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Castle of GPT: conversions

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Using "Swords & Wizardry" ruleset as a starting point, let's convert the module to a bunch of other systems. You can access all of the conversions by clicking on the image. Below it, are some notes about the process.

Castle of GPT

1. Statblocks

The most important part of the conversion. I really like the succinct nature of the OSR-style statblocks and the fact they could be easily placed right into the encounter description. Just for a comparison, here are Goblin statblocks for each system, sorted by length.

Into the Dungeon: Revived

STR 8, DEX 14, WIL 8, 4hp, dagger (d6).

Basic Fantasy

AC 14; HD 1-1; #At 1 shortsword, 1d6; Mv 20'; Sv F1; Ml 7; XP 10.

Lion & Dragon

MV 30'; AC 14; HD 1d6; Init +0; AT: long dagger (+2, 1d6); SV 16; AL C; ML 7.

Swords & Wizardry

HD 1d6hp; AC 6[13]; Atk 1 short sword (1d6); Move 9; Save 18; AL C; CL/XP B/10.

Dark Dungeons

MV 30'; AC 6; HD 1-1; AB +1; #AT 1 short sword (1d6); SV 0lv; AL C; Int 9; ML 7; XP 5.

For Gold & Glory

AC 6; MV 6; HD 1-1; THAC0 20; #AT 1; Dmg 1d6 (short sword); SV 0lv; SZ S (4' tall); ML 10; Int 7; AL LE; XP 15.

Note how the length of the statblock represents the complexity of the system, and how the stats remained in a same ballpark throughout all of them.


2. Saving Throws

S&W and L&D have a single Saving Throw with modifiers, ItDR has three Saves (one for each Ability Score), and others have the "classic" five ones. To decide which out of five Saving Throws should be used in each particular case, I used the blog post "Which Saving Throw Should I Use? Old School Musings On Saving Throws" by Lucille L. Blumire.


3. Magic Items

Most magic items and spells (or their analogs) are present in each system. Other ones I tried to replace with similar ones from the ruleset.


4. Disease

S&W and BF do not have rules for diseases, so I used one from DD. For ItDR conversion I've used the modified "mummy rot" effect.


5. Currency

Generally, for "silver standard" systems, 1 gold piece is equal to 1 silver shilling.


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