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This post is primarily for those that have concerns over using modules published for the original version of AD&D with
the revised 2nd Ed. of the game. This includes old 1st Edition campaigners who are worried about the perceived time it
would take to convert, and DMs who have never seen a 1st Edition rulebook in their lives, but would like to run a game
set around an old module.
Major Differences
the list of classes
the presumption of Non-Weapon Proficiencies
Advancement of Thief Skills
nature of Bards
Kits
Specialist Mages
Clerics
THAC0
Psionics
AD&D 1E+ UA: Assassin, Barbarian, Cavalier, Cleric, Druid, Fighter, Illusionist, Paladin, Ranger, Thief, Thief-Acrobat,
Wizard. Bard is special, see below.
AD&D 2E: Bard, Cleric, Druid, Fighter, Magic User, Paladin, Ranger, Specialist Mage, Thief. Barbarian and Cavalier still
exist, but as kits, which see below.
Non-Weapon Proficiencies
While NWP's exist in late AD&D 1E, they are presumed to be optional add-ons, and not listed in adventures.
In AD&D 2E, while technically optional, almost all examples and almost all pregen characters include the Non-Weapon
proficiencies. They are presumed as a part of the game line design. This is a huge change in the nature of adventures,
too. The use of NWP's is expected in some adventures, and explicitly required for a few more.
Thief Skills
In AD&D 1E, thief skills advance along specific tracks, and all characters of a given level have the same ones have the
same base, modified for race, armor, and attributes. This also means NPC thieves do not need their scores listed, as they
can be figured from the DM Screen on the fly.
In AD&D 2E, thief skills have a base at 1st level, but a pool of points added to that base at 1st level, and a smaller pool at
each level thereafter. Thief skills must be listed for NPC's, as it's much harder to assign on the fly.
Further, in later 2E materials (Dark Sun, Skills & Powers), there are additional thief skills added, and PC thieves pick
which ones they take at first level, and gain the remainder at 9th.
This also affects Bards, as in 2E, bards gain certain thief skills for being bards, and use the same points per level method
as thieves.
Bards
In AD&D 1E, the Bard in the PH can only be taken by dual-classed fighter/thief characters. The Character must be
between 5th and 8th level as a fighter, then 4th and 7th as a thief, and then dual class into Bard. This requires some
insane stats, and extensive play. Bards will likewise have extensive thief abilities, be competent fighters, and will not
gain more HP for several levels due to the dual classing rules.
In AD&D 2E, Bards are a core class. The thief skills are a subset, not the full range. Fighting ability is weaker than fighters.
HP are comparable to thieves.
Historical Note: The original Bard class in Strategic Review was closer to the 2E bard than the 1E presentation, but the
details of ability were comparable to using the 1E bard as a core class.
The equivalent role in 1E was filled by specialized subclasses presented in magazines, as exemplified by the Cavalier...
Specialist Mages
AD&D 1E has 4 specialist mage classes, with only one, Illusionist, in the core rules. (The other 3 are in the Forgotten
Realms Adventures rulebook.) Illusionist is presented as a full-up core class; the Forgotten Realms ones are full from the
3rd level on, and require core Magic User for levels 1-3. A few additional specialist classes appear in magazine articles.
AD&D 2E presents 8 specialist wizard subclasses as a single core class in the PHB. They differ from each other only in
specific spells and attribute requirements.
There is no specific specialist spell lists, but every spell has specific school attributions, and those schools are the basis
for the specialist classes. All specialists spells are available to core magic users.
In AD&D 1E, they have separate, and only somewhat overlapping, spell lists.
In 2E, both use Priest Spells. 2E Clerical spells are assigned to specific Spheres, with a number being in more than one
sphere. Clerics have several spheres; druids have a specified set of spheres. Provision is made in the PHB to allow for
creation of similarly specialized priest classes; further details are in the PHBR for Clerics...
Since the whole of the priestly spell list is unavailable to core priests, this makes it more difficult to select what spells are
available to a given priest... but it's also now a smaller list for any given priest.
THAC0
THAC0, "To Hit Armor Class 0," was a shortcut used in some later AD&D 1E materials, which imperfectly reflected the
AD&D 1E To Hit tables, with their flat spots.
THAC0 was adopted as the official mechanic for AD&D 2E, and the To-Hit tables reworked to make use of it.
This may seem trivial, but it makes negative AC's much harder to hit for low level characters, as AD&D 1E has a 6 entries
for a To-Hit of 20.
Psionics
In 1E, psionics are in the core rules, in an appendix, relatively unchanged from their Original Edition version in Eldritch
Wizardy (Supplement 3).
In 2E, psionics are in a PHBR rulebook, not the core rules. The mechanics get reworked entirely, and while having
throwbacks to the older rules, they are quite different in execution. The use of proficiency-score checks, and the
methods of generating Psionic Points are very different.
Lesser changes
The specific modifiers for attack rolls have changed.
Many specific spells have significant explicit changes
specific wordings changing resulting in different interpretations on many spells
specifics of the Weapons vs Armor tables differ within AD&D 2E; they are different as well from AD&D 1E.
Specific entries for the XP earned by non-combat methods.
Many monsters have changes, sometimes extensive and substantial. Especially Dragons.
Angels, Demons and Devils are not called that in AD&D 2E. Baatezu and Tan'ari are demons and devils.
Monster Stats
There are only three general groups of monster that really need to be worried about: Dragons,
Giants and Outer Planars.
1st Edition
For Dragons, consider the following (based on Red Dragons):
2nd Edition
-----------
Age Cat/Size HD THAC0 AC HP* Max Damage**
----------------- -- ----- -- -------- ------------
Hatchling 9 7 0 9/41/72 53
Very Young 11 6 -1 11/50/88 56
Young 13 5 -2 13/59/104 59
Juvenile 15 4 -3 15/68/120 62
Young Adult 16 3 -4 16/72/128 65
Adult 17 2 -5 17/77/136 68
Mature Adult 18 1 -6 18/81/144 71
Old 19 0 -7 19/86/152 74
Very Old 20 -1 -8 20/90/160 77
Venerable 21 -2 -9 21/95/168 80
Wyrm 22 -3 -10 22/99/176 83
Great Wyrm 23 -4 -11 23/104/184 86
* Min/Avg/Max
** Frontal only, no breath
Using these tables as a guide, a DM should be able to tailor a Dragon encounter to suit his
group of PCs. I humbly suggest the following:
Given that, we come to Giants and Outer Planar creatures. Giants only need straight stat
updates to bring them over - no weird considerations like there are for Dragons. As mentioned,
the extended PC abilities somewhat repair the balance tipped by increased Giant Hit Dice. As
for Outer Planars, again only a straight stat update is required. In fact, in 90% of cases, the
2nd Ed. stats do not differ from the 1st Ed. ones, so they present even less of a headache than
Giants.
Missing Monsters
----------------
Probably 90% of the monsters commonly used in old AD&D modules appear in one form or another in
the Monstrous Manual. Many more can be found in various 2nd Ed. supplements.
Often, when dealing with old modules, you are dealing with the original introduction of rare &
strange creatures into the AD&D game - therefore, the stats often appear in the rear of the
module in question. If you really cannot find a monster, the easiest way out is to either
create the monster yourself based on what stats *are* presented in the module, or else
substitute the monster with one you have got stats for.
NPC Encounters
--------------
The two considerations here are (i) whether the NPC in question has been fully detailed, and
(ii) whether the Class of the NPC in question has altered from the 1st Ed.
As far as point (i) goes, most AD&D modules of the early breed (up to about 1981) presented a
minimalistic outline of NPCs (Class, Race, Level, hit points, and maybe Ability Scores). For
these, only point (ii) needs to be considered (there are no changes to base statistics).
Fighters & Paladins: No change (although the addition of Specialisation could be considered for
some Fighters)
Rangers: Abilities need to be updated to new rules. Spells for high level Rangers need to be
addressed.
[Note: If the module you are converting is S4: Lost Caverns of Tsojcanth, then some of the
spells listed as "Gone" above are described in Booklet II]
Illusionists: Consider as Specialist Wizards of the Illusion/Phantasm School. Since some spells
available to Illusionists have altered in level, their spells need to be reviewed. In my
experience, however, most of the once-Illusionist only spells have been altered in the Wizard
Spell Lists to equal the level they were on the Illusionist spell lists in the PHB and the UA.
Illusionists of 16th+ level now gain 8th and 9th level spells.
Druids now have additional access to: Air Walk (5), Atonement (5), Augury (2), Bless (1),
Combine (1), Detect Charm (2), Detect Evil (1), Dust Devil (2), Earthquake (7), Find Traps (2),
Flame Walk (3), Giant Insect (4), Heal (6), Locate Object (3), Lower Water (4), Meld Into Stone
(3), Messenger (2), Part Water (6), Purify Food & Drink (1), Rainbow (5), Speak with Dead (3),
Snake Charm (2), Stone Tell (6), Water Walk (3), Wind Walk (7)
Thieves: The only thing that needs to be done with Thieves is an update to their ability %s.
The simple method is to use the Standard Thief Abilities table from the DMG2, applying Race and
Dex bonuses. The longer (but ultimately more satisfying for major antagonists) method is to use
the PHB2 rules & recreate the Thief in a relevant, customised role.
Assassins: Numerous methods here, considering the demise of the Assassin Class from 1st to 2nd
Ed. The obvious method is to make the NPC a Thief or Fighter, and apply the Assassin kit (from
PHBR2 or Dragon magazine respectively). Personally, I prefer to ignore the Assassin kit, and
make the NPC a dual-Classed Fighter/Thief, calculating level as: Fighter: Assassin-2, Thief:
Assassin-1. Thus, a 7th level Assassin becomes a dual-Classed F5/T6. Of course, when dealing
with multi-Classed PCs, just replace "dual" with "multi" in the above (which may get a little
odd when considering Half-Orc Cleric/Assassins).
Bards: Either keep the Bard "as is" (using the PHB appendix rules, or the reprinting of the
Class in the appendices to PHBR7: Complete Bard's Handbook), or use the following conversion
tables:
Compare the net result with the Rogue XP table in the PHB2 to determine the new level of the
Bard in question (eg, a 6th level Fighter/7th level Thief/9th level Bard has a net XP of 226250,
making him 11th level as a 2nd Ed. PHB Bard).
Monks: Another tricky one. If you have a copy of either the PHB1 or the Oriental Adventures
book, I would suggest using those rules to cope with Monks. Otherwise, there is always the
PHBR3 Monk Kit, or the F&A Monk Class (neither of which, IMO, do the Class justice).
Non-Weapon Proficiencies
------------------------
You don't *need* to add these in at all (they're only optional in the PHB2). Only if the NPC in
question warrents the addition of NWPs (and, of course, you use the NWP rules) does it really
need considering.
I nearly always note some arbitrary NWP target for various craftsmen, etc., just to give a basis
Psionics
--------
For creatures & NPCs with Psionics, you've got a task, since the 2nd Ed. Psionic rules are very
different from the 1st Ed. Better, IMO, whichever of the 2nd Ed. rules you use - either those
from PHBR5: Complete Psionics Handbook, or from PO: Skills & Powers (the latter is, IMO,
preferable).
Magical Items
-------------
--------------
Scrolls
-------
Rings
-----
Anything - Gone
Boccob - Gone
Faerie - Gone
--------------------
Staff-Mace - Gone
Miscellaneous Magic
-------------------
Bucknard's Everfull Purse - If you have the 1989 DMG, you're probably missing a table here
(p163). It goes:
Roll cp sp ep gp pp gems*
------ --- --- --- --- --- -----
01-50 - 26 26 26 - -
51-90 26 - 26 - 26 -
91-00 26 - 26 - - 26
----------------
Straight "+'s" are irrelevant if they appear in the tables/rules of 1st Ed. or 2nd Ed., for
obvious reasons.
Swords
------
As above for straight "+'s".
Miscellaneous Weapons
---------------------
------------------
These are only in modules if they are the focus of such, and are thus generally described in
said module.
Finally.....
------------
From the above, it may appear like conversion between 1st and 2nd Ed. modules is a daunting task. Not so! If you know
your game properly, you can do most of the conversions "on the fly", so to speak. The guidelines above are mostly
taken up with the rarities that cause headaches even when running an old module with the original books.
The list of "Gone" magical items & spells may also seem to indicate a major difference between 1st and 2nd Ed. Again,
not so! Most of the missing subjects were introduced to AD&D through the Unearthed Arcana and, although interesting
and useful in their own right, are not particularly widespread in their use within modules. Again, the same note applies
as it did for missing monsters, in that these spells and items were often introduced through modules - and if you're using
a module that contains such an item, it's odds on that the item was first described within the very pages you are going
through!
Of course, there are several spells and items (and monsters, for that matter) that exist in the 2nd Ed. books (even just
considering the DMG & PHB) that don't appear in the 1st Ed. rules at all, so you've got plenty of stuff to draw on if you
need to find replacements.
Have fun - there is a wealth of really good modules out there that were good first time around.
Conversion into the detail the revised rules offer can make these excellent adventures even better!
--
Ian R Malcomson
Message-id: <Pine.GSO.3.96.980616120324.4486E-100000@ugsparc10.eecg.toronto.edu>
> -----------------------------------------------
> This post is primarily for those that have concerns over using modules published for the
> original version of AD&D with the revised 2nd Ed. of the game. This includes old 1st Edition
> campaigners who are worried about the perceived time it would take to convert, and DMs who have
> never seen a 1st Edition rulebook in their lives, but would like to run a game set around an old
> module.
>
>
I know have saved this and will eventually put it on my website (whenever
> ----------------------
> Cacodemon - Gone; either keep original (from PHB), or replace with other 7th level spell
Planewalker's Handbook"
> Detect Illusion - Gone; either keep original (from PHB), or replace with other 3rd level spell
> Dispel Illusion - Gone; either keep original (from PHB), or replace with other 4th level spell
> Spiritwrack - Gone; either keep original (from PHB), or replace with other 6th level spell
> Truename - Gone; either keep original (from UA), or replace with other 7th level spell
> Ultravision - Gone; either keep original (from UA), or replace with other 4th level spell
> Vocalize - Gone; either keep original (from UA), or replace with other 2nd level spell
> Write - Gone; either keep original (from PHB), or replace with other 1st level spell
Er..this one, i'm not sure..I think it is the same thing as COPY
> ---------------------------
> Alter Reality - Gone; use original (from PHB) or replace with other 7th level spell (suggested:
> Chromatic Orb - Either use PHBR4 version, or replace with other 1st level spell
> Dispel Exhaustion - Gone; use original (from PHB), or replace with other 4th level spell
<snip>
> ----------------------
> Holy Symbol - Gone; either use original (from UA), or replace with other 2nd level spell
sphere)
<snip>
> ---------------------
> [forgive me for mistakes here, but there are *three* books (UA, 1989 PHB, and 1996 PHB) to
> consider here, and something may have slipped as I was trying to balance them all]
>
> Commune with Nature - If using the 1989 PHB2, add this spell to the Elemental Sphere
> Cure Disease - Now unavailable to Druids (Necromantic Sphere); replace with other 3rd level
> spell
access)
> Detect Balance - Gone; use original (from UA) or replace with other 1st level spell (suggested:
> Insect Plague - Now unavailable to Druids (Combat Sphere); however, I would advocate the
And TSR agrees with you Ian, has been added to the Sphere in S&M.
> Predict Weather - Gone; use original (from PHB), or replace with other 1st level spell
> (suggestion: replace, since the function of this spell is partially reproduced in the Weather
the old spell..yet TSR in S&M has "Weather Prediction" (an improved
version of the 1st level spell) as a 3rd level Weather Sphere spell.
> Reflecting Pool - Gone; either use original (from UA) or replace with other 2nd level spell
> Reincarnate - No longer available to Druids (Necromantic Sphere). However, given the nature of
> the Reincarnation table (96PHBp298, 89PHBp235), I would advocate the addition of this spell to
And TSR agrees with you, once again. Has been moved to the Animal
Sphere..same level.
> Starshine - Now unavailable to Druids (Sun Sphere); replace with other 3rd level spell
Correction: S&M has given Druids major access to Sun. Thus, they
>
> -------------
> [Note: if you have slade's Enclyclopedia Magica, then you're laughing]
> --------------
UA again.
>
> Scrolls
> -------
>