Section15.8, "Living in the Past" (p211), is addressed to this, but it concentrates on talents. Here's what I would do, if I were inclined:
1. Ignore the character's Level. Set the Level based on the highest ability score. 2. If your character doesn't have a Speed rating (which may depend on which version of 5th edition you used to create the character), roll 3d6 (TARO) for that. 3. Compute Combat Adds according to the new algorithm—which means removing any penalties for abilities lower than 9 (if any). 4. Use section 15.8 to give your character any applicable Talents. 5. Translate any weapons and armor to their newest equivalents. It's possible that items you picked up in a solo or GM campaign have no equivalent. You'll have to work that out with your GM (or make your own ruling if the character is for solos). 6. Magical items you may have are probably unique. If they don't work with the Deluxe rules, work with your GM to determine what to do. 7. If you are playing a Warrior, add a bunch of dice whenever you use weapons. I think you're done! 8. If you are playing a Wizard or Rogue, you need WIZ. Maybe take the higher of 3d6 (TARO) + your Level or your character's 5th edition STR. 9. If you are playing a Wizard or Rogue, carefully look over your spells. Most will have equivalents in Deluxe, but some may not. And some spells that go by the same name work differently now. You'll want to familiarize yourself with the new spells, make sure you meet the ability requirements, and possibly select spells to replace those that you can't convert. If your character has spells that you no longer have the abilities to cast, you could choose new spells or increase your abilities with your group's approval. 10. If you are playing a Wizard, you may wish to specialize in a school of magic when you are selecting your Talents.
If you have record of how your character changed over time, and you really want to do some crunching, you could also:
1. Take note of the ability bonuses you got every time you gained a level. 2. Compute how many adventure points that was worth. 3. Subtract that from the total AP earned. 4. If you have anything left, those are unspent adventure points, baby! Raise your abilities! Buy more talents! Go to town!
Last Edit: Aug 27, 2015 22:32:27 GMT -5 by gaptooth: Add a postscript about adventure points
I just looked over section 15.8 again, and it jumped out at me that the rules explicitly state that you must spend AP to buy extra Talents for your old school characters. But, as far as I can tell, it doesn't tell you how the old school characters got any unspent AP. Is it supposed to come from adventure points in excess of the minimum required for their 5th edition level?
Second, let’s look at his AP pool. Like most Tunnels & Trolls characters, Gill put his accrued AP into his attributes. As a result, his pool of available points is only 631 AP at present.
It may be convenient to talk about the character as though he were created by the current rules, but it's not helpful for converting from one game to another.
A part of me wants to go back to my original rolled stats and use the 116,000 ap and build from there. Would be interesting to see if I could get back to a similar place, with stats being 9th level. Thanks for your comments.
Any AP that counted to leveling up would count as spent. Going up in level, in 5th, was basically spending them on raising stats. So, yes, anything left over would be the available total.
Some of us were using POWer almost 20 years ago, when Ken put up his house rules. If you had that, use that as WIZ. Note that all characters need a WIZ score, even warriors. Many magic items use it for powering their stuff.
Remember the rule: Be Reasonable.
Last Edit: Sept 2, 2015 13:24:15 GMT -5 by jeffepp: error correction
As usual, Gaptooth has sound advice and suggestions for dealing with what, to me is an absolutely astounding prospect. The fact that he has identified the task as requiring between 10-14 steps to merely convert Characters from what was once an elegantly simple system to a newer version which interestingly enough was suppose to play more like it's older iterations, is completely befuddling.
I think I'll have to lean more towards the reminder that jeffepp noted and which oddly enough comes from the very pages of that baffeling edition itself...
1. Open door to room in which a game of Tunnels and Trolls will be played. 2. wedge your copy of Deluxe in front of it so the door will stay open. 3. Keep playing 5th Edition.
"I have tried to be pessimistic in selecting August 2013 as our intended publication date. In actuality, we really hope to have it ready for Origins 2013 in June." Rick Loomis, dT&T Kickstarter Feb. 2013
One way to generate your Wiz and Speed scores (5th to any later version) would be to take a median and a mean average of your other stats, then allocate the 2 new scores. Round fractions according to the race rules.