Advanced Dungeons & Dragons

©2004, 2005 Ζther Traveller

This conversion is based upon the 1st edition Advanced Dungeons & Dragons rules that appeared in the late 1970s. This is a work in progress and will be updated from time-to-time.

 


Ability Scores

AD&D House Rules
Strength Strength
Dexterity Agility
Constitution Constitution
Intelligence Intelligence
Wisdom *
Charisma Charisma
† Education

AD&D AD&D Strength AD&D Intelligence House Rules
3 Semi 1
4   Semi 2
5 Low 2
6   Low 3
7 Low 4
8   Average 5
9 Average 5
10   Average 6
11 Very 7
12   Very 8
13 Highly 8
14   Highly 9
15 Exceptionally 10 (A)
16   Exceptionally 11 (B)
17 Genius 11 (B)
18   Genius 12 (C)
18/01-50 13 (D)
18/51-75     14 (E)
18/76-90 15 (F)
18/91-99     15 (F)
18/00 Ogre Strength 16 (G)
19 Hill Giant Strength Supra-Genius 17 (H)
20 Stone Giant Strength Supra-Genius 18 (J)
21 Frost Giant Strength Godlike 19 (K)
22 Fire Giant Strength 19 (K)
23 Cloud Giant Strength   20 (L)
24 Storm Giant Strength 21 (M)
25     22 (N)

*Convert the Wisdom score to the character's Willpower asset.  Subtract the character's INT to determine the Willpower skill level. 

†Roll 2D6-1 for the character's education score.


Empathic Abilities

Treat Clerics and Paladins as Mystics or Mystic/Sorcerers.  Druids and Rangers may be Neuropaths or Mystics; Mystics may also be Mystic/Sorcerers.  Treat Magic-Users and Illusionists as Sorcerers, though they may be either Sorcerer/Mystics or Sorcerer/Psionics, depending upon their particular bent.  Remember, Psionics and Mysticism are mutually exclusive.  The Attribute column shows the character's Empathic Ability Score.  The character has a skill level equal to the number in the Skill column in each of the skills in his chosen discipline or disciplines.

Clerics Druids Paladins Rangers Magic-Users Illusionists Attribute Skill Asset
1-2 1 9-10 8-11 1-2 1-2 5 3 8
3-4 2 11-12 12-15 3-4 3-4 6 4 10
5-6 3-5 13-14 16+ 5-6 5-7 6 5 11
7-8 6-8 15+ — 7-8 8-9 7 6 13
9-10 9-10 — — 9-11 10-11 8 7 15
11-15 11 — — 12-13 12-13 8 8 16
16+ 12+ — — 14-15 14+ 9 8 17
— — — — 16-17 — 9 9 18
— — — — 18+ — 10 9 19

Psionics

Use TNE's Psionics.  Divide Psionic Ability by 20 to determine the PSI asset.  Determine the PSI Ability Score for monsters and NPCs by cross-referencing the appropriate level or hit dice on the Combat Level table.  Subtract this from the asset to determine the character's skill level.


Spells/Psionic Talents

AD&D House Rules
Animal Telepathy (Psionic)
Body Equilibrium (Psionic) Change Environment (Gravity) [DC Sorcery]
Body Weaponry (Psionic)
Cell Adjustment (Psionic)  
Charm Person Human Empathy/Project Emotion [DC Neuropathy]
Charm Monster Animal Empathy/Project Emotion [DC Neuropathy]
Clairaudience (Psionic)
Clairvoyance (Psionic)  
Detection of Good or Evil (Psionic)
Detection of Magic (Psionic)  
Domination (Psionic) Willpower Drain [TNE Psionics]
Empathy (Psionic)  
ESP (Psionic) Telepathy [DC Psionics]
Expansion (Psionic)  
Hypnosis (Psionic)
Invisibility (Psionic)  
Levitation (Psionic) Telekinesis [TNE Psionics]
Probability Travel (Psionic) Dimension Walk [DC Sorcery]
Psionic Blast Mental Attack [DC Psionics]
Sleep Hypnosis [DC Mystcism]
Telekinesis Telekinesis [DC Psionics]
Flesh-stone Cryokinesis [DC Psionics]
Disintegrate
Fear  
Slow
Cause Serious Wound  
Death Ray
Anti-Magic Ray  

Combat Level

NPC Level Init Attributes Assets Damage Morale Fighters Magic-Users Clerics Thieves Monsters
Green 1 5 8 1 12/10 0 1-5 — 1-4 up to 1-1
Trained 2 6 10 2 13/11 1-2 6-10 1-3 5-8 1-1 to 1
Experienced 3 6 11 3 14/12 3-4 11-15 4-6 9-12 1+
Veteran 4 7 13 4 18/14 5-6 16-20 7-9 13-16 2-3+
Elite 5 8 15 5 20/18 7-8 21+ 10-12 17-20 4-7+
Select 6 8 16 6 22/20 9-10 — 13-15 21+ 8-9+
Legendary 7 9 17 7 24/22 11-12 — 16-18 — 10-11+
Heroic 8 9 18 8 26/24 13-14 — 19+ — 12-15+
Super Heroic 9 10 19 9 28/26 15-16 — — — 16+
Godlike 10 10 20 10 30/28 17+ — — — —

Thief Skills

Thieves have skills in Acrobat, Crime and Melee and Vice skill clusters.  All thieves have at least a level one in each of the skills in these clusters.  Additional skill points equal to four times the AD&D level of the thief may be divided among the skills in these clusters or used to purchase other skills.


Fighter Skills

Use TNE's Psionics.  Divide Psionic Ability by 20 to determine the PSI asset.  Determine the PSI Ability Score for monsters and NPCs by cross-referencing the appropriate level or hit dice on the Combat Level table.  Subtract this from the asset to determine the character's skill level.


Monsters

Monster Type

Monsters come in two varieties:  NPCs and Beasties.  NPCs characteristics are determined as above.  Beasties require a bit more work to convert.

Monster Size

Monster size is important in determining the physical characteristics of the monster.  The "Size" characteristic listed in the source material gives a rough idea of the critter's mass.  Sometimes, the actual length is listed.  In this case, use the illustration to determine the width of the monster and work out the volume, in cubic meters, of a cylinder of the monster's length and diameter.  Divide this in half (consider the cylinder tapered at both ends).  Multiply the result by 0.7 to determine the mass of the monster in tonnes.

NPC Size

Use the table below to determine the mass, his and strength of an NPC race.

NPC Size

      Strength Score
Height (ft/m) Mass (kg) Hits Gr T Ex V El S L H SH GL
6"/0.15 1 1/2 1 1 1 1 1 1 1 1 1 1
1'/0.3 2 1/2 1 1 1 1 1 1 1 1 1 1
2'/0.6 3 1/2 1 1 1 1 1 1 2 2 2 2
3'/0.9 10 3/6 2 2 2 2 2 2 3 3 3 3
4'/1.2 24 6/12 3 3 3 4 4 4 5 5 5 5
5'/1.5 46 12/24 4 5 5 5 6 6 7 7 7 7
6'/1.8 80 20/40 5 6 6 7 8 8 9 9 10 10
7'/2.1 127 32/64 7 9 9 10 11 11 13 13 14 14
8'/2.4 190 48/96 9 11 11 13 15 15 16 16 18 18
9'/2.7 270 68/136 12 14 14 16 18 18 21 21 23 23
10'/3.0 370 93/186 14 17 17 20 23 23 25 25 28 28
11'/3.3 493 124/248 17 21 21 24 27 27 31 31 34 34
12'/3.6 640 160/320 20 24 24 28 32 32 36 36 40 40
13'/3.9 814 204/408 24 29 29 33 38 38 43 43 47 47
14'/4.2 1016 254/508 28 33 33 39 44 44 50 50 55 55
15'/4.5 1250 313/626 32 38 38 44 50 50 57 57 63 63
16'/4.8 1517 380/760 36 43 43 50 57 57 65 65 72 72
17'/5.1 1820 455/910 41 49 49 57 65 65 73 73 81 81
18'/5.4 2160 540/1080 45 54 54 63 72 72 81 81 90 90
19'/5.7 2540 635/1270 51 61 61 71 81 81 91 91 101 101
20'/6.0 2963 741/1482 56 67 67 78 89 89 101 101 112 112
21'/6.3 3430 858/1716 62 74 74 86 98 98 111 111 123 123
22'/6.6 3944 986/1972 68 81 81 95 108 108 122 122 135 135
23'/6.9 4506 1127/2254 74 89 89 103 118 118 133 133 147 147
24'/7.2 5120 1280/2560 80 96 96 112 128 128 144 144 160 160
25'/7.5 5787 1447/2894 87 105 105 122 139 139 157 157 174 174
50'/15 46,296 11,574/23,148 348 417 417 487 556 556 626 626 695 695
100'/30 370,370 92,593/185,186 1389 1667 1667 1945 2223 2223 2500 2500 2778 2778

Monster Armor Classes

Armor Class AV
9 (½)
8 (1)
7 (1½)
6 (2)
5 (2½)
4 (3)
3 (3½)
2 (4)
1 (4½)
0 1
-1 2
-2 3
-3 4
-4 5
-5 6
-6 7
-7 8
-8 9
-9 10
-10 11

Monster Movement

On the chart below, the "Inches" column is derived from the monster movement rates in AD&D.  The m/Turn column is the speed of the animal in GDW's House Rules System.  Note, for flying, burrowing or swimming animals, the number in parentheses is the animal's absolute speed in these modes.
Inches m/Turn Inches m/Turn Inches m/Turn
1 1/2/4 (1) 17 12/24/48 (12) 33 23/46/92 (23)
2 1/2/4 (1) 18 13/26/52 (13) 34 24/48/96 (24)
3 2/4/8 (2) 19 14/28/56 (14) 35 25/50/100 (25)
4 3/6/12 (3) 20 14/28/56 (14) 36 26/52/104 (26)
5 4/8/16 (4) 21 15/30/60 (15) 37 26/52/104 (26)
6 4/8/16 (4) 22 16/32/64 (16) 38 27/54/108 (27)
7 5/10/20 (5) 23 16/32/64 (16) 39 28/56/112 (28)
8 6/12/24 (6) 24 17/34/68 (17) 40 28/56/112 (28)
9 6/12/24 (6) 25 18/36/72 (18) 41 29/58/116 (29)
10 7/14/28 (7) 26