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D&D Older Editions, OSR, & D&D Variants
Converting 3.5 PC to AD&D
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<blockquote data-quote="pming" data-source="post: 6115528" data-attributes="member: 45197"><p>Hiya.</p><p></p><p> My suggestion is to just go one by one, down the characters "stuff", and then equate that to what it would be in 1e. Pretty much ignore most of the 1e "rules".</p><p></p><p> He's 20th level F/MU in 3.5e (I'm going to assume 10/10?). So, one of the key things is that he can cast 5th level spells...that's the same in 1e. Ok, so he's now a 10th level MU in 1e. He's a 10th level Fighter. No worries there...make him 10th level. Now you have his levels. Write down the core stuff he has as a 10/10 F/MU.</p><p></p><p> He's an elf. So...write down the elf stuff.</p><p></p><p> Fighters can specialize in 1e (Unearthed Arcana). Assuming you use that...go ahead and specialize in whatever weapon he uses. Write that down.</p><p></p><p> Look at his skills in 3.5e. Take a look at the NWP's in the Wilderness and Dungeoneers Survival Guides (assuming you're using them). See how many you'd get as a 10/10 F/MU and start there. If some skill that you almost never use doesn't have an equivalent, ignore it. One thing, there is no such thing as "Knowledge" skills, per se, in 1e. There are some NWP's that may cover multiple "Knowledge" skills found in 3.5, and some that just don't exist and are assumed to be "common knowledge someone of your class would know" (e.g., Know:Arcane in 3.5e...but in 1e, it's just kind of assumed that as a MU you'd know this stuff... typically handled in-game by the DM saying "Roll equal or less than your INT score, please"). So, yeah, just pick the NWP's that seem to fit the skill-set you generally used in 3.5e.</p><p></p><p> Magic items. Find something close to what you have in 3.5e. If it doesn't exist in 1e, ignore it or just make it up. In 1e modules, unique magic-items and spells were often found...no reason your character couldn't have, say an "Amulet of Intelligence" that gives him +1 to Int. The only thing to remember here is that in 1e, a +1 to an ability score was a pretty big thing. A weapon that does "+2d6 Fire burst" is *very* powerful...almost artifact level power...in 1e. In that case, I'd just make the weapon a "Flame Tongue". Same general idea..."sword of fire". In other words, don't try and convert number-to-number.</p><p></p><p> Spells. Just go through and ignore your 3.5e spells as a whole. Choose your 1e spells as if you would have imagined you would have chosen them. If there is some core-spell your character used "all the time" in 3.5e that doesn't exist in 1e...make it up. My 20th level MU had created 3 spells of his own over his career.</p><p></p><p> Feats. Yeah, you can pretty much ignore these too, as there really isn't any equivalent in 1e. Don't worry, you won't need them anyway as most "feats" in 3.5e were handled in 1e by "You want to do what? Hmm...ok...do this...roll dice...".</p><p></p><p> Put your XP at whatever percentage you are to next level in 3.5e, against the 1e level counterpart. So if you were "65% of the way to 21st level in 3.5e", put your XP for F and MU at 65% of the way to level 11 in each. You can do your HP's this way too, if you want (figure out your maximum in 3.5e, figure out how close you actually are to that, use that as a percentage to figure out how many 1e hp's you'd have).</p><p></p><p> If you really aren't familiar enough with 1e, post up your character in 3.5e and I (or someone else) can do a conversion for you to work with. </p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6115528, member: 45197"] Hiya. My suggestion is to just go one by one, down the characters "stuff", and then equate that to what it would be in 1e. Pretty much ignore most of the 1e "rules". He's 20th level F/MU in 3.5e (I'm going to assume 10/10?). So, one of the key things is that he can cast 5th level spells...that's the same in 1e. Ok, so he's now a 10th level MU in 1e. He's a 10th level Fighter. No worries there...make him 10th level. Now you have his levels. Write down the core stuff he has as a 10/10 F/MU. He's an elf. So...write down the elf stuff. Fighters can specialize in 1e (Unearthed Arcana). Assuming you use that...go ahead and specialize in whatever weapon he uses. Write that down. Look at his skills in 3.5e. Take a look at the NWP's in the Wilderness and Dungeoneers Survival Guides (assuming you're using them). See how many you'd get as a 10/10 F/MU and start there. If some skill that you almost never use doesn't have an equivalent, ignore it. One thing, there is no such thing as "Knowledge" skills, per se, in 1e. There are some NWP's that may cover multiple "Knowledge" skills found in 3.5, and some that just don't exist and are assumed to be "common knowledge someone of your class would know" (e.g., Know:Arcane in 3.5e...but in 1e, it's just kind of assumed that as a MU you'd know this stuff... typically handled in-game by the DM saying "Roll equal or less than your INT score, please"). So, yeah, just pick the NWP's that seem to fit the skill-set you generally used in 3.5e. Magic items. Find something close to what you have in 3.5e. If it doesn't exist in 1e, ignore it or just make it up. In 1e modules, unique magic-items and spells were often found...no reason your character couldn't have, say an "Amulet of Intelligence" that gives him +1 to Int. The only thing to remember here is that in 1e, a +1 to an ability score was a pretty big thing. A weapon that does "+2d6 Fire burst" is *very* powerful...almost artifact level power...in 1e. In that case, I'd just make the weapon a "Flame Tongue". Same general idea..."sword of fire". In other words, don't try and convert number-to-number. Spells. Just go through and ignore your 3.5e spells as a whole. Choose your 1e spells as if you would have imagined you would have chosen them. If there is some core-spell your character used "all the time" in 3.5e that doesn't exist in 1e...make it up. My 20th level MU had created 3 spells of his own over his career. Feats. Yeah, you can pretty much ignore these too, as there really isn't any equivalent in 1e. Don't worry, you won't need them anyway as most "feats" in 3.5e were handled in 1e by "You want to do what? Hmm...ok...do this...roll dice...". Put your XP at whatever percentage you are to next level in 3.5e, against the 1e level counterpart. So if you were "65% of the way to 21st level in 3.5e", put your XP for F and MU at 65% of the way to level 11 in each. You can do your HP's this way too, if you want (figure out your maximum in 3.5e, figure out how close you actually are to that, use that as a percentage to figure out how many 1e hp's you'd have). If you really aren't familiar enough with 1e, post up your character in 3.5e and I (or someone else) can do a conversion for you to work with. ^_^ Paul L. Ming [/QUOTE]
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