I've not been able to find much online about converting Dragonwarriors monsters to D&D adjacent systems.
There's a document by Ian Sturrock for converting d20 characters to DW, which helps a little.
Part of this process has been a frustrating exercise in mathematics that I haven't enjoyed, lacked the skills to streamline and could be looked at as a waste of everyone's time, but it's resulted in a method for conversion that seems to work.
What I Would Normally Do.
Why Not Just Substitute?
By not substituting, but converting, I'm hoping to transfer some of essence of DW.
Why Dungeons and Dragons?
Shared Hit Roll Method.
- Work out the hit probability for a Normal Human in DW (vs. another Normal Human); call this the equivalent of 0-level character vs. unarmoured AC.
- Work out the hit probability for a DW monster vs. a Normal Human.
- Use the difference between the two numbers as an attack bonus; count on from 0-level vs. unarmoured AC and then read back to get an approximate HD/level for the monster.
- Find the maximum Health Points for the Dragonwarriors monster.
- Divide this number by 4.5 (the average roll for a d8: the default for monster HD between 0e and 3e).
- This is the monster's HD; two options with any remainder:
- First decimal place rounds down or up to nearest whole number.
- First decimal place can be used as +hp (you might want to cap at +4, but it's up to you).
This method was pretty much plucked out of the blue as an experiment, but I like the results and they don't get as outrageous as with the Shared Hit Roll Method (BAB and HD/4.5 both given in table for your choice and as demonstration of this).
DW Monster Conversion Examples:
- Normal Human.
- BAB 0 HD 2 Armour n/a Damage n/a STR mod. n/a Rank Equivalent 1st
- 1st Rank Knight.
- BAB +2 HD 2.8 Armour n/a Damage n/a STR mod. n/a Rank Equivalent 1st
- BAB +6 HD 7.1 Armour +1 Damage d8/d10 STR mod. n/a Rank Equivalent 6th
- BAB +19 HD 19.1 Armour +5/special Damage d12/d16 STR mod. n/a Rank Equivalent 20th
- BAB +6 HD 3.5 Armour n/a Damage n/a STR mod. n/a Rank Equivalent 4th
- BAB +2 HD 2.2 Armour +1 Damage d8/d6 STR mod. n/a Rank Equivalent 1st
- BAB +5 HD 3.3 Armour +1 Damage d8/d6 STR mod. n/a Rank Equivalent 4th
- BAB +9 HD 6.6 Armour +1 Damage d8/d12 STR mod. +2 Rank Equivalent 7th
- BAB +1 HD 2 Armour n/a Damage n/a STR mod. n/a Rank Equivalent 1st
- BAB n/a HD 1.5 Armour special Damage n/a STR mod. n/a Rank Equivalent 1st
- BAB +7 HD 4.6 Armour +2 Damage d6/d8 STR mod. +2 Rank Equivalent 5th
- BAB +6 HD 4.6 Armour special Damage special STR mod. n/a Rank Equivalent 7th
- BAB +4 HD 2.2 Armour n/a Damage d4/d10 STR mod. n/a Rank Equivalent 1st
- BAB -1 HD 5.5 Armour n/a Damage n/a STR mod. +1 (16) Rank Equivalent 1st
In the table above, the specials are:
- Dragons are immune to non-magical weapons
- Skeletons get +2 bonus vs. piercing weapons (spears, daggers and short swords)
- Non-magical and/or non-silver weapons score only half-damage vs. Wights (and then 'shatter as though from centuries of rust', Dragonwarriors p.124)
In older edition D&D, of course, damage is d6 regardless.
On the table, the first d# is Armour Bypass; the second is extrapolated from fixed damage.
Using fixed damage to generate the damage die is likely to result in a harder potential hit than the D&D counterpart.
- Wights wield two-handed swords, but have a touch attack that ignores armour and drains 2d6+1 STR from the victim (at 2 they are helpless unless taken into the sunshine); call it save vs. spells, or paralysis, or even a Strength check - whatever you prefer.
- Ogres get +2 to Armour Bypass and damage; in DW terms, this is a Strength of 19, which you could port straight over or just keep the bonus.
- Trolls get +1; in DW terms, this is Strength 16-18.
- Zombies get +1, and are stated to have Strength 16 in the DW rulebook.
Or you could just substitute the special ability of the Giant Shrew, which affects 3 HD/levels or lower and seems thematically appropriate.
In addition to those already noted above, DW Wight's have four spell-like abilities: hold portal (or it's reverse), mephitic breath (a very fatal poison cloud that rots your corpse; maybe reskinned Gorgon breath?), apparitions (nightmare illusions of 7th Rank equivalent), and raise fog (a 9th Rank spell in DW).
It's stated that Wights 'venture forth... under cover of the freezing fog they can summon up from the bleak moors', which I think implies the raise fog ability may be superior to the given spell.
Flavourfully, depleted powers are recharged at moonrise.
In this case, if you're using the DW Strength of 16, you might want to ignore any bonuses to Hit, or abstract them as already factored in.
DW initiative is simply in order of Reflexes scores, and Zombies only get d6 Reflexes. Converted to Dexterity, you could rule it gives them an AC/ Initiative penalty or just go with these lumbering brutes attack last in a round.
It has been interesting to see how different the two systems are, even though it meant discarding lots of work on the way here. I don't consider it wasted time, even though I had to sacrifice my sparse writing time to do pen-and-paper calculations, which has meant that I've got a backlog of unfinished d66 tables and the blog's gone a bit quiet.
I'm planning to follow this post up with conversions of my favourite DW monsters (the choice above does not reflect that), and then maybe look at CoC/RQ and T&T conversions (there are, at least, more attempts available to compare with/ pirate).