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DVANCED DUNGEONS & DRAGONS

(or the AD&D game) was a development


of the D&D game that was first published in
the mid-1970s. While AD&D products are not
directly compatible with this game, the guidelines in this section will help you if you want to
use AD&D game supplements in your D&D
game campaign or vice versa.
A short guide to D&D and AD&D game
products will be given at the end of this appendix.

Why Convert?
At some time, you may wish to convert a character, monster or entire adventure from one of
these games to the other.
For example, you might be a D&D game
Dungeon Master who finds and really enjoys an
AD&D game supplement, so you want to convert it to be played in your campaign.
Or, you might be a D&D game player who
moves to an area where only the AD&D game is
played. You find a new DM who's willing to let
you use your experienced characters . . . but
first you must convert them to the AD&D rules
system.

The AD&D Game


The AD&D game is much more detailed than
the D&D game. It has more character classes,
more alignment choices, more monsters, and
more rules. Where the D&D rules system may
reduce a situation to one die roll or a single variable, the AD&D rules system often has a more

detailed rule that includes more variables, allowing it to cover situations in much greater depth.
Since the AD&D game is so much more structured than the D&D game, it is used more often
in convention tournaments, where consistent
judging is most important.
The D&D game remains easier to learn, faster
to play, and easier to introduce new players to.

The AD&D Core Rules


The AD&D 2nd Edition core rules include:
the Player's Handbook (for players), the

Dungeon Master's Guide (for the DM), and the


first two Monstrous Compendium supplements
(which contain monsters for the game). There
are special rule supplements (the PHBR and
DMGR series) and many AD&D campaign settings, as well as adventures, accessories, and even
novels based on these game worlds.

Game Differences
The most important differences for conversion
purposes have to do with character generation
and combat, as these affect game balance most
directly. Specifics include:
AD&D characters tend to have higher ability
scores, especially if some of the optional character generation rules are used. However, ability score bonuses are generally gained at a score
of 15 instead of 13.
AD&D characters usually use different dice to
roll hit points (for example, fighters roll d10).
AD&D game clerics get spells at first level,

and often start with two or three spells.


The AD&D system separates character class
and character race. Different class and race
combinations are available (e.g. dwarf
fighter/thief).
The AD&D alignment system adds a GoodEvil axis to the D&D game Law-Chaos axis,
allowing greater detail (Lawful-Good, Chaotic-Neutral, etc).
AD&D game spells are more complex. While
one or two elements of a D&D spell may vary
by caster level, any and all elements of an
AD&D spell (range, duration, effect) might
vary in this way. AD&D spells also are more
likely to have multiple effects or reversals.
AD&D game magical items are more complex; many have three or more separate functions.
The systems have different combat round time
scales (affects encounter pacing).
The AD&D system uses a 10-point armor class
scale.
AD&D game weapons inflict different damage against larger-than-man-sized opponents
than against smaller opponents.
Equipment prices and encumbrance numbers
are different between the two systems.
Some D&D optional rules (Fighter Maneuvers, Weapon Mastery, and so on) have no
equivalent in the AD&D system.
Aside from these differences, the systems are
balanced differently. The D&D game retires
player characters at level 36; the AD&D game
encourages player character retirement about
level 20.

Converting Between the


Games
In the following sections, we'll describe how
to convert items from one game to the other. In
all cases, transfers of characters and other things
between campaigns are monitored and approved
by the hosting DM.
Reality Shifts
One convenient assumption is that D&D
and AD&D games are alternate realities, in alternate dimensions. Passing through the dimensional barrier may cause certain changes to the
character and his equipment, some of which
may not be immediately obvious.
For example, a character with a large amount
of treasure entering a treasure-poor game, might
find most of his treasure disappears, leaving him
with the need to continue adventuring. Likewise
a low-level character, who enters a campaign
where the average party level is high, might discover he has gained a few levels. On the other
hand, a powerful magical item that the DM
thought would be all right but is causing balance
problems might malfunction a few weeks or
months after passing the dimensional barrier.

Characters
When you want to convert a character between the two games, use the following checklist. It will allow you to convert all significant
character details to the other game.
When converting a character from one game
system to another, the character gains all attributes and restrictions of the race and class he is
being converted to. He loses.any bonuses and
penalties he had under the old system. He makes
attack rolls, saving throws, etc., according to the
new system.
The same principle holds for converting
equipment, spells, and magical items: use
equivalent rule of the system you will be playing
in. For example, if an AD&D game broad sword
does 2d4 points of damage, then its D&D game
equivalent does 1d8 points of damage (that is,
it's a "normal sword").
Any ability, skill, spell, item, spell, or other
detail that has no equivalent in the other game is
lost, unless the DM makes a special adjustment
(see "Optional Class Conversions," given later).
When converting from the more complex
AD&D system, simplify game procedures as
much as possible.

Converting Characters Table


Ability Scores
Basic scores
Ability score adjustments

To D&D System
Use AD&D score*
Use D&D system

To AD&DSystem
Use D&D score**
Use AD&D system

* If the AD&D campaign uses the 4-die generation system, subtract 1 from Prime Requisites and
2 from other ability scores.
** If the AD&D campaign uses the 4-die generation system, add 2 to Prime Requisites and add 1 to
other ability scores.
In addition, all scores lower than the minimum the system requires for the class are adjusted to
the minimum. No score can be adjusted above 18 or below 3.
Class/Race
Cleric
Druid
Fighter
Paladin
Knight

Avenger
Ranger**
Magic-user
Specialist**
Thief
Bard**
Dwarf
Gnome**
Elf
Half-elf**
Halfling
Mystic
Human
dual-class

To D&D System
To AD&D System
Human cleric
Cleric if human*
Cleric if under 9th, otherwise druid, human only Human druid
Human fighter
Fighter
Paladin
Fighter if under 9th, otherwise paladin
Neutral human fighter

Fighter with wilderness skills


Magic-user if human, elf if elf, no others
Magic-user
Thief if human, no others
Thief with musical skill
Dwarf
Dwarf
Elf

Human if single-classed; elf if multiclass


Halfling

Evil human fighter

Human wizard
Human thief

Dwarf fighter

Elf fighter/mage
Halfling fighter t
Monk tt

Current active class

* AD&D spheres do not convert well. Use cleric, druid, paladin, or avenger, whichever is closest.
Demihumans revert to class, losing clerical abilities.
** AD&D character class or race.
t Optionally, allow a one-time choice of halfling fighter/thief.
tt Detailed in the Oriental Adventures rules book; otherwise dual-class fighter/thief (advances as
fighter).
Abilities and powers that the class does not have in the game system that has been converted to
are lost. Thus a 15th level fighter converted to the AD&D system would lose the ability to use the
Smash maneuver because the AD&D system doesn't have a Smash maneuver. Use the racial ability
rules for the system to which you are converting.
Hit Points

Cleric
Fighter (any)
Magic-user
Thief
Dwarf

Gnome*
Elf

Half-Elf*
Halfling
Mystic

To D&D System
Subtract 1 hp per HD
Subtract 1 hp per HD
No change
Subtract 1 hp per HD
Subtract 1 hp per HD if fighter only;
add 1 hp per HD if a thief only
Subtract 1 hp per HD if fighter only
Subtract 1 hp per HD if fighter or ranger
only; add 1 hp per HD if mage only
Reroll as per the new class
Subtract 2 hp per HD if fighter only;
subtract 1 hp per HD if cleric only

To AD&D System
Add 1 hp per HD
Add 1 hp per HD
No change
Add 1 hp per HD
Add 1 hp per HD
No change

Add 2 hp per HD if fighter only


No change

* AD&D character race.


Unless noted above, basic hit points (those from Hit Dice) do not change. Thus a dwarven
fighter/thief converted to the D&D system would have a base number of hit points from hit dice
equal to his AD&D amount. The hit point adjustment given above are per Hit Die, not per level.
These are base hit points, to be modified by the Constitution bonus of the system you are converting to. For high levels, use the additional hit points per level of the system to which you are
converting.

Converting Characters Table (continued)


Experience Level
To D&D System
1-12
No change
One equals 3 D&D levels
13 +

Optional Class Conversions


To AD&D System
No change
Three equal 1 AD&D level*

* Round fractions down.

Note that levels are converted, not XP. For example, a 14th level AD&D character would be an
18th level D&D character. A 33rd level D&D character would be a 19th level AD&D character.
Multi-class AD&D characters use the level of their D&D class. Dual-class AD&D characters use
their active class.
The DM can always choose to alter the level of characters entering a campaign for purposes of
game balance.
Alignment
To D&D: Keep the Lawful-Neutral-Chaotic alignment and use the Good-Evil axis as a guide to
role-playing.
To AD&D: Use past behavior as a guide to assign a Good-Neutral-Evil alignment.
Spells
Use the equivalent spells of the system to which you are converting. If no equivalent exists,
knowledge of the spell is lost.

Other Details
Saving throws
Money

Equipment
Encumbrance

To D&D System
Use D&D system
No change*
Use D&D system
Use D&D system

To AD&D System
Use AD&D system
No change*
Use AD&D system
Use AD&D system

* However, the amount the character is left with should be put into balance with the amount of
treasure in the campaign the PC is entering.
Armor Class

No armor
Leather armor
Scale mail
Chain mail

Banded mail
Plate mail
Suit armor
Shield
Armor Type Equivalents
D&D Armor

Leather
Leather

Scale
Chain mail
Plate mail

Suit armor

To D&D System
AC 9
AC 7
AC 6
AC 5
AC 4
AC 3
AC 1
-1 to AC

To AD&D System
AC 10
AC 8
AC 6
AC 5
AC 4
AC 3
-1 to AC

AD&D Armor

Studded leather
Ring mail
Brigandine or hide
Banded mail, splint mail, bronze plate
Field plate
Full plate

Skills & Proficiencies

To D&D System: Weapon mastery of "expert" or better translates to weapon specialization for
fighter class characters only. If more than one weapon is eligible, the player can choose only one.
The character is proficient in all weapons in which he has at least "basic" mastery.

To AD&D System: Weapon specialization becomes a weapon mastery of "expert" in the specialized
weapon. The character receives all additional masteries due to a character of his D&D level.
Nonweapon: Use the closest equivalent in the current system being used.

The character is subject to any class weapon limits of the system to which he converts. If the DM
does not use the equivalent system or if no equivalent weapon exists, the benefit is lost.

Many AD&D class and race options will not


convert directly to the D&D system, especially
multiclass and dual-class options. If the DM
wants to experiment with allowing AD&D game
individuals to keep their special abilities, the following guidelines are recommended. We strongly recommend that only characters transferring
from AD&D campaigns use these conversions.

Combination Single Classes


These are single-classed demihumans who are
clerics, mages, or thieves. Possible combinations
are given in the AD&D rules.
Hit dice are the same as humans of these
classes.
XP tables are the same as the human class.
Advancement limits are those of the demihuman type. No spells or thief abilities increase past the last level, but the demihuman
rank abilities are gained normally.
Racial abilities are the same as the race.

Multiclass Demihumans
These are treated as combination single classes
except:
The Elf class is the equivalent of an AD&D
fighter/mage. An AD&D elf fighter/mage
converts as a standard Elf.
Hit dice for all human and demihuman classes
are both rolled and the results are averaged
(round down).
The XP table of the class that gives the slowest
advancement beyond name level is used.
Earned XP is halved.
Dual-Class Humans
These humans can operate in two classes, subject to the following:
They advance only in their active class; the inactive class can be used but never improves.
They get the most advantageous saving throw,
considering class and level.
They can use any magical item available to either of their classes.
They make attacks based on their class and
levela fighter/ thief 7 / 5 could attack as a 7th
level fighter or backstab as a 5th level thief.
Druids and Paladins
These can be allowed in D&D play at less than
9th level, if desired.
Gnomes
The following optional rules can be used:
Gnomes use halfling details unless otherwise
noted.
Gnomes have the attacks and saving throws of
dwarves.
Gnomes speak gnome, dwarf, goblin, and kobold.
Instead of the hiding ability, gnomes have the
dwarf detect trap and infravision abilities.

Monsters
Use a similar system to convert monsters from
one game system to the other. If a similar monster already exists in the system you are converting to, use those statistics. Otherwise the
guidelines in the Converting Monsters Table can
be used. Given values are those in the system
you are converting from.
Additional AD&D Monster Statistics
The following AD&D statistics have no
D&D equivalent, but can often be found in the
monster description. Including them is optional.
They are as follows:

Converting Monsters Table


Statistics
To D&D System
Armor Class
Use given Armor Class
Hit Dice
Use given Hit Dice
Size
Use given size
Use given Movement*
Move
Attacks
Use No. of Attacks
Use Damage/Attack
Damage
No. Appearing Use given No. Appearing
Intelligent monsters save as a fighter
Save as
of equal level; unintelligent monster
save as a fighter of half level
Kindred of demihuman races save as
a demihuman of equal level

ORGANIZATION: (tribal, herd, flock,


etc.).
ACTIVITY CYCLE: (nocturnal, diurnal,
etc.).
DIET: (carnivore, herbivore, etc.).

Morale**

Terrain

2 or 3 = 2
4 or 5 = 3
6 or 7 = 4
8 = 5
9 or 10 = 6
11 or 12 = 7
13 or 14 = 8
15 = 9
16 or 17 = 10
18 or 19 - 11
20 - 12
Use listing of similar monster
Use given number
Evil monsters become Chaotic,
regardless of other alignment;
otherwise drop the Good-Evil axis
Recalculate by D&D rules t
Assign, based on description tt
Common = Common
Uncommon = Rare
Rare or Very Rare = Very Rare
Use given terrain

Load, barding
modifier

Estimate from equivalent


D&D creature

THACO: Use D&D attack number.


SPECIAL ATTACK: Use D&D equivalent,
if there is one.
SPECIAL DEFENSE: Use D&D equivalent,
if there is one.
MAGIC RESISTANCE: Assume no special
resistance to magic.
If you like a special monster power that does
not exist in the D&D system, feel free to adapt it
to your game. For example, although magic resistance is not a standard rule, there is no reason
why a special monster of this type could not be
introduced by the DM as a special encounter.

Magical Items
Magical items should be converted to an
equivalent item in the base system. For example,
the AD&D cloak of elvenkind would become an
elven cloak, a wand of fire would become a wand
of fireballs, etc. If no equivalent exists, the DM
may decide that the item isn't there, that a comparable item has replaced it, or that he will
translate the given item into the base system.
When converting AD&D items to the D&D
game, try to limit the number of effects they can
create and simplify use as much as possible.

Immortals and Deities


The Immortals of the D&D system and the
deities of the AD&D system should not be converted between the game systems.

Measurements
Game measurements are not converted; use
the equivalent measurements of the system to
which you convert.

Treasure
Intelligence
Alignment

XP Value
Monster Type
Frequency**

To AD&D System

Use given Armor Class


Use given Hit Dice
Use given size
Use given Move
Use given Attacks
Use Damage
Use given No. Appearing
Monsters save as a fighter of equal
level, with a bonus level per +4 bonus
hit points
If a monster has other areas of ability
(cleric, mage, thief), it gets the best
saving throw
If non-intelligent, the monster saves

versus poison or death magic at equal


level, but at half level otherwise
2
3
4
5

=
=
=
=

2 or 3
4 or 5
6 or 7
8

6 - 9 or 10
7 - 11 or 12
8 = 13 or 14
9 = 15
10 = 16 or 17
11 - 18 or 19
12 - 20
Use listing of similar monster
Use given number

Assign a second alignment on the


Good-Evil axis, based on the
monster description

Recalculate by AD&D rules


Ignore

Common = Common
Rare = Uncommon
Very Rare = Rare or Very Rare
Use given terrain; assign climate based
on description
Estimate from equivalent
AD&D creature

* This gives the D&D move per game turn. To find the move per combat round, divide by 3.
** Read "previous system = new wywtem statistic" when making these conversions. The secondary item is the statistic you will need in the system to which you have converted.
t The XP table is given in Chapter 10.
tt The D&D definitions are given in Chapter 14.
Short Bibliography of D&D and AD&D Products

DUNGEONS & DRAGONS Products


DUNGEONS & DRAGONS Game
DUNGEONS & DRAGONS Cyclopedia
Dawn of the Emperors boxed set
HOLLOW WORLD boxed set
Wrath of the Immortals boxed set
(1992 release)
Accessories: AC series
(includes Book of Marvelous Magic, Creature
Catalog, and Book of Wondrous Inventions)
Gazetteer Series: GAZ
HOLLOW WORLD series: HWR
CREATURE CRUCIBLE series: PC
Discontinued rules sets:
Basic boxed set
Expert boxed set
Companion boxed set
Masters boxed set
Immortals boxed set

ADVANCED DUNGEONS & DRAGONS


Products
Player's Handbook (2nd Ed.)
Dungeon Master's Guide (2nd Ed.)

Monstrous Compendium 1 & 2 (2nd Ed.)


Legends & Lore (2nd Ed.)
Tome of Magic
PHBR series
DMGR series
Castles: 3-D accessory
Cities of Mystery: 3-D accessory

AD&D Settings:
DRAGONLANCE products
FORGOTTEN REALMS products
WORLD OF GREYHAWK products
SPELLJAMMER products
RAVENLOFT products
DARK SUN products

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