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d20 Monsters to OD&D/BD&D
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<blockquote data-quote="jdrakeh" data-source="post: 4248166" data-attributes="member: 13892"><p>I play BFRPG so I'm aware of this document but it won't help much here. For starters, it deals in a lot of approximations, as well. The big issue, though, is that some creature stats (dwarf movement, for example) have a much different mathematical representation in D&D 3x than they did in earlier editions, while the same elements of other creatures (elf movement, for example) <em>don't</em>. </p><p></p><p>This makes the application of a single forumula for converting the elements in question impossible. While I could undoubtedly present several dozen special case formulas to deal with such things, the introduction of such maths would make conversion a <em>much</em> more time consuming process while providing little in the way of recognizeable benefit during play. </p><p></p><p>As one of the largest appeals of BD&D is its simplicity, as well as its ambiguous mechanical representation of most game elements, I think that the amount of time and trouble that <em>exact</em> conversions introduce misses the point. The maths that I present here are fast and simple, having been applied on the fly during actual play. </p><p></p><p>They are not 100% accurate though, in the end, the trade off was one of utility versus accuracy. I decided that sacrificing a point or two of accuracy when converting movement rates or a +1 bonus to HP here or there was worth the greatly increased utility i gained by dropping special case conversion formulae (and so far, players have never noticed the missing points).</p><p></p><p>[Edit: If not immediately clear, the armor and attack bonus calculations above are <em>exact</em>, while the Hit Dice and Movement rates are approximations.]</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 4248166, member: 13892"] I play BFRPG so I'm aware of this document but it won't help much here. For starters, it deals in a lot of approximations, as well. The big issue, though, is that some creature stats (dwarf movement, for example) have a much different mathematical representation in D&D 3x than they did in earlier editions, while the same elements of other creatures (elf movement, for example) [i]don't[/i]. This makes the application of a single forumula for converting the elements in question impossible. While I could undoubtedly present several dozen special case formulas to deal with such things, the introduction of such maths would make conversion a [I]much[/I] more time consuming process while providing little in the way of recognizeable benefit during play. As one of the largest appeals of BD&D is its simplicity, as well as its ambiguous mechanical representation of most game elements, I think that the amount of time and trouble that [i]exact[/i] conversions introduce misses the point. The maths that I present here are fast and simple, having been applied on the fly during actual play. They are not 100% accurate though, in the end, the trade off was one of utility versus accuracy. I decided that sacrificing a point or two of accuracy when converting movement rates or a +1 bonus to HP here or there was worth the greatly increased utility i gained by dropping special case conversion formulae (and so far, players have never noticed the missing points). [Edit: If not immediately clear, the armor and attack bonus calculations above are [i]exact[/i], while the Hit Dice and Movement rates are approximations.] [/QUOTE]
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