Last night we were trying to convert a character from one
edition of D&D to Adventures Dark and Deep. We ran into a few issues and
worked out the kinks so I thought I would share what we have done.
3e Lightfoot Halfling |
The first thing we ran into is we were not sufficiently
satisfied with the Hairfoot, Stout or Tallfellow halflings as none of them
seamed to us to be like a Lightfoot. There Hairfoot was closest but small
things like a higher max constitution then dexterity reminded us of Hobbits more
then Lightfoots.
So we made some changes and this is what we made. Remember
that this includes our best understanding of ADD or 1E and then our own changes
if I hear from Joseph Block about any changes I should make, I’ll likely make
them.
Lightfoot Halfling:
Requirments:
Str 3-16 after a -1 penalty to strength
Dex 9-20* after a +1 bonus to dexterity
Con 3-17
Int 6-17
Wis 3 -18
Cha 6 -18
* The max of 20 I believe goes against the standard rules in ADD
Save vs wands, staves, rods, poison and spells is increases
by the following:
con 4-6 +1, 7-10 +2, 11-13 +3, 14-17 +4, 18 and higher +5
Natural Stealth similar to elves, enemies get -2 (or -1 if opening doors is required) to
surprise rolls as long as the Halfling is not wearing loud armor such as
chainmail and is at least 90’ away from anyone who does not have natural
stealth.
Languages: common and one other. Lightfoots do not have
their own language. Halflings age only .75 as quick as humans. So in 20 years a
Halfling is as developed as a 15 year old.
Level Caps:
Score bard cleric fighter mountebank Druid
14 5 4 4 6 x
15 6 4 4 6 6
16 7 4 4 7 6
17 8 5 - 8 7
18 9 6 - 9 8
Unlimited Levels as Thief, Acrobat or Assassin
Can also be a mystic (cleric) or Jester (use mountebank max
levels)
Jester/thief, cleric/fighter, cleric/thief, fighter/thief,
Height between 30 and 42 inches
(2’ 6” and 3’ 8”)
Weight between 52 and 72 pounds
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At first we tried to make the character an Assassin, this
didn’t work well as it had a higher xp requirement potentially dropping her to
level 2 if we followed that route but also the rogue skills didn’t start until
level 4. We decided she was more like a rouge then.
After that the conversion went well with only one other
hiccup. Being a jeweler would cost 3000 xp effectively placing her below level
1 if she spent that. This was an important point of her back-story. We could
just use the 1e secondary skill rules, which provided little info.
But here is my thought on it:
Optional Rule: At
first level a player may pick one secondary skill from the Adventures Dark and
Deep Players Manual and will have a penalty of -10% experience until the effective
cost of that skill is paid off.
At this point I have not offered the optional rule to the
player yet. So I don’t have feed back from her.
On a side note the Kickstarter for the Adventure Dark andDeep Players Manuel is currently running. Please Support Joseph and reward us
with lots of extra artwork and continuing development of this awesome game.