Sunday, September 15, 2013

Converting Dungeon World To Advanced Fighting Fantasy


This is a conversion of Dungeon World characters to Advanced Fighting Fantasy.

I use the male pronoun throughout this document for simplicity.  I use the abbreviations DW for Dungeon World, FF for Fighting Fantasy, and AFF for Advanced Fighting Fantasy.  I use shorthand SK for SKILL, LK for LUCK, MG for MAGIC and STA for STAMINA, MP for Magic Points.

I encourage you to think for yourself and disregard anything that doesn't suit your tastes.

The purpose of this document is to convert existing DW characters to AFF.  Once that characters die or retire, build characters according to the basic AFF rules.  I created this document in case anyone else felt like changing game systems while retaining their characters.  I've never heard of anyone quitting Dungeon World for Fighting Fantasy.  I suspect I'm the only one.  In any case, I hope you find this document interesting, even if it is not useful to you.

A bit on dice probability (for the uninitiated):  Rolling 2d6 results in a bell curve of results.  7 being the most common, then 6 and 8 together, then 5 and 9 together, 4 and 10, 3 and 11, 2 and 12.  In the game Dungeon World, success is achieved on a 2d6 roll by rolling 7 or higher (58% probability).  This means most attempts by the characters to do anything tend to succeed.  I tried to emulate that as much as possible here.

In Dungeon World, there are 6 stats that affected the ability to do any task.  The pregenerated stats gave a +2, two +1's, two Zeroes, and one -1 assigned to Strength, Dexterity, Consitution, Intelligence, Wisdom and Charisma.  Many (but not all) players would put the +2 in the stat that affects the character's primary function.  For example, a fighter would put +2 in Strength because it affects Melee and Bend Bars/Lift Gates.  Thus a fighter with +2 to strenth, rolling a 5, would get a 7, a success.

Keeping with the spirit of that game, I did my best to ensure that each class below has the same probability of success with that class's primary function.  so the Fighter has a SKILL of 7 and two points in Weapon and Strength.  The Wizard has MAGIC 7 and 2 points in Magic-Wizardry.  The odds of success parallel that of Dungeon World.  A dice roll of 9 occurs as often as a 5, and so the odds of success with the two point bonus are the same. The only difference is that DW is a roll-over system and Fighting Fantasy is a roll-under system.

Unfortunately, due to the nature of character building in AFF, the Wizard will have low SKILL, so playing an eccentric Wizard that likes to fight and do physical stunts is less practical.  With 2 points added to a few chosen skills, his total SKILL + special skills would be a 6, which isn't horrible.

Deviating from normal starting AFF characters, I gave each converted class multiple starting Talents to further emphasize their specialization.

On Hitpoints:  In Dungeon World, hitpoints varied based on class and the Constitution Score.  Generally speaking, the Fighter and Paladin usually had the highest; followed by Ranger; then Druid, Cleric, Bard and Thief; and lastly the Wizard.  If we translate that hierarchy to this game.  The Wizard would have 8 or 10.  Druid, Cleric, Bard and Thief 10 or 12, Ranger 12 or 14, and Fighter and Paladin 14 or 16.

The only characters I broke the special skill point cap for are the Fighter and Paladin so they can wear any armor without penality as in Dungeon World.

*Fighter*

SK 7, LK 9, MG 0, STA 16
Talents:
 Armor Training
 Weapon Master
 StrongArm

Skills:
 Primary Weapon: 2
 Armor: 4
 Strength: 2
 4 points left for any other skills

Other:
 Starts with a Magic Weapon giving +1 to Attack, Damage, or Other special effect.

Comments:
 Armor maxed out to give full flexibility in choosing armor as in DW.

*Paladin*

SK 7, LK 8, MG 2, ST 14
Talents:
 Armor Training
 Strongarm
 Holy or Blessed

Deity: Any. I Suggest Libra, Goddess of Justice and Truth

Skills:
 Armor: 4
 Primary Weapon: 2
 Magic, Priestly: 2
 Healing: 1
 Law: 1
 2 points left

Other:
 None.

Comments:
 Basically a fighter with a deity.  Very customizable.
 Armor maxed out to give full flexiblity in choosing armor as in DW.
 Suggest two points for Etiquette or Con to use the "I Am the Law" skill from Dungeon World or just role-play the moral and political influence of the Paladin.  In my game, the player character is part of a ruthless Paladin order that is either feared, or hated, and only occasionally appreciated.  So the role-play option will work well.  On a successful roll, anyone that recognizes his Order will attack, flee, or submit.

*Cleric*

SK 7 LK 8 MG 4 STA 10
Talents:
 Holy
 Blessed
 Natural Physician

Any Deity, but only Usrel has the Banish spell.

Skills:
 Magic, Priestly: 2
 10 points left

Other:
 none.

Comments:
 I suggest putting 2 points into healing special skill if you want your cleric to be a medic.  Most deities give a Heal spell, but it's usable only 2x per day with the Blessed talent or 3x if you want to burn a luck point.

 To Turn Undead, you either need to choose Usrel as this Cleric's deity to get the Banish spell, or create a new deity that has Heal, Banish, and any two other priest spells that are similar to Dungeon World cleric spells.

 The DW Cleric has cantrips, so I also suggest putting points into Minor Magic to give the priest some cantrips such as Ripen or Glimmer, and treat them as priest spells usable once per day.

*Bard*

SK 7 LK 8 MG 4 STA 10 MP 12

Talents:
 Focus (see comments)
 Silvertongued
 Natural Linguist

Skills:
 Magic, Wizardry: 2
 Magic, Minor: 1
 Etiquette: 2
 Weapon of choice: 1
 World Lore: 2
 4 points remaining
Other:
 Cantrips: Entertain, Noise, any other (perhaps Weather Protection or Pied Piper)
 Spells: Whatever you want.
Comments:

 The Focus talent is meant for his instrument.  You can just role play the fact that the Bard sings his spells.  The fact that his MAGIC score is lower than your typical Wizard means his songs can serve (in role playing terms) as Spell Prep and give +1 per round of prep per the standard spell prep rules.


*Wizard*

SK 4 LK 9 MG 7 ST 8

Talents:
 Natural Mage
 Learned
 Arcane

Skills:
 Magic, Wizardry: 2
 Magic, Minor: 1
 *Magic, Arcane: 1 or 2
 7 to 9 points left

Other:

Comments:
 I suggest putting skill points into knowledge skills as the DW Wizard would often use his superior Intelligence to "Spout Lore" on the world about him to help the party.  However there's nothing that says you can't put some points into weapons if you really want to be a fighting wizard.
 The DW Wizard has three cantrips, so I suggest picking at least three cantrips.

 *There are rules for ritual magic in AFF but they're for very high level casters.  To make rituals available to lower level characters,  I suggest allowing the character to buy the Magic-Arcane special skill at any time.

*Druid*
SK 7, LK 8, MG 4, STA 10
Talents:
 Survivor
 Animalfriend
 Blessed

Beast Lords deity, with associated priest spells

Skills:
 Magic, Priestly: 2
 Animal Lore: 2
 Wilderness Lore (choose forest, mountain, swamp, etc):2
 Secret Signs, Ranger: 1
 Awareness: 2
 3 points left

Other:
 none

 His special priest power is to talk freely to creatures of the type he serves (akin to DW Spirit Tongue).

 The DW Trait "Born of the Soil" has no equivalent in AFF.  Just roleplay that the druid has to bear a physical mark of the land he's attuned to (antlers, leopard spots, cat whiskers, leafy hair, etc)

 The only priest spell for this class affected by the MAGIC stat is Heal.  If you don't want a healing druid, reduce MAGIC to 1, and put the points into SKILL, LUCK and STAMINA.  Then reduce the special skill Magic-Priestly to 1.  So your final base build could be SK 7, LK 10, MG 1, STA 12.  Your Heal will be worth 2, but you'll have more flexibility in doing other things.  Don't overlook the possible benefits however of healing a wounded animal in distress.

 This druid is more limited in shape shifting than the Dungeon World druid: only 2x per day without burning luck.  However, there's no time limit for shifting back.

 The Survivor talent is close enough never having to eat, which I thought was a a bit ridiculous in DW anyways.

*Thief*

SK 7 LK 11 MG 0 STA 12
Talents:
 Trapmaster
 Lucky
 Light Sleeper or Ambidextrous

Skills:
 12 points remaining (see comments)

Other:
 none

Comments:
 The Ambidextrous talent would be useful for ambush/backstab attacks.  As for special skills, Put 2 points each into your favorite thief skills and go from there.
 Suggested rules for new skill "Crafting-Poison":  A poisoner can craft a dose of any poison he's familiar with, provided he has the materials and equipment.  Time depends on the nature of the poison.  Simple poisons that do not kill outright, such as sleepiness, clumsiness, minor damage, minor hallucinations, etc: One dose per one hour of work.  Instant death: 12 hours per dose.  A skill check failure ruins the dose of poison.  A critical success creates two doses, a twice potent dose, or half the creation time.

*Ranger*

SK 7 LK 9 MG 0 STA 14

Talents:
 Familiar
 Survivor
 Crack Shot

Skills:
Bows: 2
Forest Lore: 2
Animal Lore: 2
Awareness: 2
4 points remaining

Other:
 none

Comments:
 There are many ways to build this one.  I don't know whether Awareness or Hunting is the appropriate skill for tracking.
 You could also lower STAMINA and boost LUCK, if you wanted to.  What really defines the Ranger is the Tracking, Archery, and the Familiar.
 To do a Called Shot on an unaware target, test SKILL + Bows.

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