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RPG Rules Recipes Repository : Conversions - Dungeons and Dragons browse

« | Conversions Repository | ADnD and d20 spells to BRP »

Convert characters and monsters from D&D to BRP

Author: Peter Brink
Added: 2006–11–09

This is just a collection of notes on how to convert AD&D and d20 characters and monsters to BRP.

Table of contents


1. Stats

D&D and BRP both make use of strength, constitution, dexterity, intelligence and charisma. Convert wisdom to power.

The SIZ stat is best based on the Size (in feet) of the creature. Use the following table:

Size in feetSIZCreature sizesSIZ
5′ to 5′2″8Fine1
5′2″ to 5′4″9Diminutive2
5′4″ to 5′6″10Tiny3
5′6″ to 5′8″11Small4 - 5
5′8″ to 5′10″12Medium6 - 21
5′10″ to 6′13Large22 - 61
6′ to 6′2″14Huge62 - 81
6′2″ to 6′4″15Gargantuan82 - 161
6′4″ to 6′6″16Colossal162+
6′6″ to 6′8″17  
6′8″ to 6′10″18  
6′10″ to 7′19  
7′ to 7′2″20  
7′2″ to 7′4″21  

For every two extra inches add 1 point of SIZ

HP is easiest converted based on the creatures SIZ (since we know it, see table above) and an average CON. You could of course roll 3d6 for CON if itís unknown.

MPís are either equal to Wis or 10 or 3d6 (i.e. equal to power). Some weak willed creatures, such as Kobolds, might have 2d6 POW and thus only 7 MP.

Move is equal to MV * 0.7.

The d20 Monster Manual is available on the net and can of course be used as a baseline for conversions of AD&D creatures as well. If you don’t have access to Monster Manual use the following approximation: Add 2d6 Str, Siz & Con per size class a creature is above human, subtract 2d6 Str, Siz & Con per size class a creature is below human.

2. Combat skills

The base chance of success with a combat task, in D&D, is 50%. An unskilled character must roll above or below 10 on a d20 to hit an unarmoured opponent. A level 10 fighter has a +10 bonus to this roll and thus has a 100% chance of success. The system below is designed to give an Lvl 10 warrior a skill level of 90% with his primary weapon, 80% with his secondary weapon and 70% with his third. Tthe system was originaly designed for Stormbringer 5th Ed., i.e. all weapon skills includes both parry and attack, which is why there is only one skill muntiplier value. Shields and dodge are treated as separate categories.

Weapon AttacksNo of weaponsBase Percentile+ Per Warrior Level, Monster Hit Dice+ Per Rogue, Cleric, Monk, Level+ Per Arcane Level
Primary140%+5%+3%+1%
Secondary230%+5%+3%+1%
Tertiary320%+5%+3%+1%
Shield-25%+5%+3%+1%
Dodge-20%+3%+5%+1%

3. Non-combat skills

All normal skills have the same base chances as per the BRP game being used. Add +5% per level the nearest applicable D&D skill.

4. Weapon and natural weapons damage

Use the equivalent weapon from BRP and add damage bonus based on SIZ/STR. Natural weapons have a base damage of 1d6. E.g. a broadsword does 1d8+1 points of damage + damage bonus. Below is a list of AD&D weapons with their damage values converted to BRP.

WeaponDamage
Battle axe1d8+1
Blowgun
      Barbed Dart1d2+1
      Needle1
Bow
      Composite long bow1d8+1
      Composite short bow1d6+1
      Long bow1d8+1
      Short bow1d6+1
Club1d6
Crossbow
      Hand crossbow1d4+2
      Heavy crossbow2d4+2
      Light crossbow1d6+2
Dagger or dirk1d4+2
Dart1d2
Footman’s flail1d8+1
Footman’s mace1d8
Footman’s pick1d8+2
Hand or throwing axe1d6
Harpoon2d6
Horseman’s flail1d4+1
Horseman’s mace1d6
Horseman’s pick1d6+1
Javelin1d8
Knife1d3+1
Lance1d10+1
Mancatcher
Morning star1d10+1
Polearm
      Awl pike1d12+1
      Bardiche2d6+2
      Bec de corbin1d8
      Bill-guisarme2d6+1
      Fauchard1d8+1
      Fauchard-fork1d10+1
      Glaive1d10+1
      Glaive-guisarme2d6+1
      Guisarme1d10+1
      Guisarme-voulge1d12
      Halberd3d6
      Hook fauchard1d4
      Lucern hammer2d8
      Military fork1d10+1
      Partisan1d8+1
      Ranseur1d8+1
      Spetum2d6+1
      Voulge2d6+1
Quarterstaff1d8
Scourge1d2
Sickle1d6
Sling1d8
Spear1d8+1
Staff sling1d10
Sword
      Bastard sword1d10+1
      Broad sword1d8+1
      Greatsword2d8
      Khopesh1d8
      Long sword1d8+2
      Scimitar1d6+2
      Short sword1d6+1
      Two-hand. sword3d6
Trident1d8+1
Warhammer1d6+2
Whip1d3

5. Armour Values

These AP values are based on full suits of armour. In some cases this means that the fixed values are higher than in e.g. RuneQuest.

ACD20Rnd. APRnd. AP - HelmFixed APArmour Type
100000None
9+1111Armour Padding
8+21d31d3–12Padded
8+21d31d3–12Leather
7+31d4+21d8–15Ring Mail
7+31d4+21d6–14Studded Leather
-+31D4+11D6–13Treated Leather
6+41d6+41d10–18Brigandine*
-+41D3+31D6–15Chain shirt
6+41d6+21d8–15Hide
6+41d5+31d8–16Scale Mail
-+51D5+31D8–16Breastplate
5+51d6+31d8–17Chainmail
4+61d4+51d10–17Augmented Mail
4+61d5+41d10–17Banded Mail
4+61d4+51d10–17Double Mail
4+61d4+41d8–16Lamellar
4+61d5+31d8–16Splint Mail
3+71d6+51d12–19Plate Mail
-+71D6+51D12–18Half Plate
-+81D6+61D12–110Half Plate & Mail
2+81d6+61d12–110Field Plate
1+81d6+71d1211Full Plate
-+51D6+31D8+17Padded & Scale
-+61D6+41D108Padded & Chain
-+81D6+61D1210Padded & Half Plate
-+91D6+71D12+111Padded & Half Plate & Mail
-+91D6+81D12+212Padded & Full Plate

* Note that brigandine armour has been converted to a AP value based on a mean value of 7 (which is the same as the fixed value used in RQ).

6. Spells

Spells are the most cumbersome part of any conversion proccess and since one also has to convert the spells it’s also a very time consuming proccess. In fact converting magical abilities is more of an translation proccess than a conversion. In most cases the GM must, at least in part, re-create the NPC or creature being converted.

A suggestion on how to convert AD&D and d20 spells to BRP can be found here.