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D&D conversions

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D&D conversions

Postby kg8jk » Friday April 15th, 2022 6:59am

I am probably missing this somewhere on the forum (I looked and did a search) but has someone come up with some guidelines on how to covert D&D monsters to Heroquest? I did download the bestiary so I probably have more monsters than I will ever need. What would be even cooler would be a web based converter where you entered the stats and what system they came from and it converted it to HQ.

Thanks
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Re: D&D conversions

Postby Kurgan » Friday April 15th, 2022 2:32pm

I tried converting the Dragon Strike monsters to HeroQuest but there isn't an exact 1:1 comparison so you put your own subjective spin on it. You could always of course use any miniature you wanted IN HeroQuest and add your own stats based on what you want.

Dragons in HeroQuest exist in various ways, but mostly they work best when they're not huge (maybe taking up 4 squares at the most). So you may be a trailblazer here!


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Re: D&D conversions

Postby Caitiff18 » Saturday August 20th, 2022 5:06pm

True, one could always any miniature they wanted and add stats based on what one wants, but let’s give this a try, if only as an intellectual exercise. Let’s try and make a rough template, using the goblin as a basic reference point.

In HQ:
Move 10 ATK 2, DEF 1 BP 1 MP 1

IN D&D v3.5:
Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack: Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities:
Darkvision 60 ft.
Saves: Fort +3, Ref +1, Will –1
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2

Take Speed and divide by 3 for Movement, use Base attack for # of ATK dice, divide AC by 6 for DEF, use the +X bonus on Hit Dice and divide by 6 (no lower than 1), and use Will save for MP (divide by 6 as needed). Why 6? No real reason other than HQ uses d6.

With that, let’s convert a gibbering mouther, as I don’t think it has been done. I’ve seen no cards for it and it’s not in the Bestiary v1.3.

Per D&D v3.5:
GIBBERING MOUTHER
Medium Aberration
Hit Dice: 4d8+24 (42 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +3/+3
Attack: Bite +4 melee (1) or spittle +4 ranged touch (1d4 aci
plus blindness)
Full Attack: 6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation
Special Qualities: Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13

Converting to HQ:
Move 3 (10/3, rounded down), ATK 3 (Base Attack +3) DEF 3 (AC 19/6, round down) BP 4 (+24 bonus/6) MP 1 (Will +5, but gibbering mouthers seem kind of mindless, so 5/6, no lower than 1)

Thoughts?
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