D&D To AD&D Conversion Notes
D&D To AD&D Conversion Notes
D&D To AD&D Conversion Notes
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--------The simplest misconception regarding the D&D system is that *all* Chaotic beings are Evil,
all Lawful beings are Good, etc. However, this is simply not true. Instead, the Law-Chaos
Alignment should be kept, and a Good-Evil component added depending on the nature of the
being.
Level
----For Fighters, Thieves, Clerics and Magic-Users:
D&D
1-12
13-15
16-18
19-21
22-24
25-27
28-30
31-33
34-36
AD&D
Same
13
14
15
16
17
18
19
20
For Demi-humans:
Elves become Fighter/Magi
Dwarves become Fighters
Halflings become Fighters
Use Levels as stated (i.e., a 4th level Elf becomes a F/Mg of 4/4 level), with higher levels
dependant on Fighter Combat Options as per:
A
B
C
Elf
-
Dwarf
-
Halfling
8
8
D
E
F
F
H
I
J
11
11
11
12
12
12
13
13*
13*
13*
13*
14*
14*
14*
8
9
9
9**
9**
9**
9**
K
L
M
13
14
15
14*
15*
15*
9**
-
* Mage level only - Fighter level remains at 12th unless optional level limit rules used
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PP
+10
+10
+10
+10
+10
+10
+10
OL
+10
+9
+8
+7
+7
+7
+7
F/RT**
+10
+10
+10
+10
+10
+11
+12
MS
-5
-4
-3
-2
0
+3
+7
HiS
0
0
0
+1
+3
+5
+8
HN
-20
-15
-25
-30
-30
-34
-33
CW
-2
-2
-2
-2
-1
0
+1
RL***
20
25
30
35
8
9
10
11
12
13
14/13
15/13
16/14
17/14
18/14
19/15
+10
+10
+15
+20
+20
+19
+14
+9
+4
-1
-6
-11
+7
+8
+9
+10
+11
+13
+10
+7
+9
+6
+3
+6
+13
+14
+15
+16
+17
+19
+16
+13
+15
+12
+9
+11
+10
+15
+20
+25
+30
+33
+31
+29
+27
+25
+23
+21
+11
+15
+19
+23
+27
+32
+29
+27
+33
+31
+29
+33
-37
-36
-40
-39
-43
-41
-44
-47
-50
-52
-54
-46
+2
+3
+3
+2
+1
0
-1
-2
-3
-4
-5
-6
40
45
50
55
60
65
65
65
70
70
70
75
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21/15
22/16
23/16
24/16
25/17
26/17
27/17
28/18
29/18
30/18
31/19
32/19
33/19
34/20
35/20
36/20
-16
-21
-26
-31
-36
-41
-46
-51
-56
-61
-66
-71
-76
-81
-86
-91
-96
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+4
+2
+5
+3
+1
+1
-1
-3
-5
-7
-9
-11
-13
-15
-17
-19
-21
+8
+5
+7
+4
+1
+2
-1
-4
-7
-10
-13
-16
-19
-22
-25
-28
-31
+19
+17
+15
+13
+11
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
+31
+29
+27
+25
+23
+21
+19
+17
+15
+13
+11
+9
+7
+5
+3
+1
-1
-48
-50
-52
-54
-56
-53
-55
-57
-59
-61
-63
-60
-62
-64
-66
-68
-70
-7
-8
-9
-10
-11
-12
-13
-14
-15
-16
-17
-18
-19
-19
-20
-20
-21
75
75
80
80
80
80
80
80
85
85
85
85
85
85
90
90
90
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Fighter*
1
2
3
4
5
6
7
8
9
10
11
12
13
14/13
15/13
16/14
17/14
18/14
19/15
20/15
4/4
4/4
5/5
5/5
5/5
6/6
6/6
6/6
7/7
7/7
8/7
8/8
8/8
8/8
9/8
9/8
9/8
9/8
10/9
10/9
Cleric or
Thief
2/2
2/2
3/2
3/3
3/3
4/3
4/3
4/4
5/4
5/4
6/4
6/5
6/5
6/5
7/5
7/5
7/5
7/5
7/5
7/5
21/15
22/16
23/16
24/16
25/17
26/17
27/17
28/18
29/18
30/18
31/19
32/19
10/9
10/9
11/9
11/9
11/9
11/9
12/9
12/10
12/10
13/10
13/10
13/10
7/5
7/6
8/6
8/6
8/6
8/6
8/6
8/6
8/6
9/6
9/6
9/6
Mage
2/1
2/1
3/1
3/1
3/1
4/2
4/2
4/2
5/2
5/2
6/2
6/3
6/3
6/3
7/3
7/3
7/3
7/3
7/3
7/3
7/3
7/3
8/3
8/3
8/3
8/3
8/3
8/4
8/4
9/4
9/4
9/4
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34/20
35/20
36/20
14/10
14/10
14/10
15/10
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9/6
9/7
9/7
10/7
9/4
9/4
9/4
9/4
* Includes Dwarves, Elves and Halflings on the AD&D column; these D&D Classes use the
D&D progression as listed for the other non-Fighter Classes
Basically, a 36th level D&D Fighter who can wield 15 weapons will lose the ability to use 5
of them effectively (i.e., will be non-proficient) when translated into the AD&D game. This is
simplistic. If you add in Weapon Mastery and Specialisation, things get a little bit more
complicated to calculate.
(NB: D&D Mastery Slots: 1 BS, 2 SK, 3 EX, 4 MS, 5 GM; AD&D Specialisation Slots: 1
Prof, 2 Melee/Thrown Spec., 3 Bow Spec.)
Specialisation vs. Weapon Mastery
--------------------------------If using standard (PHB) AD&D rules, assume that "Expert" Weapon Mastery level indicates
Specialisation. If using the S&P Specialisation rules, figure Weapon Mastery thus:
D&D Weapon Mastery
Basic
Skilled
Expert
Master
Grand Master
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Level*
1
2
3
4
5
6
7
8
9
10
11
12
13
14/13
15/13
16/14
17/14
18/14
19/15
20/15
21/15
22/16
23/16
24/16
25/17
26/17
27/17
28/18
29/18
Cleric/Druid
1
1
0/1
1/1
1/1/1
1/1/1
0/1/0/1
0/0/1/1
1/1/0/0/1
0/0/0/1/1
1/0/1/0/0/1
2/1/1/0/0/1
1/1/2/1/0/0
1/1/1/1/-1/0
0/1/1/1/1/1
0/1/1/1/-1/1/1
0/0/1/1/-1/1/0
0/0/1/1/-1/-1/-1
-1/0/1/2/0/-2/-1
-1/0/1/2/0/-2/-2
-1/0/1/1/-1/-2/-2
0/1/2/1/-1/-1/-3
0/0/1/0/-1/-1/-3
-1/0/1/0/-1/-2/-3
-1/0/1/1/0/-2/-3
-1/0/0/1/-1/-2/-3
-1/-1/0/1/-1/-3/-3
0/0/1/1/-1/-2/-3
0/0/1/1/-1/-2/-4
Mage
0
0
0/0
1/0
2/0/0
2/0/0
1/1/0/0
1/0/1/0
1/0/0/0/0
1/1/0/-1/0
0/1/1/0/1/-1
0/0/0/1/2/0
1/1/1/1/2/0
1/1/1/0/1/0
0/1/1/0/1/0/-1
0/0/0/0/1/0/-1
-1/0/0/0/0/-1/-1
-1/0/0/0/0/-1/-1/-1
-1/0/0/0/1/-1/-1/-2
-1/0/0/0/1/-2/-2/-2
-1/0/0/0/1/-2/-2/-2/-1
-1/-1/0/0/0/-1/-1/-1/-2
-1/-1/-1/-1/0/-1/-1/-2/-2
-2/-2/-1/-1/0/-2/-2/-2/-2
-2/-2/-1/-1/0/-2/-1/-2/-3
-2/-2/-2/-1/-1/-2/-2/-2/-3
-2/-2/-2/-1/-1/-2/-2/-3/-4
-3/-3/-2/-1/-1/-3/-3/-3/-3
-3/-3/-2/-2/-2/-3/-3/-3/-4
30/18
31/19
32/19
33/19
34/20
35/20
36/20
0/0/0/1/-1/-3/-4
1/1/0/0/-2/-3/-4
0/1/0/0/-2/-3/-5
0/0/0/0/-2/-4/-5
0/0/0/0/-1/-3/-6
0/0/0/-1/-1/-3/-6
0/0/0/-1/-2/-4/-7
-3/-3/-3/-2/-2/-4/-3/-4/-4
-3/-3/-3/-2/-2/-4/-4/-3/-5
-4/-3/-3/-3/-3/-4/-4/-4/-5
-4/-4/-4/-3/-3/-5/-4/-4/-6
-4/-4/-4/-4/-3/-4/-5/-5/-5
-4/-4/-4/-4/-4/-5/-5/-5/-6
-4/-4/-4/-4/-4/-5/-6/-6/-7
Elf
0
0
0/0
1/0
2/0/0
2/0/0
1/1/0/0
1/0/1/0
1/0/0/0/0
1/1/0/0/0
1/1/1/1/1
1/1/1/2/2/1
2/2/2/2/2/2
2/2/2/2/2/2
2/2/2/2/2/2
2/2/2/2/2/2/1
2/2/2/2/2/2/1
2/2/2/2/2/2/1
2/2/2/3/3/2/1
2/2/2/3/3/2/1
2/2/2/3/3/2/1**
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Cleric Spells
------------Purify Food & Water (C1) - Purify Food & Drink
Resist Cold (C1) - Endure Heat/Cold
Bless (C2) - 1st level in AD&D
Cure Blindness (C3) - Cure Blindness or Deafness
Growth of Animal (C3) - Animal Growth (5th level)
Striking (C3) - No equivalent; I suggest replacing with Pyrotechnics
Animate Dead (C4) - 3rd level in AD&D
Create Water (C4) - 3rd level, Create Food & Water, in AD&D
Dispel Magic (C4) - 3rd level in AD&D
Create Food (C5) - 3rd level, Create Food & Water, in AD&D
Truesight (C5) - True Seeing
Barrier (C6) - Blade Barrier
Create Normal Animals (C6) - Replace with either Conjure Animals, or Animal Summoning
III (both 6th level)
Cureall (C6) - Heal
Raise Dead Fully (C7) - Resurrection
Restore (C7) - Restoration
Survival (C7) - No equivalent; I suggest replacing with Regenerate
Travel (C7) - Astral Spell or Wind Walk, depending on circumstance
Wish (C7) - No equivalent; I suggest replacing with Holy Word, Succour, or Symbol
(personal preference)
Wizardry (C7) - No equivalent; I suggest treating in the same way as Wish, above
Druid Spells
-----------Detect Danger (D1) - Replace with either Detect Evil or Detect Snares & Pits
Locate (D1) - Locate Animals or Plants
Predict Weather (D1) - No equivalent at 1st level in core AD&D; I suggest replacing with
another 1st level spell
Obscure (D2) - Obscurement
Produce Fire (D2) - Produce Flame
Protection from Poison (D3) - No equivalent; however, several AD&D Druid-sphere spells
exist that can be used as replacements (Flame Walk, Meld into Stone, Plant Growth, Snare,
Spike Growth, Starshine, Summon Insects, Tree)
Summon Animals (D4) - Animal Summoning I
Dissolve (D5) - Transmute Rock to Mud
Summon Weather (D6) - Weather Summoning
Transport Through Plants (D6) - Transport Via Plants
Metal to Wood (D7) - Transmute Metal to Wood
Summon Elemental (D7) - Conjure Fire Elemental (6th level), or Conjure Earth Elemental
(7th level); note that Water and Air Elemental summoning by Priests is dealt with in the ToM
and S&M
Weather Control (D7) - Control Weather
Magic-User/Mage Spells
---------------------Analyse (MU1) - Identify
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AD&D D&D
AD&D
D&D
AD&D
D&D
AD&D
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A
B
C
D
E
F
A
B
C
D
E
F
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G
H
I
J
K
L
G
H
I
A, cp & sp only
C, sp & ep only
Q
M
N
O
P
Q
R
G, no magic
W
T
J
K
L
S
T
U
V
M
N
Z, 5% magic
Z, 5% magic
Magical Items
=============
Another one of those horrible equivalency lists coming up......
Note: most of the rules that govern the use of specific items in the D&D game are compatible
with the AD&D game, so the D&D description for an item that doesn't appear in the AD&D
game is just as good (if not better) than taking an AD&D equivalent.
Only items that do not appear, or have different names to, those listed in the DMG are
presented here. Some of my suggestions are based on personal choice (which means they
might not make sense to you), so take them for what they are....
Potions
------Agility - Speed
Antidote - treat as an antivenene
Blending - Rainbow Hues
Bug Repellent - Animal Control (insect type)
Defence - Oil of Slipperiness
Dreamspeech - ESP
Elasticity - Oil of Slipperiness
Elemental Form - Oil of Elemental Invulnerability
Ethereality - Oil of Etherealness
Fortitude - Vitality or Elixir of Health
Freedom - Oil of Slipperiness (again)
Luck - Philtre of Glibness
Merging - Polymorph Self
Sight - Oil of Disenchantment
Speech - ESP
Strength - Giant Strength
Super-Healing - Extra-Healing
Swimming - Water Breathing
Scrolls
------Communication - replace with Crystal Ball with Clairvoyance
Creation - replace with Nolzur's Marvellous Pigments
Delay - replace with spell scroll
Equipment - replace with Robe of Useful Items
Illumination - replace with Wand of Illumination
Mages - replace with spell scroll containing Identify
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Survival - Sustenance
Truthfulness - cursed Ring of Truth: wearer cannot lie
Miscellaneous
------------Amulet of Protection from Crystal Balls & ESP - Amulet of Proof against Detection &
Location
Boat, Undersea - Apparatus of Kwalish
Boots of Travelling & Leaping - Boots of Striding & Springing
Chime of Time - glorified water clock (well, it's getting late...)
Displacer Cloak - Cloak of Displacement
Egg of Wonder - Bag of Tricks
Helm of Alignment Changing - Helm of Opposite Alignment
Helm of Reading - Helm of Comprehending Languages & Reading Magic
Lamp, Hurricane - as Lamp of Long Burning, except hurricane blast plus stormy rain come
hacking out when the shutter is raised first time in a day
Lamp of Long Burning - burns until doused
Muzzle of Training - Iron Bands of Bilarro (well, close enough....)
Nail, Finger - Amulet of Inescapable Location
Nail of Pointing - Wand of Enemy Detection
Ointment - Keoghtom's Ointment
Pouch of Security - Bucknard's Everfull Purse
Quill of Copying - Quaal's Feather Token
Slate of Identification - Lens of Detection
Wheel of Floating - Wings of Flying
Wheel of Fortune - Deck of Many Things
Wheel, Square - Horseshoes of a Zephyr or Horseshoes of Speed
Weapons & Armour
---------------Most of these are pretty straightforward. There are a few weird ones in D&D, but nothing that
can't be translated from it's name into a useable item in AD&D.
Conclusion
==========
Despite appearances, the D&D game is not a "baby version" of AD&D - it is a different
game, that has, over a longer period of time than AD&D, developed down it's own path with
it's own set of devotees. The above attempt at producing a fairly comprehensive conversion
guide shows this.
When converting a D&D module for use with AD&D, you have to remember that the module
was originally written for a different, albeit similar, game, with different balances in place.
D&D Characters, for example, are generally weaker than AD&D Characters at low levels,
but eventually overtake them as the levels progress. A 20th level Magic-User, for instance, is
actually more powerful than a 20th level Wizard, and not just through spells. However, D&D
Characters, regardless of level, do tend to have less hit points, lower Ability Scores, and less
choice of spells and special abilities than their AD&D cousins.
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