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<blockquote data-quote="Greg K" data-source="post: 6752554" data-attributes="member: 5038"><p>I just looked at the Fighter Handbook conversion. An excellent job. It was interesting to see how your skill and tool proficiencies lined up with my own choices (I don't currently own the 5e PHB and so I am just going off the basic rules, and proficiency list). I do have a few questions and comments- the latter being mostly minor nits. .</p><p></p><p>1) Barbarian: I was surprised that you didn't give the sample build Herbalism Kit as a proficiency since herbalism was one of the recommended skills of the Barbarian Kit whereas Play Instrument was not. Also, I was wondering why you want with the Barbarian rather than Fighter for the sample build since the Berserker kit was the 2e raging barbarian and this barbarian kit was not designed to be a rager.</p><p></p><p>2) Beast-Rider: Nothing to represent Telepathic Bond? It was a major aspect of the original kit. Also, again I am surprised you went with the Barbarian since the original kit was not designed to be a raging barbarian.</p><p></p><p>3) Berserker: There is nothing wrong with Tool Proficiency: Horns.. However, from a conversion perspective and given that Play Instrument was not on the berserker kit's list, I had expected thought Tool Proficiency: Herbalist Kit.</p><p></p><p>4) Cavalier: Why does the build not have a sword in its equipment? It was a required weapon for the 2e kit. </p><p></p><p>5) Gladiator: As with the Berserker kit, I wouldn't have expected the Gladiator to have Tool Proficiency: horn . I would have thought Land Vehicles as the 2e Gladiator kit automatically received proficiency in the chariot Also, given this is a conversion, I would have expected the starting Gladiator to have Leather or Scale armor rather than chain since you listed those two as being the equivalent for some of the 2e Gladiator armors.</p><p></p><p>6) Outlaw: Given that the 2e Complete Fighter's Handbook Outlaw/Pirate gives separate lists of weapon and non-weapon proficiencies for the outlaw and pirate, I would have loved to have seen you do an Outlaw build as well.</p><p></p><p>7) Peasant Hero: I am curious as to why your conversion build is equipped with the long sword. According to the 2e Complete Fighter's Handbook, the long sword is an inappropriate starting weapon for the Peasant Hero: "Short sword, spear, bow, footman's weapons and the like are all very appropriate; horseman's weapons, exotic polearms, lances, long swords, tridents and the like are not"</p><p></p><p>8) Paleo-lithic Warrior (a.k.a 2e "Savage"): Just a small point, I don't think those minor abilities in the CFHB are minor magical abilities as they were specifically said to not be subject to detect magic. As such, I considered "Alarm" to be what many games call Light Sleeper. Similarly, I viewed Detect Evil and Detect Magic to be a sixth sense from being more perceptive and in tune with the natural environment which fits several fictional sources (e.g., a place having "bad juju"). Personally, I think that all three could be represented with new feats.</p><p></p><p>9) Swashbuckler: I was a little surprised that you went with the sailor/pirate. Since you did the pirate for the Outlaw, I was expecting Three Musketeers (called out in CFHB), Errol Flynn's Robin Hood, Zorro, or a few other non-sailor/pirate archetypes <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>10) Nomad (Wilderness Warrior): I love the Nomad. It reminds me of David Howery's Nomad which was one of his three kits from the Dragon Magazine article "Completing the Complete Fighter" (the other two were the Assassin and the Northman). However, that stated, as a conversion of the Wilderness Warrior, this one felt off the mark .</p><p>While the Desert Nomad was the primary example given, the Wilderness Warrior in the CFHB is not limited to nomads. According to the CFHB entry for the Wilderness Warrior, "This hero represents some tribe (either civilized or barbarian) living in a dangerous, threatening, or unusual wilderness environment—such as the desert, deep in swamp territory, in the frozen North, tucked away in the jungle or tropical rain forest, or in distant mountains." The kit is very close 1e PHB Barbarian which was a non-raging and non-mystical warrior tribal/clan wilderness warrior whose starting weapon proficiencies were knife, hand axe, bow, and additional culture weapons and whose non-weapon proficiencies (i.e., secondary and tertiary abilities in 1e) were based on its culture (with several cultural examples given)</p><p>The 2e CFHB like the 1e Barbarian stressed cultural (environment/terrain) weapons and skills (e.g., it mentions arctic warriors starting with harpoon and spears). The kit also receives +5 to Survival checks in their home environment (Advantage/Expertise in 5e?) to represent their survival skill in that terrain. The main difference between the 1e Barbarian and the 2e Wilderness Warrior kit was that the kit does not have the 1e Barbarian's fear of magic/magic-users and does not gain the ability to hit creatures resistant to non-magical attacks.</p><p>Again, your nomad is excellent. It just feels too focused to be a conversion of the 2e Wilderness Warrior (in my opinion of course)</p></blockquote><p></p>
[QUOTE="Greg K, post: 6752554, member: 5038"] I just looked at the Fighter Handbook conversion. An excellent job. It was interesting to see how your skill and tool proficiencies lined up with my own choices (I don't currently own the 5e PHB and so I am just going off the basic rules, and proficiency list). I do have a few questions and comments- the latter being mostly minor nits. . 1) Barbarian: I was surprised that you didn't give the sample build Herbalism Kit as a proficiency since herbalism was one of the recommended skills of the Barbarian Kit whereas Play Instrument was not. Also, I was wondering why you want with the Barbarian rather than Fighter for the sample build since the Berserker kit was the 2e raging barbarian and this barbarian kit was not designed to be a rager. 2) Beast-Rider: Nothing to represent Telepathic Bond? It was a major aspect of the original kit. Also, again I am surprised you went with the Barbarian since the original kit was not designed to be a raging barbarian. 3) Berserker: There is nothing wrong with Tool Proficiency: Horns.. However, from a conversion perspective and given that Play Instrument was not on the berserker kit's list, I had expected thought Tool Proficiency: Herbalist Kit. 4) Cavalier: Why does the build not have a sword in its equipment? It was a required weapon for the 2e kit. 5) Gladiator: As with the Berserker kit, I wouldn't have expected the Gladiator to have Tool Proficiency: horn . I would have thought Land Vehicles as the 2e Gladiator kit automatically received proficiency in the chariot Also, given this is a conversion, I would have expected the starting Gladiator to have Leather or Scale armor rather than chain since you listed those two as being the equivalent for some of the 2e Gladiator armors. 6) Outlaw: Given that the 2e Complete Fighter's Handbook Outlaw/Pirate gives separate lists of weapon and non-weapon proficiencies for the outlaw and pirate, I would have loved to have seen you do an Outlaw build as well. 7) Peasant Hero: I am curious as to why your conversion build is equipped with the long sword. According to the 2e Complete Fighter's Handbook, the long sword is an inappropriate starting weapon for the Peasant Hero: "Short sword, spear, bow, footman's weapons and the like are all very appropriate; horseman's weapons, exotic polearms, lances, long swords, tridents and the like are not" 8) Paleo-lithic Warrior (a.k.a 2e "Savage"): Just a small point, I don't think those minor abilities in the CFHB are minor magical abilities as they were specifically said to not be subject to detect magic. As such, I considered "Alarm" to be what many games call Light Sleeper. Similarly, I viewed Detect Evil and Detect Magic to be a sixth sense from being more perceptive and in tune with the natural environment which fits several fictional sources (e.g., a place having "bad juju"). Personally, I think that all three could be represented with new feats. 9) Swashbuckler: I was a little surprised that you went with the sailor/pirate. Since you did the pirate for the Outlaw, I was expecting Three Musketeers (called out in CFHB), Errol Flynn's Robin Hood, Zorro, or a few other non-sailor/pirate archetypes :) 10) Nomad (Wilderness Warrior): I love the Nomad. It reminds me of David Howery's Nomad which was one of his three kits from the Dragon Magazine article "Completing the Complete Fighter" (the other two were the Assassin and the Northman). However, that stated, as a conversion of the Wilderness Warrior, this one felt off the mark . While the Desert Nomad was the primary example given, the Wilderness Warrior in the CFHB is not limited to nomads. According to the CFHB entry for the Wilderness Warrior, "This hero represents some tribe (either civilized or barbarian) living in a dangerous, threatening, or unusual wilderness environment—such as the desert, deep in swamp territory, in the frozen North, tucked away in the jungle or tropical rain forest, or in distant mountains." The kit is very close 1e PHB Barbarian which was a non-raging and non-mystical warrior tribal/clan wilderness warrior whose starting weapon proficiencies were knife, hand axe, bow, and additional culture weapons and whose non-weapon proficiencies (i.e., secondary and tertiary abilities in 1e) were based on its culture (with several cultural examples given) The 2e CFHB like the 1e Barbarian stressed cultural (environment/terrain) weapons and skills (e.g., it mentions arctic warriors starting with harpoon and spears). The kit also receives +5 to Survival checks in their home environment (Advantage/Expertise in 5e?) to represent their survival skill in that terrain. The main difference between the 1e Barbarian and the 2e Wilderness Warrior kit was that the kit does not have the 1e Barbarian's fear of magic/magic-users and does not gain the ability to hit creatures resistant to non-magical attacks. Again, your nomad is excellent. It just feels too focused to be a conversion of the 2e Wilderness Warrior (in my opinion of course) [/QUOTE]
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