FADAD
Free-form, universal, do-it-yourself gaming engine for Advanced Dungeons And Dragons.
by Peter Mikelsons
Version: July, 1999

Chapter 6: Tips and Examples

Table of Contents

Legal Stuff


6 Tips and Examples

6.1 GM Tips and Conversions

6.1.1 AD&D-FUDGE Conversion Suggestions

6.1.1.1 Ability-Attribute Conversion

AD&D Abilities are converted to FADAD Attributes as follows:
FUDGE Attribute Level AD&D Ability
Legendary+4 or higher!  25
Legendary+3  23-24
Legendary+2  21-22
Legendary+1  18/100, 19-20
Superb  18
Great  16-17
Good  14-15
Fair  9-13
Mediocre  7-8
Poor  5-6
Terrible  3-4
Terrible - 1  1-2
Terrible - 2  0

6.1.1.2 Level-THAC0-Skill Conversion

Level-Skill Conversions: these can be done using this table as a guide or rule of thumb. Exceptions may be common, however.
AD&D
Level
THAC0 Easy
Skill
Normal
Skill
Hard
Skill
Very Hard
Skill
Max. in 
FADAD
21  Mediocre Mediocre Poor  Terrible Fair
20  Fair  Mediocre Poor  Terrible Good
2-3  18-19 Good  Fair  Mediocre Poor  Good
4-5  16-17 Great  Good  Fair  Mediocre Great
15 Great  Great  Good  Fair Great
14  Superb Great  Good  Fair  Superb
8-9  12-13 Superb Superb  Great  Good  Superb
10-12 9-11 Legendary+1 Legendary+1 Superb  Great  Legendary+1
13-15 6-8  Legendary+2 Legendary+2 Legendary+1 Superb  Legendary+2
16-18 3-5  Legendary+3 Legendary+3 Legendary+2 Legendary+1 Legendary+3
19-21 0-2  Legendary+4 Legendary+4 Legendary+3 Legendary+2 Legendary+4
22-24 -3--1 Legendary+5 Legendary+5 Legendary+4 Legendary+3 Legendary+5

6.1.1.3 Saving Throw-Attribute Conversion

High level characters are noticeably resistance to poison and magic. Shrugging off these effects is done with attributes in FADAD, so when converting high-level characters you should bump up their TT and Reté.

Poison saving throw - Toxin Tolerance:
Priest
Level
Rogue
Level
Warrior
Level
Wizard
Level
Toxin
Tolerance
Mediocre
1-9  Any 1-12 Any Fair 
10-18 13+  Good 
19+  Great 

Spell saving throw - Magic resistance:
Priest
Level
Rogue
Level
Warrior
Level
Wizard
Level
Magic
Resistance
Mediocre
1-3  1-4  1-4  Fair 
4+  5-20 5-16 1-15 Good 
21+  17+  16+  Great 

6.1.1.4 Generic Conversions

This table can be used when no others seem appropriate. It may be useful for some skill type abilities and proficiencies.
FUDGE Level Percentile
Level
= or higher
on d20
= or lower
on d20
Superb  98-100
Great  91-97 19 
Good  71-90 3-6  15-18
Fair  31-70 7-14  7-14 
Mediocre  11-30 15-18 3-6 
Poor  4-10 19-20 1-2 
Terrible  1-3

6.1.1.5 Damage Conversion

For some magical attacks, it may be more appropriate to use a more generous conversion: determine average AD&D damage and divide by 3.5. This would make more sense for large creatures that use this attack against other large creatures, if the attack type does not negate Scale. Area attacks, poison gas, and explosions can probably use the table though.
Average
AD&D Damage
less than or
equal to...
Base
Bonus
FUDGE
Weapon Type
1.75 -1 punch 
2.75 gauntlet, thrown rock, kick
3 dagger, billy club, armored boot, sling bullet
shortsword, spear(1h), mace, hatchet, arrow 
5 broadsword, spear(2h), war maul(2h), battleaxe, morningstar
6.2 greatsword(2h), battleaxe(2h)
9.3 (Equivalent to Scale here and up)
14
21
31
47
71 10 
106 11 

6.1.1.6 Misc Conversions

6.1.1.7 Spelljammer Ship Conversion

Fill in the ship record sheet as you go. Download a text copy here
    FADAD/SPELLJAMMER SHIP RECORD SHEET

    Name ______________________   Type/Class ________________
    Mods/Notes:


    Maneuver Skill (MS) ________________  = Ship's MC  ______ / 2
                                           +Crew Skill ______ / 4
                                           +Helm Skill ______ / 4
    Target              ________________

    Total Mass          ________________  = Volume     ______
                                           +Density    ______
                                           +Armor Mass ______
                                           +Cargo Mass ______
                                           +Misc. Mass ______

    DDM                 ________________  =  Volume    ______
                                            +Density   ______
                                            +Armor     ______
                                            +Other     ______
                 1,2      3,4        5,6         7,8          9+
    Damage:    Scratch    Light     Heavy      Crippling    Wrecked
                O O O      O          O           O           O
    hits taken:


    Tonnage    ______________       Cargo Capacity __________

    Speed Rating (SR)  ______       Power Type ______________

    Land on Water?     ______       Land on Land?      ______

    Keel Length _____________       Beam Length _____________

    Minimum Crew       ______       Current Crew ____________

    Crew Skill ______________       Crew Morale _____________
    (List Crew roster on back of sheet.)

    Human Equiv. On-Board ________  Tonnage x 120 ___________

    Fresh Air Left (Human-Days) _____________
    Fouled Air Left (Human-Days) ____________
    _______________________________________________________________________
    ARMAMENT:                                                          

    Ram _____________________
                   Std  Curr               Target Modifier             Ammo
    Weapon         Crew Crew  RoF Damg  0   1   2   3   4   5   6   7  left
    ------         ---- ----  --- ----  --  --  --  --  --  --  --  -- ----

First the easy part: convert MC from the letter rating to a Fudge rating.

  MC     MC
(AD&D) (FADAD)
------ -------
  A     Great 
  B     Good 
  C     Fair 
  D     Mediocre 
  E     Poor 
  F     Terrible
Next, determine the ship's base Target.
Volume      Base
(SJ-tons)   Target
---------   ------
  1 -   6    +2
  7 -  22    +1
 23 -  75     0
 76 - 253    -1
254 - 854    -2
Next, deal with size. To get the volume scale of a ship, use its "tonnage," where 1 SJ-ton = 100 cubic yards.
Volume  SJ
Scale   Tons
------  ----
17      1   min size for standard helm
18      1.5
19      2
20      3 - 4
21      5 - 6
22      7 - 10
23      11 - 15
24      16 - 22
25      23 - 33
26      34 - 50    max size for minor helm
27      51 - 76
28      77 - 114   max size for major helm (114.7)
29      115 - 169
30      170 - 259
31      260 - 389    smallest Citadels
32      390 - 579
33      580 - 869    largest Citadels
34      870 - 1300
From the Volume, figure the Mass of the hull. Determine what the primary material of the hull and frame, and add the following modifier to Volume to get Hull Mass. If the material is not listed, then use the densities listed to estimate a modifier.
               Density    Hull
Material        lbs/cf    Mass Mod.
--------       -------    --------
light wood          6       -5
heavy wood, ceramic 9       -4
bone               15       -3
flesh (solid)      47        0
iron               56       +0
granite (solid)   170       +3
Usually, the Damage Capacity of a ship is just equal to Hull Mass. However, if the material it is made of is unusually strong/weak for its density, then Damage Capacity should be adjusted up/down by 1 or 2.

For overall Ship Mass add the following to Hull Mass.

Converting armor is where things get tricky. A lot of the standard ships are inconsistent in their materials, armor rating, and maneuverability, so be prepared to fudge it. The following should give a starting place however. To determine the FADAD Armor Value, first modify the AD&D Armor Rating (AR) by the MC of the ship.
MC  AR
--  --
A   +3
B   +2
C   +1
D    0
E    0
F   -1
G   -2
Then look up the modified AR on the following table. If the modified AR is on the same line or above the line of the armoring material, then the ship has no armor value. If the modified AR is below the line with the armoring material, then the armor value is equal to the difference in lines.
AD&D Armor
Rating
FADAD Armor
Value
10 0
8-9 1 thin wood, bone
6-7 2 thick wood, ceramics
4-5 3 metal, stone
2-3 4
0-1 5

When done, you should have the following attributes for the ship:

The following attributes need no conversion: Sample ship list:
type       SJ-tons Volume Dam-Cap Armor DDF Target MC 
----       ------- ------ ------- ----- --- ------ -- 
Armada       100     28     24      1    25   -1   -1 
Battlewagon   80     28     28      1    29   -1   -2 
Blade          2     19     17      0    17   +2   +2 
Citadel      300     31     31      0    31   -2   -3 sample specs
                                                      
Damselfly     10     22     22      0    22   +1   -1 
Deathspider  100     28     24      1    25   -1   -2 
Dragonfly     10     22     16      0    16   +1    0 
Flitter        1     17     10      0    10   +3   +2 
                                                      
Hammership    60     27     23      0    23    0   -1 
Landing Spider 4     20     16      1    17   +2   +2 
Man-o-War     60     27     22      0    22    0    0 
Mosquito       6     21     16      1    17   +2    0 
                                                      
Mindspider    40     26     25      0    25    0    0 
Nautiloid     35     26     22      1    23    0   -1 
Sidewheeler   30     25     24      0    24    0   -2 sample specs
Squidship     45     26     22      1    23    0   -1 
                                                      
Tradesman     25     25     21      1    22    0   -1 
Tyrant        23     25     24      2    26    0    0 
Wasp          18     24     20      0    20   +1   -1 
Wreckboat      4     20     16      1    17   +2   +2 

6.2 Character Sheet

Click here for a text file containing just this character sheet. 
     __________________________________   FADAD CHARACTER DESCRIPTION
    /              Att | Sk | VH  | EP \  Character Name:
    | Superb ....  +3  |  5 |  7  | 1  |  Player:
    | Great .....  +2  |  4 |  6  | 1  |  Date Created:
    | Good ......  +1  |  3 |  5  | 1  |  Unspent EP:
    | Fair ......   0  |  2 |  4  | 1  |  
    | Mediocre ..  -1  |  1 |  3  | 1  |  Remaining Ité:
    | Poor ......  -2  |  0 |  2  | 1  |  
    | Terrible ..  -3  | -1 |  1  | 1  |  Character Story & Personality:
    |__________________________________|  
    | Att = Attribute Costs            |
    | Sk = Average Skill Costs         |
    | VH = Very Hard Skill Costs       |
    | EP = Raising skills with EPs     |
    |__________________________________|
    | Trading Traits: 1 gift = 1 fault |
    | 1 gift = 2 attribute levels      |
    | 1 gift = 6 skill levels          |
    \__________________________________/
                                                            Target: ______

    Offensive Damage Modifier:______     Defensive Damage Modifier: ______
    (Damage Bonus + Weapon)              (Damage Capacity + Armor)

                 1,2      3,4        5,6         7,8          9+
    Wounds:    Scratch    Hurt    Very Hurt    Incapac.    Nr. Death
                O O O      O          O           O           O

    wound descriptions:

    ______________________________________________________________________
       Attributes:         |        Gifts:             |    Skills:
    _______________________|___________________________|__________________
                           | Potential:                |(Maximum:        )
                           | Maximum Ité:             |
                           |                           |
                           |                           |
                           |                           |
                           |                           |
                           |                           |
                           |                           |
    (Reaction:            )|                           |
    (Dam.Bonus:           )|                           |
    (Dam.Cap.:            )|                           |
    _______________________|___________________________|
        Equipment:         |        Faults:            |
    _______________________|___________________________|
                           |                           |
                           |                           |
                           |                           |
                           |                           |
                           |                           |
                           |                           |
                           |                           |
                           |                           |
                           |                           |
                           |                           |
                           |                           |

6.3 Animals & Creatures

6.3.1 Monster Sheet

A summary of data available on AD&D Monstrous Compendium sheets after conversion to FUDGE, concentrating on combat statistics. Details about each entry can be found below. This sheet is available as a stand alone document by clicking here, or as a text file here.
Name _____________ 
_______ Mind _______ Morale
_______ Speed _______ Size Scale (Mass/Volume)
_______ Magic Resist. _______ Toxin Tolerance
_______ Max. Ité _______ Potential
_______ other:________
_______ Attack
_______ ODM = _______ Strength (Scale ______ ) 
+______ Weaponry bonus
_______ Defense
_______ Dodge
_______ Target
_______ DDM _______ Armor Value
+______ Damage Capacity
+______ Mass Scale

6.3.2 Monster Conversion

6.3.2.1 Mind

Combination of Intelligence and Wisdom, representing the base level for members of the species. If the two components should obviously be different for some creature, note both with a slash.
 
 
AD&D Monster
Intelligence
FUDGE
Mind
Non No 
Animal Animal 
Semi Terrible 
Low Poor 
Average Mediocre 
Very Fair 
Highly Good 
Exceptionally Great 
Genius Superb 
Supra-Genius Legendary 1
Godlike Legendary 2 

6.3.2.2 Morale

Represents bravery, loyalty, discipline, dedication, stubbornness, fool-hardiness, or masochism. A Fair Rolled Degree is required during stress to prevent flight or surrender. Note that AD&D conveniently uses word based descriptors that easily map to FUDGE!
 
 
AD&D
Morale
FUDGE
Morale
Unreliable Terrible 
Unsteady Poor 
Average Mediocre 
Steady Fair 
Elite Good 
Champion Great 
Fanatic Superb 
Fearless Legendary 

6.3.2.3 Speed

Rated relative to the average human on foot. Flying creatures have a Dexterity sub-attribute: Aerial Dexterity.
AD&D
Move
FUDGE
Speed 
1-2 Terrible -2 
3-4 Terrible -1 
5-6 Terrible 
7-8 Poor 
9-11 Mediocre 
12-13 Fair 
14-15 Good 
16-19 Great 
20-23 Superb 
24-27 Legendary 1 
28-33 Legendary 2 
34-38 Legendary 3 
Maneuverability
Class
FUDGE Aerial
Dexterity
E Terrible 
D Poor or Mediocre 
C Fair 
B Good or Great 
A Superb 

6.3.2.4 Size

Best determined by finding a weight in pounds in the description, and looking it up on my expanded scale table. If the creature is obviously more or less dense or compact than a human, indicate Volume scale with a slash. If no weight is listed, a very rough estimate can be made from AD&D Size:
AD&D Size: FUDGE Size: 
T, Tiny, < 2' -5 or less 
S, Small, 2'-4' -4 to -2 
M, Man, 4'-7' -1 to +2 
L, Large, 7'-12' +3 to +12 
H, Huge, 12'-25' +13 to +16 
G, Gargantuan, 25'+ +17 and up

6.3.2.5 Anti Magic (Até)

Just add AD&D HD to AD&D Magic Resistance in % divided by 5, and look it up. The extra columns can be used for other characters.

To get FADAD Magic Resistance (Reté) use AD&D HD as fighter level in the table in 6.1.1.3 Saving Throw-Resistance Conversion.
AD&D HD
+(MR/5)
Fudge
MR
Prob Save
Range
less than 1 Terrible  6.2%  19-20
1-4 Poor  19%  16-18
5-8 Mediocre  38%  12-15
9-14  Fair  62%  8-11 
15-18 Good 82%  4-7 Max. w/o AD&D MR
19-22 Great  94%  1-3 
23-26 Superb  99% 
27-30 Legendary 1  - -
31-34 Legendary 2  - -
35-38 Legendary 3  - -
39-42 Legendary 4  - -

6.3.2.6 Toxin Tolerance

Using only AD&D HD, use the following table. If the description says something like "saves as a Nth level XXX", then see 6.1.1.3 Saving Throw-Resistance Conversion. Realistically, Mass should provide a bonus to poison saves, but the HD already include that. A Fair Rolled Degree is needed to avoid dying from most poisons, if one is adhering closely to AD&D rules. This seems too harsh to me. One or two wound levels per degree of failure seems more fair.
AD&D
Hit Dice
FUDGE
Toxin Tolerance
less than 1 Poor 
1 - 4 Mediocre 
5 -10 Fair 
11-16 Good 
17+ Great (normal maximum)

6.3.2.7 Maximum Ité

See discussion in 6.3.2.11 Defense Skill. For more information about Ité, see 1.3.3 Gifts and Section 1.3.6, Fudge Points.

6.3.2.8 Potential

See discussion in 1.3.3 Gifts. Usually just equal to AD&D Hit Dice, ignoring hit point bonuses. 

6.3.2.9 Attack Skill

This is the skill level of the creature's main attack. First, determine FUDGE Attack Hit Dice (FAHD):
FAHD THAC0
-1 21 
0 20 
1 19 
2 18 
3 16-17 
4 14-15 
5 11-13 
6 8-10 
7 1-7 
8 -9 - 0 

Compare FAHD to Mass. If Mass is greater than or equal to FAHD, then the creature tends to use its shear bulk to overcome enemies. Its Attack should be usually be Poor. Really inept fighters would be Terrible. Fairly vicious types might be Mediocre at best.

If FAHD is greater than Mass, then the creature is competent for its size. Take the difference of AD&D HD and Mass and look up the attack skill:
HD - Mass Attack
1 Mediocre 
2-3 Fair 
4-5 Good 
6-7 Great 
8-9 Superb 
10-12 Legendary +1 
13-15 Legendary +2 
16-18 Legendary +3 
19-21 Legendary +4 

Finally, consider the AD&D No. of Attacks. This provides a bonus to Attack. The creature may then take a penalty to attack multiple times in a round.
No. of
Attacks
Bonus to
Attack
1
2 +1 
3-4 +2 
5-6 +3 
7-9 +4 

6.3.2.10 ODM

Offensive Damage Modifier. Determine average damage: min+max, divide by two. Look below for base damage bonus. This bonus should be split between Weaponry and Strength bonuses to be more descriptive. Then add Mass to get total Damage Bonus.

 Some creatures have many attacks that do a small amount of damage each. These are either to be irritating or to deliver some special effect, like paralyzation or poison. For such creatures, do not add Mass (if any), but just assign a small Damage Bonus as seems appropriate.

Alternatively, compare the creature's attack to the weapon list and add Mass. For example, a dragon with teeth the size of daggers could have a Damage Bonus of its Mass+1 (knife). Of course, this is the best method for dealing with tool using creatures like orcs and giants.
 
 
Average
AD&D Damage
less than or
equal to...
Base
Bonus
FUDGE
Weapon Type
1.75 -1 punch 
2.75 gauntlet, thrown rock, kick
3 dagger, billy club, armored boot, sling bullet
shortsword, spear(1h), mace, hatchet, arrow 
5 broadsword, spear(2h), war maul(2h), battleaxe, morningstar
6.2 greatsword(2h), battleaxe(2h)
9.3 (Equivalent to Scale here and up)
14
21
31
47
71 10 
106 11 

6.3.2.11 Defense Skill

Defense is the creature's skill at blocking attacks, as with a weapon or shield. Most unarmed beasts will have Poor Defense, but this discussion covers dodging, damage capacity, etc.

First determine the number of HD the creature has. If an exact number of hit points is known, then divide by 4.5 to get an equivalent number of HD for defensive purposes. Subtract Mass Scale to get FUDGE Defense Hit Dice (FDHD): FDHD = HD - Mass. Each point of FDHD can raise Damage Capacity, Dodge/Defense, or Maximum Ité by one point. If Dodge is raised, then raising Defense skill costs no extra FDHD, and vice versa. See 6.1.1.3 Saving Throw-Resistance Conversion for guidelines on how high Dodge is likely to be. Dividing up FDHD is a subjective matter. You must consider the nature of the creature you are converting. Creatures which are small and swift should have FDHD put into Dodge. Creatures that use weapons skillfully should have FDHD put into Defense skill. Those that are tough and resilient should get improved Damage Capacity. If no other category seems appropriate, then put FDHD into Max. Ité. Highly intelligent or magical creatures should have at least one point of Max. Ité.
 
 

If Fudge HD are less than Mass scale, then the creature tends to rely on its bulk and armor to protect itself. Its defense and dodge are Poor (or worse), Damage Capacity is Fair (or worse), and it gets no Ité points.

6.3.2.12 Dodge Skill

See discussion in 6.3.2.11 Defense Skill.

6.3.2.13 Target

See 4.1 Combat Terms

6.3.2.14 Armor Value

Usually, just look up AD&D Armor Class on the table. Creatures that are very fast or small may have that reflected in their AC, however. Try to estimate how tough their skins are, and get an Armor Value from that. If the the creature is fast and you do not feel that is reflected by its Hit Dice, then add one or more levels of Dodge. If it is small, that effect should be covered by its Target.
AD&D
AC
FUDGE
Armor
Value
AD&D
Description
FUDGE
Description
10 none 
8, 9 1 leather soft leather 
6, 7 2 studded leather,
scale
hard leather,
light metal
4, 5 3 chainmail, 
banded
medium metal
2, 3 4 plate mail, 
field plate
heavy metal
0, 1 5 full plate science fiction
-2, -1 6 magic armor
-4, -3 7
-6, -5 8
-8, -7 9
-10, -9 10

6.3.2.15 Damage Capacity

See discussion in 6.3.2.11 Defense Skill.

6.3.2.16 Mass Scale

Copy from top of sheet. This is just repeated for the Damage Reduction calculation.

6.3.2.17 DDM

Defensive Damage Modifier. Add up Armor Value, Damage Capacity, and Mass Scale. Subtract this from damage received in combat.

6.3.2.18 Turning Resistance

If this creature can be affected by a priest's Turn Undead ability, then use this table to determine its resistance to turning. This is also its resistance to being controlled by evil priests.
FUDGE
level
AD&D
HD
Monster
type
Terrible 1 skeleton
Poor  2 zombie, ghoul
Mediocre 3 ?
Fair  4 shadow
Good  5 wight
Great  6 ghast, wraith
Superb  7 mummy
Legendary+1 8-9 spectre, vampire
Legendary+2 10-12 ghost
Legendary+3 13-15 lich
Legendary+4 16-18 special

End of the FADAD Rules.
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