View Full Version : Converting 2nd ed modules for use with OSRIC or OSRIC for use with 2nd ed modules.

2009-09-26, 03:47 PM
My players stay out.


Okay, now that they're all gone... wait, do I see one of you still there? I don't want you guys knowing too much about this, and it will ruin your fun. And I will probably be able to tell.

Okay, now for the actual questions. I'd like to run the module found here (http://wizards.com/default.asp?x=dnd/dnd/downloads) (Feast of Goblyns) with my players, and none of us have played OSRIC/1st ed/2nd ed before. I have looked over OSRIC and it looks pretty good, and I want to get the "old school feel" and NOT play it in 3.5 like we usually do.
So, I'm not really aware of the giant differences between OSRIC and 2.0, though I know it's based off 1.0 actually.

Questions for the more enlightened:

Should I convert the module to 1st ed (if there are a lot of changes, I guess), or if the difference is smaller convert OSRIC so that I can use it with ALL the 2nd ed modules I want to run.
If I'm converting OSRIC, I assume the changes will be minor, so what are they?
If I'm converting the module, is there a guide for this sort of conversion somewhere? If so, where? If not, tips on converting it and the big changes?

2009-09-26, 04:04 PM
OSRIC is 1st edition with some rules removed (most of which I rather like, unfortunately). 2nd edition is 1st edition with some of the classes mechanically tweaked; for instance clerics now have spheres based upon their deity, magic-users can specialize, thieves choose their percentages, and rangers for some reason are now dual-wielders. I ran 2nd edition for years with the first edition DMG, so the game engine is exactly the same. I know some DMs who allow players the option of using either the 1E or 2E PHB, I used to do that as well. For instance I'd say "Just tell me you are playing a 1E or 2E ranger."

So to sum up, you shouldn't have any conversion woes unless you want to. Sure there will be a few spells in published 2E modules that don't appear in 1E or OSRIC, so having a 2E PHB to look them up in would be handy.

2009-09-26, 04:15 PM
Okay, that's useful to know. Have you run the module and do you have any tips for running it? (Especially (I'm about halfway through reading it so far) the encounter with 180 skeletons. How do you keep track of that many?).

2009-09-26, 07:06 PM
Yeah, basically, first edition, second edition, and OSRIC are 95%+ inter-compatible. With regards to running an adventure module written for one with the rules printed for another, you will almost never notice a difference. There are numerous small changes, a list of those between first and second edition might look like this:

1. Ability score tables now list scores from 1 to 25 in the PHB.
2. Ability score functions changed slightly, such as weight allowance for scores less than 10 and % chance to learn spells for scores from 10 to 16.
3. Ability scores of 5 or lower no longer limits class selection.
4. Open doors changed from a d6 to a d20.
5. Intelligence no longer affects the minimum number of spells per level for magic-users.
6. Maximum spells per level has been reduced to an optional rule.
7. Loyalty and NPC reaction changed from d% to d20.
8. Half-orcs removed.
9. Racial level limits increased and no longer based on ability scores.
10. Slow unlimited advancement for demi-humans is an optional rule.
11. Gnomes now receive ability score adjustments.
12. Racial ability minimum and maximums changed.
13. Demi-humans no longer begin knowing several languages.
14. Additional languages for demi-humans no longer limited by race.
15. Life expectancy of most demi-humans greatly reduced.
16. Dwarves now have a 20% chance for all magic items not specifically suited to their class to fail instead of a 20% chance of failure for rings only.
17. Dwarves’ underground skills have slightly different probabilities.
18. The resurrection spell now affects elves, and raise dead may affect elves at the DM’s option.
19. Gnomes now have a 20% chance for all magic items except weapons, armor, shields, illusionist items, and thief items to fail.
20. Gnomes’ underground skills have slightly different probabilities.
21. Halflings now receive a +1 to their attack rolls when using thrown weapons or slings.
22. Halflings no longer have the 20% chance for magic rings to fail when they use them.
23. Experience point requirements for classes changed, most notable is the paladin.
24. Weapons and armor permissible to some classes changed slightly.
25. Class prime requisite ability scores changed.
26. Classes were divided into four main groups (warrior, priest, wizard, rogue), no sub-classes exist.
27. Class titles removed.
28. Assassin, barbarian, cavalier, and monk classes were removed.
29. Bard and ranger classes changed entirely.
30. Fighters no longer make a number of attacks equal to their level when fighting enemies with less than one hit die.
31. Weapon specialization changed for bows.
32. The monthly income for establishing a stronghold was removed.
33. Paladins now receive four weapons proficiencies at 1st level (and gain one every 3 levels instead of every 2 levels as in the UA).
34. Magic-users now called mages.
35. Mages, illusionists, and other specialist wizards share the same experience, hit die, and spell progression tables.
36. Mages now receive hit dice up to level 10 instead of level 11.
37. Mages no longer have the ability to construct strongholds.
38. Illusionists no longer are a separate class, but are now specialist wizards.
39. Illusionists no longer have their own spell list.
40. Cleric turn undead table changed and included in the PHB instead of the DMG.
41. Druids are no longer a separate class, but are now priests of a specific mythos.
42. Druids no longer have their own spell list.
43. Druids no longer have a class level limit.
44. Thieves now allocate a number of percentage points to each skill at 1st level and with each additional level increase to their various skills instead of having each skill increase by the same amount for all thieves.
45. The pick pockets skill functions differently.
46. The open locks skill functions differently.
47. Thieves can now remain hidden in the shadows while making very small, slow movements; and a hidden thief is equally hidden from creatures with or without infravision.
48. Multi-class combinations allowed changed slightly.
49. Half-elven multi-classed clerics no longer require a minimum wisdom of 13.
50. Multi-classed wizards cannot cast spells while wearing armor.
51. Multi-classed priests are still restricted to priest weapons.
52. Dual-classed characters may now have up to four classes.
53. Dual-classed characters may only select one class from each class group.
54. Alignment definitions changed.
55. A change in alignment now doubles the amount of experience needed to reach the next level instead of causing a loss of a level.
56. Additional weapon proficiencies for level advancement now start counting from 1st level instead of including 1st level.
57. Non-weapon proficiencies*.
58. Silver pieces are now 1/10th of a gold.
59. Starting funds for a mage is now 1d4 + 1 instead of 2d4.
60. Priests may not retain any starting funds after purchasing initial equipment.
61. Prices for various items, including weapons and armor changed.
62. Some new items added.
63. Field plate and full plate no longer reduce damage.
64. Weapon vs. AC type replaced with weapon type vs. armor and made optional.
65. Missile weapon range now given in tens of yards for all situations.
66. Encumbrance now calculated off of actual weight and does not include bulk.
67. Spell components made optional.
68. Spell lists were changed, all wizards now use the same spell list. Priest spells are divided into spheres and clerics and druids use the same list.
69. Some individual spells have changed.
70. Awarding experience points changed.
71. Training reduced to an optional rule.
72. A natural roll of 20 is always a hit, regardless of the AC of the target.
73. THAC0 for thieves and magic-users changed and is unlimited in progression.
74. Segments are removed from the combat round.
75. Initiative is changed.
76. Group initiative and individual initiative optional rules.
77. Characters and creatures with multiple attacks do not automatically attack first in the round.
78. Weapon speed now affects initiative as an optional rule.
79. Two weapon fighting is only available to warriors and rogues.
80. Non-lethal combat rules changed.
81. Parrying rules changed and reduced to optional.
82. Some saving throws now have a priority over others.
83. Magic resistance no longer affected by caster level.
84. Not all monster poisons are lethal anymore.
85. Characters now gain 3 h.p. per day of bed rest instead of 1.
86. Characters can now die if they suffer 50 points of damage from one attack, regardless of their hit point total, if they fail to make a save vs. death.
87. Surprise changed, uses a d10 and represents one full round of surprise instead of a variable number of segments. Spells cannot be cast during the surprise round.
88. Surprised characters lose their dexterity bonus to AC, they are assumed to be totally non-reactant.
89. Henchmen are now special NPCs that the DM introduces into the group and are friends and allies but not employees of PCs. There is no restrictions on the level of a henchmen acquired.
90. The illumination radius of torches, magic weapons, and other items is reduced.
91. Halflings’ base movement changed from 9” to 6.
92. Jogging and running optional rules added.
93. All characters have a 40% chance to climb walls.
94. Climbing modifiers changed.

Running a combat against 180 undead is probably not as hard as it sounds, but likely to be a bit of a grind. Mainly you will be looking at the player character formation and deciding how many attacks can be made against them per round.

2009-09-27, 07:16 AM
Okay, that's useful to know. Have you run the module and do you have any tips for running it? (Especially (I'm about halfway through reading it so far) the encounter with 180 skeletons. How do you keep track of that many?).

I have the module, but I haven't read it. And yeah, that's a lot of skeletons! You could treat them as 9 blocks of 20. If each skeleton has 4 hp, then the block has 80 hp. For every 4 damage a block takes, 1 skeleton dies.