEP assigned was based on how difficult the task
ACTUALLY was...not a 'pre-set' value. I use the same idea that
Paladium Games does. So after a task is completed, I assign it a
value of "Minor", "Major", or "Epic". Each of those has a range
of GEP.
Anyway, these GEP can be "converted" into CEP or CEP/MEP (if the
PC knows magic). All normal gains from gaining CEP/MEP are as
normal. GEP's can also be used to give you an Expertise Roll on a
skill (1d6 or 1d10). I can't remember the exact cost...but I want
to say 25 or 40, respectively. I *think* you could also use them
"on the fly during the game" to give yourself a reroll, or
automatically succeed at a Poison Resistence, or get a bonus to
the chance to find some particular item in a town/city, etc. I
also remember that you could use them to get CP's to increase
your Current Ability (with the cost being 50/1...I think...just
like CEP conversion) so one could incrase their Ability Scores
without having to actually become better at CEL or MEL.
We haven't played P&P in years, unfortunately, so my memory on
the exact conversions and whatnot are a bit fuzzy. But no matter,
the point is there. I found that adding these GEP to the game
gave Players more incentive to do stuff other than just try and
make Skill checks and kill things. Theoretically, a player could
play a rich merchants daughter who basically charms (or pays) her
way to being 'useful' in an adventure...even though she is CEL 0
and has no skill at magic or any real 'fighting' skills.
Eventually, she could get various skills up to really good EL's,
get great equipment, and maybe even become slightly more capable
at at least defending herself (say, Hand-to-Hand or Shield).
So there ya go. Using something similar to that might be worth
looking into...sure opens up a lot of doors for how PC's "get
better" in the game.
^_^
Paul L. Ming
-----------------------------------------------------------------
From: Hsingai Altaica <draltaica at yahoo.com>
To: The Powers and Perils Mailing List
<pnp at list.powersandperils.org>
Subject: [PnP] Converting AD&D modules
Date: 10/5/2018 12:32:36 a.m.
I was converting a old AD&D module over an got thinking of how
to convert the EXP rewards to a format usable for Powers & Perils
EXP reward/(EXP for next level /EXP of target level)*66=Increase
Factor
This Increase Factor can be spent just like the Initial Increase
Factor as specified in 2.3.5 Initial Increases.
Like in AD&D you still need to spend downtime to get the
increases. You learn skill(one at a time) at the rate of 1d10
Expertise Points per day, regardless of other activities he does
Even If he is studying a skill at full rate.
You earn money at the maximum rate posible at your job. If you
pay the price twice, once with the money from the increase and
once with already earned money, you automatically find someone
willing to sell it at the next encounter where it would be
logical for someone to have that object.
Characteristics gain at the rate of 1 per a month, multiply
characteristics can change at the same time.
When converting monsters I use the formula Creature's HP/5.5 hit
point*the average HPV of a human.
I look up a similar monster in GURPS and use it's HT score as CON
and then use the HPV formula to figure out STA
I also use GURPS for STR converting based on Portage
Ability/Carry on Back.
I added to skill checks based off of the Skill check of D&D and
the Combat table of P&P.
https://yiffiemon.wikia.com/wiki/Base_Line
--- It is with books as with the fire in our hearths; we go to a
neighbor to get the embers and light it when we return home, pass
it on to others, and it belongs to everyone.
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