Quote:
Originally Posted by 3catcircus
The key is that the T2K rules work for any type of game involving gunpowder weapons. If you know how the designers came up with the stats for various weapons and vehicles...
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It can work for games that don't explicitly have gunpowder weapons as well, particularly if one has the TNE rules for creature generation. I have a set of rough guidelines for converting D&D 3.x or Pathfinder 1e to GDW stats. I still need to polish them and put them up somewhere, but roughly:
1. Include the
shield block combat maneuver from Franklin's Traveller Pages. D&D/PF shields modify the skill roll by their AC bonus minus 2 (this is so a heavy shield is the default, a buckler is slightly worse, and a tower shield is better).
2. For melee weapons, anything with a D&D/PF max damage of 4 or less becomes 1d6, 5-6 is 1d6 + 1/2 Str, 7-8 is 2d6 + 1/2 Str, 9-10 is 2d6 + Str, and 11-12 is 3d6 + Str. Ranged weapons are generally 6 or less is 1d6 and 7 or higher is 2d6, treating armor like melee weapons do. Magic weapons add +1 to effective skill, do +1 damage, and ignore a point of AV for each plus (so a weapon +3 adds +3 to skill, does +3 damage, and ignores 3 AV).
3. D&D/PF normal armor gets halved as parenthetical armor, so Leather (AC +2) is AV (1) in GDW, while Full Plate (AC +8) is AV (4). Magic armor gets its full value as regular armor, so Leather +2 is AV 2(1). This is explicitly to make low-level magic armor valuable and someone with high-level magic armor pretty scary to go up against.
4. Humanoids get half their hits from size and half from average stats. I have a spreadsheet to do this and will need to explain it thoroughly when I write up the article.
5. Non-humanoids get their hits based on size, with tweaking based on a Dragon article on how to create monsters in D&D 3 - for example, Beasts get a 25% boost because of their hit die type, and Dragons get heavily modified, with their actual size being half of what their hit die would imply, and getting a boost to hits above that, so that a 10 HD animal is about 8 tons and 82 hits, while a 10 HD beast is the same mass but 103 hits, and a 10 HD dragon is about 3 tons and 144 hits.
6. Natural armor converts to AV like armor (+2 AC is AV (1)), while Damage Reduction converts to AV at DR 5 = AV 1. Messing with an Iron Golem and its AV 3 (11) is a bad idea unless you have very heavy weaponry.
It's very far afield from canon T2K, but I started working on it for a few reasons: to see if the House Rules could handle fantasy, as a way of using the vast number of D20-era sourcebooks as ways to create more aliens for Traveller, and as a tribute to the very early magazine article about WW2 Germans encountering a Necromancer's army of orcs.