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<blockquote data-quote="Grazzt" data-source="post: 348098" data-attributes="member: 7"><p>If this is for your own use you can do as you please. If it is for release on the 'net, then you must follow the policy which says you cannot redesign anything for your own personal tastes (that would mean adding spells you think casters should have, weapons, etc.). You must just convert what you have.</p><p></p><p>But- you are allowed to add additional mechanical stuff if it is necessary to run the encounter in 3e. Here is the relevant passage from the conversion policy:</p><p></p><p>"All you are authorized to convert to 3E are the mechanics, themselves. For example, if an AD&D encounter describes a scene wherein the adventurers are traveling down a road when they are accosted by a group of orcs, who demand their money or their lives, followed by a stat block that details the orc party, all you are authorized to convert is the stat block. <strong>You may add any additional mechanical information necessary to run the encounter in a 3E game,</strong> aside from the stat block, but you may not include the encounter itself, or the entire adventure in which it takes place."</p><p></p><p>Another relevant passage:</p><p></p><p>"You are only granted permission to convert the ESD; you may not perform a re-design based upon personal standards and opinions. "</p><p></p><p>So, to answer your questions:</p><p></p><p>1- Maybe- it depends on the item. If it affects the encounter or outcome (like a druid wielding a weapon he can't use proficiently) then maybe as could fall under the "mechanical material necessary to run the encounter.".</p><p></p><p>2- Maybe. Adding spells could fall under the umbrella of a "redesign based upon personal standards and opinions" or it could fall under "any additional mechanical material necessary to run the encounter" (in the case of adding domain spells). I would use the following method to be safe:</p><p></p><p>Let the spellcaster memorize extra "copies" of spells he already has listed in regards to extra spell slots. Add domain spells to the clerics. That way you are safe.</p><p></p><p>3- You must convert the item. You cannot simply remove it or replace it.</p></blockquote><p></p>
[QUOTE="Grazzt, post: 348098, member: 7"] If this is for your own use you can do as you please. If it is for release on the 'net, then you must follow the policy which says you cannot redesign anything for your own personal tastes (that would mean adding spells you think casters should have, weapons, etc.). You must just convert what you have. But- you are allowed to add additional mechanical stuff if it is necessary to run the encounter in 3e. Here is the relevant passage from the conversion policy: "All you are authorized to convert to 3E are the mechanics, themselves. For example, if an AD&D encounter describes a scene wherein the adventurers are traveling down a road when they are accosted by a group of orcs, who demand their money or their lives, followed by a stat block that details the orc party, all you are authorized to convert is the stat block. [b]You may add any additional mechanical information necessary to run the encounter in a 3E game,[/b] aside from the stat block, but you may not include the encounter itself, or the entire adventure in which it takes place." Another relevant passage: "You are only granted permission to convert the ESD; you may not perform a re-design based upon personal standards and opinions. " So, to answer your questions: 1- Maybe- it depends on the item. If it affects the encounter or outcome (like a druid wielding a weapon he can't use proficiently) then maybe as could fall under the "mechanical material necessary to run the encounter.". 2- Maybe. Adding spells could fall under the umbrella of a "redesign based upon personal standards and opinions" or it could fall under "any additional mechanical material necessary to run the encounter" (in the case of adding domain spells). I would use the following method to be safe: Let the spellcaster memorize extra "copies" of spells he already has listed in regards to extra spell slots. Add domain spells to the clerics. That way you are safe. 3- You must convert the item. You cannot simply remove it or replace it. [/QUOTE]
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