AD&D To GURPS Conversion Tables
AD&D To GURPS Conversion Tables
AD&D To GURPS Conversion Tables
There are some very good AD&D adventures on the shelves which can be used in GURPS games
if you are so inclined. GURPS uses standard weights and measures which allow most things to be
converted over. One nice thing is that you don't have to worry about the "level" of the adventure,
since even beginning GURPS characters usually have pretty high skill scores. The object is to
preseve the plot and the personality of the NPC's of an adventure and at the same time convert the
adventure so that it runs as a GURPS game, not an AD&D game with GURPS combat. There is a
different "feel" to GURPS which can be maintained despite the fact you want to use a module from
another system.
I currently use material from many systems in our GURPS game. The world is based on the
Forgotten Realms Campaign Set, the players are based in Santuary (Theives World) which was
stitched on to the Realms, material from the original Griffin Mountian is used, some MERP stuff is
there, and players are currently trying to prevent the release of a demon in Temple of Elemental
Evil. I have alot of fun using all kinds of material, so I thought I would share my AD&D conversion
tables.
These tables are not perfect and some of them have only been slightly play- tested. Suggestions
beyond "never use prepackaged modules for any game and especially never mix the horrible
AD&D system with the king-of-systems: GURPS" are of course welcome. Some of the material
comes from forgotten discussions on the net so I in no way claim originality to any of this, further I
am not connected to either TSR or SJG and I really don't care much about how this might infringe
on any copyrights - since there is no economic payoff for either company to provide such a
conversion.
Notes on using these tables follows at the end. Enjoy.
GURPS
Character
Points
--------25
50
100
115
130
145
160
170
180
190
200
210
220
AD&D
Str
----
18/01
18/51
18/76
18/91
18/00
GURPS
Stat
----5
6
7
8
9
9
10
10
10
10
11
11
12
13
14
15
16
17
18
19
20
Table 3. Charater Weapons Skill Based on "Level" (Based on 1st Ed.) Base chance of
success based on hitting an unarmored person (AC10)
AD&D
Level
----0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Fighter
------50 %
55 %
55 %
65 %
65 %
75 %
75 %
85 %
85 %
95 %
95 %
98 %
98 %
99 %
99 %
99.5 %
(3d6)
----10
10
10
11
11
12
12
13
13
14
14
15
15
16
16
17
Cleric
------
(3d6)
-----
Mage
----
(3d6)
-----
Theif
-----
(3d6)
-----
55
55
55
65
65
65
75
75
75
85
85
85
95
95
95
10
10
10
11
11
11
12
12
12
13
13
13
14
14
14
50
50
50
50
50
60
60
60
60
60
75
75
75
75
75
9
9
9
9
10
10
10
10
11
11
11
11
12
12
12
50
50
50
50
60
60
60
60
75
75
75
75
85
85
85
9
9
9
10
10
10
11
11
11
12
12
12
13
13
13
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
%
Table 4. Creature Attack Skill Based on "Hit Dice" (Based on 1st Ed.)
AD&D
HD
%
---- --<1-1 50
155
1
60
1+
65
270
2
70
2+
70
375
3
75
3+
75
475
4
80
4+
80
580
5
80
5+
85
3d6
Skill
----10
10
11
11
12
12
12
12
12
12
12
13
13
13
13
13
AD&D
HD
---66
6+
77
7+
88
8+
99
9+
1010
10+
%
--85
90
90
90
90
90
95
95
95
95
95
95
98
98
98
3d6
Skill
----13
14
14
14
14
14
15
15
15
15
15
15
16
16
16
AD&D
HD
%
---- --1198
11
98
11+
98
1299
12
99
12+
99
1399
13
99
13+
99
14- 100
14
100
14+ 100
15- 100
15
100
15+ 100
+16
100+
3d6
Skill
----16
16
16
17
17
17
17
17
17
18
18
18
18
18
18
19
%
--5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
% Chance 3d6
for AC10 Skill
-------- ----55
60
65
70
75
80
85
90
95
100
10
11
11
12
12
13
13
14
14
15
15
16
16
17
17
18
18
19
19
20
Table 6.
Creature Hits-to-Kill (Using HT/HTK separation of HT). GURPS HTK given in number of D6 to be
thrown. Modifiers to AD&D HD are carried over to GURPS HTK, e.g. a 3+3 HD AD&D creature
become (2d6+3)+3.
AD&D
HD
---<1-1
11
1+
22
2+
33
3+
44
4+
55
5+
GURPS
HTK
-----1d3
11
1+
22
2+
(2+3)(2+3)
(2+3)+
33
3+
(3+3)(3+3)
(3+3)+
Avg
--1
33
3+
66
6+
99
9+
99
9+
1212
12+
AD&D
HD
---66
6+
77
7+
88
8+
99
9+
1010
10+
GURPS
HTK
-----44
4+
(4+3)(4+3)
(4+3)+
55
5+
(5+3)(5+3)
(5+3)+
66
6+
Avg
--1212
12+
1515
15+
1515
15+
1818
18+
1818
18+
AD&D
HD
---1111
11+
1212
12+
1313
13+
1414
14+
1515
15+
+16
GURPS
HTK
-----(6+3)(6+3)
(6+3)+
77
7+
(7+3)(7+3)
(7+3)+
88
8+
(8+3)(8+3)
(8+3)+
9
Avg
--2121
21+
2121
21+
2424
24+
2424
24+
2727
27+
27
Table 7.
Armor Class Conversion. (Small sheild assumed when shield is specified).
AC
-10
9
8
7
6
5
4
3
2
1
0
-1
PD
-0
0
1
2
3
3
4
4
5
5
6
6
DR
-0
1
1
2
2
4
4
5
5
6
6
7
Example
-------------------------------------Normal clothes
Winter clothes/Padded Armor
Light Leather
Hvy. Leather or Lt. Leather and Sheild
Hvy. Leather and Sheild
Chain or Scale Mail
Chain or Scale Mail and Sheild
Half Plate
Lt. Plate or Half Plate and Sheild
Lt. Plate and Sheild
Heavy Plate
Heavy Plate and Sheild
Table 8.
Money Conversion. ($ = copper piece)
Name
-----------Platinum $1000
Gold
Electrum $100
Silver
Copper
AD&D $
-----$100
$200
$10
$10
$1
GURPS $
------$20
$1
$0.25
Table 9.
Basic Chance of Success 3d6.
3D6
--3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Prob %
-----0.5
1.4
2.7
4.7
6.9
9.7
11.6
12.5
12.5
11.6
9.7
6.9
4.7
2.7
1.4
0.5
Chance of
Success
--------0.5
1.9
4.6
9.3
16.2
25.9
37.5
50.0
62.5
74.1
83.8
90.7
95.4
98.1
99.5
100.0
Table 3.
Character Weapons Skill Based on "Level" (Based on 1st Ed.) Base chance of success based on
hitting an unarmored person (AC10)
I don't use this table much since it shows one of the weaknesses of character development in
AD&D. In GURPS, no 100 pt. fighter type would select a weapon skill below 12 or 13 (80-90%). So
once the stats have been converted from the AD&D stats, I usually begin a normal GURPS
character generation at that point. Based on the profession, I select skills and use up the points
designing the NPC just like the player do their characters otherwise the NPC's are much weaker
and the game could become hack-n-slash.
Table 4.
Creature Attack Skill Based on "Hit Dice" (Based on 1st Ed.) I haven't used this table much
because I have the Monsterous Compedium, and convert creatures from there rather than from 1st
Ed. stats.
Table 5.
Creature Attack Skill Based on THAC0 (AD&D 2nd Ed.) I use this table when I can't find a
reasonable replacement creature in BY, FB, Horror or Fantasy(2nd Ed.).
Table 6.
Creature Hits-to-Kill (Using HT/HTK separation of HT). GURPS HTK given in number of D6 to be
thrown. Modifiers to AD&D HD are carried over to GURPS HTK, e.g. a 3+3 HD AD&D creature
become (2d6+3)+3.
This table gives GURPS HTK and tends to run a little low in average value, but then the HDsystem is difficult to justify anyway so you have to start somewhere.
Table 7.
Armor Class Conversion. (Small sheild assumed when shield is specified).
I usually convert armor based on the name of the armor if it is given. This table is good for
creatures, so long as you remember the AC combines the active and passive defense scores of a
defender.
Table 8.
Money Conversion. ($ = copper piece) There is are big differences in the basic cost of some items
in the two games. I took a cross section of equipment, armor and weapons and tried to come up
with a conversion that made sense. Using this table will therefore create some items which are too
cheap or too expensive, use judgement.
Table 9.
Basic Chance of Success 3d6. Everybody already knows this but I throw it in for completeness
since I use it so much when converting success rolls and probability of events.
The D20 system is easy to convert because it is linear, 5% for each value on the die.
MAGIC:
When a magic using NPC is presented I don't convert the spells, but find GURPS spells which
roughly match the personality of the NPC. Sometimes a cleric or a druid can be a "priest" without
being able to use magic. Also clerics and druids get alot of skills based on their profession as well
as spells which augment their skills.