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PORPHYRY: World of The Burn


A Source and Setting Book for use with Flying Buffalo, Inc's TUNNELS & TROLLS 5th Edition, and Mercenaries,
Spies & Private Eyes Role Playing Games.

Thursday, May 23, 2013

Dungeons and Dragons from Tunnels and Trolls


Here are additional conversions to and from the D&Ds and T&T.
WEAPONS CONVERSIONSD&D damage scale is roughly one-third that of Tunnels & Trolls. Use only the Small/Medium
damage ratings in games like AD&D/OSRIC when doing this multiplication or division. The v.
Large Creatures modification throws this off kilter, so don't use them. Bonuses or Penalties due
to Str or Fighter Exceptional Str are also modified by a factor of three. Magical bonuses also are
affected in this manner.
When converting from T&T to D&D, there will be weapons that have 'Adds', a flat bonus beyond
dice. First divide these by 3.5 to determine additional dice; only whole numbers count. Any
remainders of this step should be divided by 6, and if 0.5 or greater round them up as a single +1
to be dealt with after division by three. A lot of work? So are tracking XP.
What this means is that a 6+2 Grand Shamsheer (No-Datchi) sword in T&T 5e will be a 2d6, or if
one prefers, 1d12 sword in D&D. Two or more dice not only have a higher minimum, but an
average value, which I like, but D&D sensibilities may run counter; YMMV.
Ignore Too Heavy Weapons, and in general, the STR and DEX requirements if dealing with
D&Ders going into T&T.
ARMOUR CLASS & HITSIn T&T, the weapons dice are rolled, personal modifiers added, and the total compared to the
opponent's total. The loser of this comparison takes the difference. If the target is armoured, the
hits come off this first, and then any remainder to Con. When Con hits zero, the target is dead or
effectively so.
In D&D, the armour class comes first, determining whether the strike penetrates and reaches the
target, at which point the damage is rolled, and is taken to Hit Points. In some versions of D&D,
Con is figured in the Death Measure, if you will, to determine when the target is fully dead, but at
anything below 1 Hit Point, the target is out of the fight. What is going on here? The same thing.
Subtract T&T Armour Hits (before doubling) from 14 to determine the Descending AC in D&D.
Values higher than 10 count as 10 AC. To use T&T with Ascending AC (DCC, 3.x, Pathfinder,
etc.), add the T&T value to 10. Going from DAC to T&T, simply consult the armour type and
adjust accordingly.

Back Cover Info-

PORPHYRY: World of The Burn


Centuries ago a star-like being of
unimaginable evil came to the planet,
spreading a plague of fire and madness; the
civilised world was destroyed. Now, after the
calamity of The Burn, unearthly evil lurks in
the shadows while nature itself has been
twisted into new shapes. Animal people have
risen to intelligence while malevolent
machines hunt down and exterminate
humans. But the light of civilisation hasn't
been extinguished: new cities, new empires,
new marvels have taken up the fight and
forced back the chaos and horror. It is the time
for defenders, explorers, scholars; this is
Porphyry: World of The Burn!
A Source and Setting Book for use with Flying
Buffalo, Inc's TUNNELS & TROLLS 5th
Edition, and Mercenaries, Spies & Private
Eyes Role Playing Games.
FEATURES* Character Generation Summary
* 130 fast and flexible Professions that scale
with the character as they progress through
Type Levels
* Extensive re-framing of Ranged Combat with
more than a dozen new firearms
* A perilous world setting detailed but leaving
copious room for individual interpretation and
campaigning without fear of contradiction by
established 'canon'
* Player Character Beastfolk opens up a new
vista of roleplay; less than Human, more than
Monsters
* 42 new monsters using a hybrid of T&T's and
MSPE's presentations, including Trigger
Number abilities like Spite
* The Bibliomancer, a new type of magic user
* New Spells
* Cursed and Wondrous Items
* Conversion guidelines from another popular
Old School fantasy RPG
* Beautiful black and white art by the
masterful Jez Gordon
* and more
To Donate:
paypal.me/UrutskWorldofMystery

Since in some versions of D&D, and in T&T, Con is the fully dead measure, just use that and be
done with it. If someone takes less than (HP + Con), then they are still up for the fight; more than
this, they are out, and likely, dead.

Blog Archive

Monsters in T&T recover 1 Hit per 2 Rounds, or 5 per Turn. This is important.

2013 (5)

2015 (4)
2014 (4)

September (1)

MONSTER RATING-

July (1)
May (3)

Divide MR by 8 to determine the creature's Hit Dice. Once HD has been determined, use the
D&D HD Attack Matrix to conduct monster combat, and to track Hit Points. I'd recommend
giving max HP, but I'm mean. Going from D&D to T&T, multiply the HD of the creature by 9, yes,
nine, to determine its MR. Carry on as usual.

Dungeons and Dragons from Tunnels


and Trolls
On Sale Now
Porphyry: World of The Burn, First Look-

Special Attacks / Abilities. T&T rocks in that great latitude is afforded the GM to determine how
to flesh out their critters. If the D&D creature has a breath attack that does 3d4 (12 HP), it gets a
6d6 Fiery Breath in T&T a number of times per day equal to the D&D source. Spell-like Abilities
in D&D are just things T&T critters can do because they are monster/things. Going from a T&T
source that mentions Trigger Numbers (Gaze on three 6s, for example), means that there is a
percentage chance that each Round opf combat, someone will be subject to a (Gaze attack in the
above case). If D&Ding this, just use the closest equivalent rather than determining the
percentage. Maybe only on Critical 'Hits', or if the Hit is an Odd Number, or roll 1d6 and on a 6 or
a 5+ or a 4+, etc. the ability or attack activates.
I'll get to Magic in the next post.

About Me

Timeshadows
Alternate Reality Games
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Posted by Timeshadows at 8:20 AM

2 comments:
Craula Besh December 2, 2013 at 5:23 AM
Great article, I like that numbercrunching. I noticed one thing though. In the net you can often
read about suggestions for T&T and D&D-conversions. Most often people advice to divide MR by
20 to get the HD/ multiply HD with 20 to get the MR. I tried a little bit with 15 too and settled to roll
dice for MR and Armour for each HD. How exactly did you get to multiplying HD with 9/ dividing
MR by 8?
Reply

Timeshadows

December 2, 2013 at 3:50 PM

Thank you.
MR v. HD was based upon the idea that 16HD being the table maximum for the D&D monsters
needed a higher multiplier when porting to T&T, and the 8x is to take it easy on D&D types.
Reply

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