Wednesday, December 3, 2025

3E/5E of the World’s Greatest Roleplaying Game to Mothership Conversion

 This one was a little trickier, as later editions tend to have lots of special abilities and multi-attacks.
I did an adaption of one monster of each edition. The 3E one was much harder due to the innate magical effects and spells.


Divide Total HP/10, then round to whole number, Instinct remains (x10%) then determine HP by multiplying by x 4.5 and rounding. Then add or deduct from Health based on the original size. D6: -5, D8: +0, D10: +5, D12: +10. Apply the OSE to Mothership Wound and Health Converter. Including adding the extra Wound at the end.

Applying the AC to AP converter using the Ascending AC.

Actions remain the same, use judgement for distance of attacks.

Divide Damage/2 and convert into d5, d10 and Wounds as according to convertor.

In the unlikely event you need to calculate speed, original speed for a walk, x 3 for a run, converting to meters if required.

Any attacks that recharge randomly can only be used once per combat encounter.

Relevant Skills are converted and compared to Instinct, same process as converting Attack Bonuses, if the converted skill is higher than the Instinct, they can use that percentage when doing those actions otherwise use Instinct if Skill is lower.

Advantages/+4 or higher situational modifiers convert to [+] and likewise do Disadvantages into [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.


Gnoll Fang of Yeenoghu

5E MM p.163

W4 HP 12 OR W2 HP 24

INS 70%

COM 50%, Teeth and Claws 1d10 (Gore & Massive) Attacks 3 times, one of those with its bite.

Those bitten must make BODY Save or take an additional 1d10 from bacterial infection

When the Gnoll inflicts a final Wound, it moves to another target within Nearby range and bites another target.

AP 4

As fast as a person


Nightmare

3E SRD (https://www.d20srd.org/srd/monsters/nightmare.htm)

W4 HP 13

INS 50%

COM 70% Kick; 1d10 (Blunt Force) +1 (Fire & Explosives)

45% Bite; 1d5 (Bleeding)

If it doesn’t move, it can bite as well as kick twice.

Hooves set combustible materials alight.

AP 14

Sees in the dark

As it fights, it exhales sulphurous smoke from its nostrils. Imposing [-] on all rolls including the BODY Save to resist its effects on the eyes and lungs. It conceals the Nightmare within the cloud.

Faster than a person (26m per round), can fly fast than that (30m per round)

Can carry a person if somehow tamed or appeased, WILDERNESS SURVIVAL roll required to do anything while mounted.

If possible, maximum load up to 136kg before [-] on rolls, half speed above 272kg and limit at 408kg.

Why communicate with this thing/Special abilities

If one communes with the Nightmare for 30 minutes, it may transport itself and ten others to distant realities and places as a physical copy there. But is unable to bring objects back to the original body, which lies in a state of unawakening suspended animation. It is possible to be left behind.

The Nightmare may also make itself and 6 others invisible and incorporeal, travelling through physical matter in any direction at half speed for 20 minutes. Everything in normal reality looks grey and insubstantial. If within an object when the time elapses, the materialised being takes 1d10 damage for every 2 metres it is shunted towards an open space.


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