Converting Adventures
Converting stats from other adventure games to the Drowned Isles is more of an art than a science. Nevertheless, here are some guidelines.
Saves
When players should make a save, map dexterity to Scramble, willpower to Command, and toughness to Muscle. More generally, go with whatever makes fictional sense.
Currency
Convert 1gp to 1 Siglos, or maybe divide by 10 if the numbers seem crazy.
B/X or otherwise “compatible” Stats
D&D-y, old school statblocks. Hypothetically will also work with a modern D&D derivative, but I’m not sure the numbers will feel right
Converting Health
- Convert any health to HD, rounding up (discarding it if there’s less than HD/2 health)
- If the creature has 2HD or fewer, give it 1 Injury slot and 1 Guard for each HD
- If it has 3 to 9 HD, give it 3 Guard and Injury slots equal to HD / 2 (round down)
- If it has 9 HD or more, give it 4 Guard and Injury slots equal to HD / 3 (round down; leftover HD go to Armor)
- Subtract 10 from ascending AC, divide by 10, and multiply it by HD (so 15 AC means HD * 0.5). Give the creature that much Armor, rounded naturally
- Feel free to move health between Armor and Guard. Generally one Armor is worth an amount of Guard equal to Wound slots (because they get refilled on a Wound), so converting one Armor to Guard makes a creature stronger and converting one Guard to Armor makes it weaker.
Fictional armor descriptions:
- Leather: 12 AC, 0.2 multiplier
- Chaimail: 14 AC, 0.4 multiplier
- Plate mail: 16 AC, 0.6 multiplier
Converting Damage
- Find the average damage of an attack (the average roll of a die is its “face value” / 2 + 0.5)
- Calculate Harm by dividing by 3 and rounding naturally
- 1d4 and 1d6 are 1 Harm
- 1d8, 1d10, and 1d12 are 2 Harm
- If you want to “zhuzh” up an attack or effect without increasing the Harm (which is not very granular), add an Effect
Mark of the Odd Stats
- Start with 1 Injury slot at 8 Strength and gain another for every 4 Strength. If Strength is less than 8, subtract 1 Guard.
- For every 2.5 HP they have, take 2 Guard (round naturally)
- Feel free to shift some Guard to into Injuries if the numbers are deeply unbalanced - though remember that each Injury is worth all of a character’s Guard.
- For every point of Armor they have, take 2 Armor.
- d4 attacks deal 1 Harm; d6 and d8 attacks deal 2 Harm; d10 and d12 attacks deal 3 Harm. For d8 and d12 attacks, consider adding an Effect.