Odder
4th Level Troll
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Post by Odder on Mar 18, 2011 23:15:14 GMT -5
So im wanting to run D&D adventures with T&T. I read somewhere to use the HP as the MR(anyone try this?).
Any other things to keep an eye out for? I'm not creating new T&T class's to reflect D&D's but just converting them over to T&T ones.
Thanks guys!
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Post by ragnorakk on Mar 19, 2011 7:49:17 GMT -5
What kind of D&D? One of the modern kinds or an older version?
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Odder
4th Level Troll
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Post by Odder on Mar 19, 2011 8:07:52 GMT -5
Older ones. OE,1E,2E,3.5E
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Odder
4th Level Troll
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Post by Odder on Mar 19, 2011 8:10:22 GMT -5
I have hundreds of adventures and some very new to rpg people to play with. I could just play 1E D&D with them but I think I finally found people who would love T&T as our main game so...I want to take advantage of that.
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Post by feldrik on Mar 19, 2011 8:18:31 GMT -5
Take all the numbers for the D&D monster and black them out, don't use any of the numbers. They don't track, HP, AC,Levels, they do not translate to T&T.
Use the description of the monster to determine what it can do, its character and abilities. Decide how these are implemented (doubles, spite, GM wants to use them...) and come up with the MR so it suits the power of the delvers. You may choose to use separate MR and HP or develop the monster as a character with stats. It is actually very easy and it can be done on the fly or adjusted as needed during the game session.
Always remember that Ken St.Andre did not rewrite D&D he made a unique game system that stands alone.
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Post by feldrik on Mar 19, 2011 8:57:52 GMT -5
I suppose it would have been helpful to mention how to decide on the MR...use the average number of dice the delvers will be rolling as the MR. If orcs with short swords get trounced too easily then the next batch will have long swords, then battle axes then bazookas...ok, no bazookas but throw in a shaman with TTYF just to keep the delvers on their toes. There is no need to calculate each orc and weapon, a vivid description will justify any amount of dice you decide to throw as well as any special effects the delvers need to save against.
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sligo
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Post by sligo on Mar 19, 2011 9:29:58 GMT -5
And remember - T&T has an abstract combat system, not a detailed combat simulator. Emphasize role-playing. Allow the characters to negotiate with monsters if the situation permits.
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Post by gaptooth on Mar 19, 2011 11:07:29 GMT -5
Take all the numbers for the D&D monster and black them out, don't use any of the numbers. They don't track, HP, AC,Levels, they do not translate to T&T. Use the description of the monster to determine what it can do, its character and abilities. Decide how these are implemented (doubles, spite, GM wants to use them...) and come up with the MR so it suits the power of the delvers. You may choose to use separate MR and HP or develop the monster as a character with stats. It is actually very easy and it can be done on the fly or adjusted as needed during the game session. This is excellent advice, and it's what I do when using materials for other games with T&T. In 4th edition, setting MR = HP is a useful rule of thumb, but setting the MR based on your own goals (and/or the delvers' goals) for each encounter is the best way to go. I have used the formula from M6E to determine a basic challenge level for each encounter: 1. Add up all the delvers' attack dice and multiply by four (the real average is 3.5, but I use spite damage). 2. Add the delvers' combat and weapon adds to the above total. 3. Go ahead and add the delvers' combined armor value. The total of the above is the delvers' average HPT for one round of combat, without factoring in the infinite variation possible with spells, stunts, good or bad tactics, and good or bad role-playing. 4. Now set the combined MR of the opponents equal their average HPT with a multiplier based on how tough you want the enemy to be: it can be anywhere from CPT x1.15 to CPT x1.5 or higher. Also remember that giving a monster special abilities, armor, MR-independent hit points, or canny tactics can make monsters a whole lot tougher. I don't actually follow this formula for every encounter, but it's given me a good metric for gauging the challenge. In reality, delvers can radically alter the "balance" by convincing foes to surrender or flee, or by any number of good or bad tactics. One thing to note is that low-level enemies can still pose a meaningful threat to T&T delvers, especially if they come out in force with good tactics, and especially if you're using spite damage. Don't worry about scaling up every encounter to provide an adequate challenge-- if they have an easy time, let them: they're learning the game. Also, don't worry too much about having enemies that are too tough-- sometimes they need to learn to run away, and creative players will surprise you with canny tactics and stunts to bring down even your most dreadful monsters.
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Post by Vin Ahrr Vin on Mar 19, 2011 12:43:49 GMT -5
So im wanting to run D&D adventures with T&T. I read somewhere to use the HP as the MR (anyone try this?). Actually, it's not a bad rule of thumb and I've done it with a lot of success. As others have suggested, the key is to make sure that encounters are somewhat balanced and the number of dice rolled by the monsters is similar to that rolled by the players. This is quite important in T&T because of the "beat their roll to reduce their value" combat mechanic where unbalanced combats grow even more unbalanced in a hurry, so starting them off pretty close is key to having an enjoyable combat. I think there is a "converting D&D monsters into T&T" thread here somewhere. I'll have to search...
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Post by Vin Ahrr Vin on Mar 19, 2011 12:52:16 GMT -5
I found a couple of threads that might be helpful. This thread has some good stuff in it, although the link in the first post is broken. This one also looks good and has some thoughts on similar D&D monsters converted into both 5E and 7E. I'm pretty sure that there are others as well. It's a popular topic!
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Post by ragnorakk on Mar 19, 2011 16:56:31 GMT -5
...setting the MR based on your own goals (and/or the delvers' goals) for each encounter is the best way to go. Yes! I agree here. Figure out the average damage the PCs dish out, use that as a baseline. You can use smaller numbers for wimps, higher numbers for tough fights. The more you play with a particular character or group of them trouncing through your dungeons, you'll find you can spitball MRs that meet the situation. Otherwise, give your kobalds 200 MR. It makes D&D players cry
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Odder
4th Level Troll
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Post by Odder on Mar 19, 2011 18:31:31 GMT -5
Awesome replies guys! Thanks!
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order99
7th Level Troll
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Post by order99 on Mar 19, 2011 22:09:22 GMT -5
A quick hack:
One Hit Die=one Normal man...say, 8-15 MR.
One D&D Orc is roughly equal to 1 D&D Fighter type, say 11-18 MR. Goblins in D&D are a little weaker, 8-12...A D&D Ogre is a threat to 4 Lvl 1 D&D Fighters, so MR is 40-60 or so. If the creature has a truly frightening Damage score, add another 10 to 12 MR, and if the creature has a frighteningly low AC sore, either add another 10-12 , or just give the beast an AR if preferred. Now add strange and frightening abilities on top.
Example: Mind Flayer- 8+4 HD translates to, say, MR 90...AC of 5 (chainmail) and i'll bump it to 95 MR... Mind Blast is a truly Frightening power, usable in a cone...let's just call it a Blasting Power equal to the 1D6 per cost of 8 MR spent, ignoring Armor(merciful GMs might allow an IQ SR to avoid part or all of the damage as per Trap rules...). The Levitation, Domination, ESP, Body Equilibrium, Astral Projection and Probability Travel roughly translate to- Fly Me, Yassa Massa, ESP, a mostly meaningless Special effect(give a cost of say, 4), Ghostly Going and Blow Me To... All Spell-like abilities cost MR=Cost of Spells, ensuring the critter won't be breaking those out left, right and center during battle...Done!
An Easier one: Pack of Ghouls. Each Ghoul is 20 to 30 MR, and whenever a Ghoul scores Spite damage a Delver must score a Lvl 1 SR(+1 Lvl per extra spite, so three Spite is Lvl 3 SR)on CN or be rendered paralyzed for 1d6 Turns...They are lead by a Ghast, MR of 60-in addition to its Paralysis Touch(as per Ghoul) all Delvers that need to breathe make a Lvl 1 CN or IQ SR(reflecting toughness or willpower) or halve thier Personal Adds for that Combat Turn...
With very few exceptions, this rule of thumb has always worked for me.
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Post by princeofcups on Mar 21, 2011 14:31:40 GMT -5
Try this: www.igsgames.com/Utilities/MRCalculator/Set the menus to what you think the average character will look like, and it will pop out the MR that has a 50/50 chance of beating that character in straight up melee. Scale up for the fact that the characters have missile weapons, spells, and other tricks. Scale down because the characters will have to fight multiple combats. Fudge as required.
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Post by feldrik on Mar 21, 2011 16:29:33 GMT -5
Nifty! Have an exalt.
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