fobosiyu
Topic Author
Posts: 1
Joined: Sat 12 Mar 2022, 09:52

ADnD modules

Wed 28 Sep 2022, 06:55

I'm looking for any resources that might've been prepared to run classical ADnD settings to run with FL rules. I'd love to play those again but cant stand D&D nowadays.
 
fougerec
Posts: 41
Joined: Thu 09 Dec 2021, 00:21

Re: ADnD modules

Wed 28 Sep 2022, 17:28

I've found the best way to run an old D&D module is to use the map and the backstory. There's some resources online for changing monster stats from different editions of D&D to FL but I find it just as quick to make the monster myself using the D&D one as a guideline. Most traps you can mimic by either an attack roll, a Move to avoid or an Endurance to resist. Once you've got the monsters down you can literally convert the module on the fly.
 
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Kaizzum
Posts: 11
Joined: Sat 09 Jul 2022, 18:04

Re: ADnD modules

Mon 17 Oct 2022, 21:51

I've found the best way to run an old D&D module is to use the map and the backstory. There's some resources online for changing monster stats from different editions of D&D to FL but I find it just as quick to make the monster myself using the D&D one as a guideline. Most traps you can mimic by either an attack roll, a Move to avoid or an Endurance to resist. Once you've got the monsters down you can literally convert the module on the fly.
Could you share that resources?
My Free League Workshop contributions:
- https://www.drivethrurpg.com/product/408678/Player-Characters-Compilation
- https://www.drivethrurpg.com/product/415264/Town--Village-Creator
- https://www.drivethrurpg.com/product/417812/Castles--Strongholds
 
fougerec
Posts: 41
Joined: Thu 09 Dec 2021, 00:21

Re: ADnD modules

Wed 19 Oct 2022, 14:07

I've found the best way to run an old D&D module is to use the map and the backstory. There's some resources online for changing monster stats from different editions of D&D to FL but I find it just as quick to make the monster myself using the D&D one as a guideline. Most traps you can mimic by either an attack roll, a Move to avoid or an Endurance to resist. Once you've got the monsters down you can literally convert the module on the fly.
Could you share that resources?
IIRC I found it here on the forums (don't have the site book marked) but I've since found that using the monster creation rules, some GM sense and the flavour of the OG monster I can put one together pretty quick. The biggest thing really is to come up with 6 different attacks for the random roll but if you do single target, multi-target and some sort of appropriate AOE that takes care of half of them.
 
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pellejones
Posts: 220
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Re: ADnD modules

Wed 19 Oct 2022, 17:35

Here is a good document for converting.
https://docs.google.com/document/u/0/d/ ... t11ljmnw6w

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