Time to finish up my Dungeon Crawl Classics conversion to Mongoose Traveller Stats. We are in the process of converting a Trillomite Guardian into the Traveller 2D6 system.
The beast has the following DCC stat block: Init +2; Atk tarsal claw +2 melee (1d4) or barbed chains +2 (1d8) or special; AC 14; HD 2d8; hp 14 each; Move 40' or special; Act 1d20; SP cannot be surprised by normal means, wall-crawling, pheromone blast 20' radius once per turn - all living creatures in range must succeed on a DC 18 Will save or become confused and attack a random target in the area; SV Fort +5, Ref +2, Will +4.
All we have left is the "special" abilities the creature has as well as how to use the Saving Throws as Die Roll Modifiers (DRMs) on the 8+ target number scale. Like many special abilities there is an important narrative element involved in the action as well as rolling dice to adjudicate a result. Here we have a creature which can never be surprised except by advanced forms of cloaking, can climb inverted as well as climb vertical surfaces, and has a pheromone blast in a 20' radius. These are details which need no dice roll to rule on. In fact, they inform the Game Master on possible behaviors and "best practices" these guardians may utilize prior to any encounter.
So how does one handle the pheromone blast? The power lists a Difficulty Class (DC) of 18. That is a steep number to achieve on 2D6, no doubt. Here I need to scale the numbers down a bit. Keeping it simple, I just divide the DC in half. 18 becomes a 9. PC needs a 9+ roll to resist the confusion gas. I personally use the Endurance (END) stat on the Traveller character sheet as the roll-against ability. If the PC has a high enough END score to grant a DRM you add it.
The DCC Saves (SV) are self-explanatory, these alien fucks have a +2 Dodge. If they take some kind of concussive system shock the Fortitude +5 DRM gives you the factors you need, and Will +4 is the alien creature's resistance to psionics, mind control, truth serums, etc.
The trick with making conversions at the table fast is to pull out the basic numbers any NPC in any game is likely to have and find the corollary with the game system you are actually using. There are not many scales of values you are really comparing and contrasting. 3D6, D20, D100, 2D6, 2D10, Success #s, Dice Pools. This is all simple math in the hands of an experienced Game Master, or should be.

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