AD&D to Fuzion Conversion
Example


To better illustrate the conversion process, you may follow this example conversion process.

I'll try converting something that might be useful to some GMs; a Griffon.

Step one. Mind Statistics. Intelligence and Willpower are figured with the same calculation, since no AD&D Wisdom stat is given. In the Monster Manual (MM) I see a 2-4 range is given for its Intelligence. Since it is listed as only Semi intelligent, I'll use the low end for my calculations, since the formula is slightly favoring intelligent creatures. Thus I have:

INT & WILL = (2 + 2) / 3

Rounding gives me a total of 1. An optimist would say this monster has the brains of Forrest Gump.

Next, Presence is calculated. This is a 7 HD creature so the formula is:

PRE = 2 + (7) / 3

for a total PRE of 4 with appropriate rounding. Fairly intimidating.

Step two. Combat Statistics. Here we'll use the same Intelligence as before (2). Looking at the Griffon's most damaging attack (2-16 or 2d8) will give me the creature's highest Fuzion DC. Looking on the Dice-DC chart I see that 1d8 = DC 4. Therefore, I can know that 2d8 = DC 8. Here's the next calculation:

TECH = [(2 + 2) / 3] + (8 / 2)

giving us a TECH of 5. Obviously, if this creature was a bit quicker witted, it'd have a better TECH. However, its sheer size and power compensate for this a great deal.

Now we calculate Reflex. It's pretty straightforward and we need know only the creature's total HD. Looking at the THAC0 for the Griffon, I can see that it is slightly higher than is typical (a THAC0 of 13 instead of the expected 14). I would note this for later and purchase the fighting generic skill later with at 2 points.

REF = 2 + 7

Giving us a REF of 9. DEX is only slightly more complicated but it, too, is dependent on the HD.

DEX = (10 + 7) / 3

Rounding brings the total DEX to 6. If I wanted the beast to be more difficult to hit (as with the case of small, low-HD creatures such as fairies), I would make a note to buy up Evade later.

Step three. Physical Statistics. You will note from the table that the Fuzion CON and BODY stats are calculated with the same formula. The only thing we need to know here is what the maximum possible Hit Points might be for the Griffon. Given the monster has 7 HD and d8's are rolled to find the hit points, simply multiply 7 x 8 to find 56. Thus the final calculation is:

CON & BODY = (56 / 10) + 2

Rounding provides us with the answer; a CON and BODY of 9.

Finally, we have already calculated the highest Fuzion DC of the monster to be 8, and that is the creature's STR.

STR = 8

Step four. Calculate Movement. Looking at the MM write-up, I see the Griffon's best Movement is Flight at 30. I'm going to buy the Flight power for this creature later, so I use the first Movement stat instead.

MOVE = 12 / 3

for a total MOVE of 4.

Step five. Finding the derived stats. Now that we have the primary Statistics, we use the normal Fuzion rules to find the Derived Statistics.

Griffon
INT 1
WILL 1 RES 3
PRE 4
TECH 5
REF 9 SPD 5
DEX 6
CON 9 END 90 SD 18
STR 8 REC 17
BODY 9 STUN 45 HITS 45
MOVE 4 RUN 8 SPRINT 12 SWIM 4 LEAP 4

Step six. Skills and abilities. A few basic skills can be given, even to a creature as simple as a Griffon. Fighting is often an Everyman skill so a base value for the generic fighting skill would be 2. Seeing my note about the Griffon's THAC0 above when REF was calculated, I'll add 2 more to this to represent the Griffon's ferocity in combat. The MM descriptions notes these ferocious animals often fight their intended prey until they or their prey is dead. Therefore, I won't bother giving the Griffon a generic combat evade skill.Other skills you might choose to give the Griffon might be ranger, survival, and a bonus to their perception skill. You might also give it a moderately good flying skill to represent the beasts skill in the air. These aren't critical to using the Griffon in play, however, so I'll skip these now.

Next, it's necessary to come up with the Griffon's abilities. Using the AD&D Converter's Amor Class (AC) to the Fuzion Killing Defense (KD) formula is simply. The Griffon's AC is listed at 3. Plugging it into the formula:

KD = (8 - 3) x 2

Gives us a toal KD of 10. This monster is pretty tough, but a decent sword should manage to penetrate its hide at least half the time.

Now note that an AD&D Griffon has 3 attacks per round. Our conversion has produced a SPD of 5. For Fantasy, I use Fuzion's alternate speed chart. This means everyone has at least one action per phase. However, individuals with a speed of 5 to 8 gain an extra action every phase. This can account for 2 of the attacks. Now, looking at the MM description, I see that the AD&D Griffon's damage is 1-3/1-3/2-16 representing a claw/claw/bite assault. To represent a monster's claw attacks, I often borrow the Hero System's Reduced Penetration limiter. This -1 power limiter causes the damage from the attack to be rolled in two separate totals when used against an armored character. So now I know that I can represent the multiple attacks of the Griffon in Fuzion without a lot of fuss.

To build the power, we first find the DC of the first attack. 1-3 points of damage can be represented with a d3, which is DC 1. This damage can be dealt twice against the same target, giving us a total DC of 2. Purchasing 1d6 of Hand to Hand Killing Attack (HKA) costs 3 Power Points (PP). This is all we need since the strength of the monster easily pushes the attack to it's doubles max of 2d6. Applying the -1 Limiter, Reduced Penetration finishes it out:

2PP, 1d6 HKA (2d6 with STR), Reduced Penetration (-1) (2x 1d6 vs Armor). Costs 2 END.

The more dangerous attack is the bit attack, which does 2-16 points AD&D style. Using the Dice to DC chart we see a 1d8 has a DC 4, and doubled we get DC 8. This is the same way we got the Fuzion STR. Thus, buying 4d6 of HKA for 6 PP can represent the attack well since the STR of the creature will add another 4d6 to the attack. Thus we have:

6PP, 4d6 HKA (8d6 with STR). Costs 3 END.

The claws might scratch you, but the beak will rip an average human to pieces! Go Griffon!

Finally, we'll build the Flight ability. 20 m/y of Flight movement should be enough to represent the speed a flying Griffon can attain. How do I know? Remember back when we were calculation the derived MOVE statistics? Did you notice the SPRINT value was the same as the AD&D Movement value of the monster? You can see here that the movement used in both AD&D and Fuzion are scaled precisely. The equivalent SPRINT using the Flight power is 1.5 x the # m/y purchased. Thus, 1.5 x 20m/y = 30 m/y which is the same as the Flying stat in the MM!

4PP, 20 m/y of Flight Movement, Sprint = 30 m/y. Costs 2 END, 3 END for Sprint.

Step seven. The Defensive and Offensive X. This last step is completely optional, but it is quite useful for GMs who want to be sure they are scaling the campaign to the ability levels of the Player Characters. We calculate the Offensive and Defensive X as follows:

Offensive X: PP cost of Greatest Attack + REF + Greatest Attack Skill

Defensive X: (HITS / 5) + DEX + (Largest Defense / 5) + Greatest Defense Skill

For our Griffon, we see the PP cost of the Greatest Attack is 6, the REF is 9, the Greatest Attack Skill is 4, the HITS are 45, the DEX is 6, best defense is 18 (the Stund Defense, SD, is higher than the Killing Defense), and the Griffon has no Defense Skill. The totals are:

Offensive X: 6 + 9 + 4 = 19

Defensive X: (45 / 5) + 6 + (18 / 5) + 0 = 18


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