KEY-ADD CONVERSION: AD&D TIER all THE KEY -> AD&D (1e / 2e) ========================= Draft 0.1. Correct these numbers at the table, not in modules. TIER 1: levels 1-3 2: 4-6 3: 7-10 4: 11+ CREATURES Hit Dice = Threat (Threat 0 = 1-1 HD) THAC0 Threat 0 1-2 3-4 5-6 7-8 9-10 11-12 13+ THAC0 20 19 17 15 13 11 9 7 Hit points per Hit Die (fixed, or roll and adjust): Frail 3 Normal 5 Tough 7 Huge 9 Armor (AC) None 10 Light 7 Medium 5 Heavy 3 Superb 0 Harm Weak 1d4 Normal 1d6 Heavy 1d10 Brutal 2d8 Deadly 3d10 (per attack) Move Slow 6 Normal 12 Fast 18 Nerve 2d6 over Nerve breaks. For 2e's 2d10 morale use 2 x Nerve - 4 (min 2). 1e: use the 2d6 rule. Saves As a fighter of level = Threat. Body -> Paralysis/Poison/Death (or Petrification) Reflex -> Breath Weapon Mind -> Spells Hard -> -2 to the save XP By Hit Dice and specials, per your DMG/rulebook. CHECKS Ability check: roll d20 at or under the ability. Easy +4 Normal +0 Hard -4 Heroic -8 (2e: use a proficiency instead when one fits.) TREASURE As printed (gp). XP for gold applies as normal. MAGIC Enchantment +N -> a +N weapon or armor. Power: Minor = spell level 1-2, Major = 3-5, Mighty = 6+. Scrolls: caster level = 2 x spell level. - 1 -