Developing Conversion Guidelines For All Your Toys

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Right here my D&ampD players hunt a Barovian witch on a BattleTech map.

 It would be a shame to not use all your toys in this scenario just for the reason that you reasonably restricted your campaign to one particular rule system…

If you are like me and play several games from distinctive organizations, you likely have several goods for distinctive game systems lying about. Probably you have maps from the Conan board game by Monolith, some model train terrain, and D&ampD 5e dungeon tiles on the other hand, you are at present attempting out the Pathfinder two. Playtest guidelines, but you also want to run that Warhammer Fantasy Roleplay adventure book Lure of the Lich Lord that you impulsively bought two years ago. It would be a shame to not use all your toys in this scenario just for the reason that you reasonably restricted your campaign to one particular rule technique this is why we want conversion guidelines. Now I’m not necessarily speaking about making a homebrew that is a hybrid of several rule systems. I’m speaking about taking a item made for a distinctive table leading game than the one particular you are at present playing and providing its characteristics which means inside the rule technique you are at present playing.

I found a technique to making conversion guidelines that I can demonstrate to you by explaining how I produced my conversion guidelines. 

I did this with BattleTech terrain maps all through the entirety of operating D&ampD 5e in The Storm King’s Thunder and The Curse of Strahd adventure books. Each of these campaigns have terrific dungeon maps or indoor maps exactly where combat could take spot, but these maps needed time for me to draw or obtain digitally ahead of game day. What’s far more, most of the combat spontaneously occurred outdoors for the reason that my players had been traveling murder hobos, and I wouldn’t let them rapidly travel. My players traveled consistently from one particular edge of the globe map to the other. I rolled for random encounters for every single half hour of game time. As a DM, I couldn’t prepare for exactly where a wilderness terrain combat would take spot or even what sort of wilderness the combat would take spot in. So, my substantial collection of BattleTech map sheets came in handy. These map sheets include a hex grid on leading of terrain for all types of wilderness, but they’re produced and labeled for a quite distinctive rule technique from D&ampD 5e. This necessitated my creation of conversion guidelines for the BattleTech map characteristics to D&ampD 5e guidelines. I found a technique to making conversion guidelines that I can demonstrate to you by explaining how I produced my conversion guidelines.

How To Make Conversion Guidelines, Step 1

Begin by analyzing the sort of characteristics you are converting more than to your existing campaign’s rule technique. They will probably be for combat or part play. I employed my terrain primarily based BattleTech map characteristics for combat, so my conversion guidelines had to do with combat and how terrain impacts combat. Then, collect information on what your existing campaign’s rule set includes to deal with the types of characteristics you are converting. In my case, terrain impacts combat in D&ampD 5e by adding movement penalties or altering attack modifiers. The ideas D&ampD 5e has to deal with terrain and combat include things like tough terrain, half cover, 3-quarters cover, climbing, and swimming. Finding out these guidelines completely and labeling them for rapid reference was vital for me, and it is vital for you to do the exact same with what ever technique you are operating with ahead of moving on to the subsequent step.

How to Make Conversion Guidelines, Step two

This BattleTech map held a battle involving Columbus and Toledo in Ohio’s ongoing BattleTech civil war. Notice the distinctive hex terrain forms that I converted more than to D&ampD.

The subsequent step calls for identifying the converting characteristics. For instance, BattleTech maps yield an abundance of terrain: level 1 hills, level two hills, level three+ hills, light woods, heavy woods, depth 1 water, depth two water, depth three+ water, and rough terrain. At least know the definitions of your converting characteristics. In my case greater numbers represent greater level hills or deeper water depths light woods include couple of trees with much less cover heavy woods include far more trees with terrific cover, and rough terrain just includes some sort of debris.

How to Make Conversion Guidelines, Step three

Examine your existing rule system’s ideas from step 1 to the features’ definitions in step two and hope almost everything lines up somehow. Thankfully for me, points lined up nicely.

Walking onto any non-clear terrain hex on a BattleTech map in D&ampD 5e just converts to tough terrain for movement purposes. It is also intuitive to see that a D&ampD 5e character in a light woods hex ought to obtain half cover, and a character in a heavy woods hex ought to receive 3-quarters cover. A character in water of a specific depth wants to swim and traversing hexes with a level alter of a specific height calls for climbing.

When you see what normally wants to be carried out, create down the specifics and truly get into the nitty gritty of almost everything. Be ready for the worst from your players. Give them a web page or two of the conversion guidelines that relate to their character, and give them the complete guidelines you produced also. If you produced your conversion guidelines nicely, almost everything ought to be close to the guidelines as written in your existing campaign’s rule technique.

Verify out my conversion guidelines if you need exemplification of what I imply by, “getting into the nitty gritty of everything”: https://drive.google.com/drive/folders/1p6peRIvICuezv-Tfwwz6LQ0WVzS5sM34

I also produced a YouTube video more than my conversion guidelines that you can verify out right here:

 

On The Significance Of Writing Down Your Conversion Guidelines

Writing down guidelines can be a discomfort. I didn’t create down my guidelines at 1st. This led me to inconsistently apply how points in my globe worked. My players did not love that. 1 week moving about my globe worked one particular way, the subsequent week a distinctive way. They couldn’t use their previous experiences to enable them strategy out what to do in the future, and I want my players arranging their move ahead of their turn comes up. All that changed just after I wrote my guidelines down and handed my players a web page more than how their characters could move across the BattleTech terrain with their D&ampD 5e characters. The game ran quicker. If I produced a error, a player could point to a sentence in my guidelines and remedy the error this is often nicer than hearing a player complain: “Hey, that is not how it worked final week!”

See the complete witch hunting ground, supplied by one particular of the most recent BattleTech maps. I employed modular terrain for the reason that the witch ready some higher level illusion spells, but my D&ampD players didn’t know that.

Do you have any conversion guidelines that you want to make? Have you produced any conversion guidelines? What other distinctive toys could we combine with each other in a campaign? Let’s speak about such points in the reply section beneath.

This post is brought to you by our great patron Jennifer Kathleen, supporting us given that July 2019! Thanks for assisting us hold the stew fires going!

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