AX&X: Out of the Old Books

Bring the first edition across. A conversion supplement for AX&X.

bdc318a

Why Convert

AX&X is a refit of the original advanced rules, so the shelves of old modules, monsters, and spells are still playable at an AX&X table. This supplement is the bridge. First a handful of formulas turn an old stat block into one you can run; then a line-by-line map shows where AX&X parts ways with the first edition, so you know what to change and what to leave alone. Read the map once, keep the formulas to hand, and almost any old adventure drops in.

The Conversion

Most of it is a few rules and a shrug.

Where AX&X Parts Ways

The left is the old way, the right is AX&X.

Area 1st Edition AX&X
Ability modifiers Different table per ability, with breakpoints at 15 to 18 One table for all six. 3d6 maps to −3 through +3.
Ability checks Not a core rule. Roll under the score when used at all 1d20 + modifier, 12+. Class Checks add Level.
Saving throws Five categories, class tables by level, roll over Three saves tied to CON, DEX, and WIS. 1d20 + half Level + modifier, 12+, or 10 + HD of the source if higher.
Monster saves Save as a Fighter of equal HD 1d20 + HD, 10 + the caster’s Level or higher.
Armor Class Descending, 10 to −10, with to-hit matrices Ascending. Attack is 1d20 + Attack Mod vs AC. DEX adds to AC only at 16+ (+1) or 18 (+2).
Attack progression Class matrices stepped every few levels A track bonus plus STR or DEX: Warrior +Level, Specialist and Priest +half Level up, Mage +half Level down. Monsters attack at + HD.
Hit points Rolled at level 1, CON bonus only at 15+ Maximum Hit Die at level 1. CON modifier applies to every Hit Die.
Classes Eleven classes with subclasses and level limits Six: Fighter, Barbarian, Ranger, Cleric, Thief, Magic-User. More in the Classes supplement.
Race Seven races with ability adjustments, class limits, level caps, and multi-classing Five kindred. Any kindred, any class. One trait each. No limits.
Alignment Nine alignments Law, Neutrality, Chaos from the original three-fold scheme.
Weapon proficiency Proficiency slots, non-proficiency penalties, weapon vs armor table, speed factors Weapons outside the class list attack at −2. Weapons are blunt, edged, or piercing for resistances.
Weapons and armor Dozens of entries with individual damage and cost Light, medium, heavy, and missile. Light, medium, heavy armor, and shield.
Encumbrance Weight in gold pieces Item slots equal to STR. A heavy hoard of coin costs slots at the GM’s call, about one per 100.
Initiative Side-based d6 with segments, weapon speed, and casting time Side-based d6 each round, or by fiction. Ties act at once.
Disengaging Fighting withdrawal; fleeing melee draws a free attack No opportunity attacks. Withdraw breaks off at half speed with no parting blow; a flee draws one.
Spell disruption Any damage during casting time Damage earlier in the round loses the spell.
Spell levels Nine Magic-User levels, seven Cleric levels Three levels in the text. Slots follow the Magic-User progression to level 6, one more slot per level after.
Spell lists Hundreds of spells A starter list in the core; about seventy spells across three levels in the Spellbook. The Improvise rule and this supplement cover conversion.
Turn Undead Matrix of Cleric level against undead type, with 2d6 result One roll: 1d20 + Level + WIS, 10 + HD or higher. Turns 2d6 HD, or destroys when 3 levels above.
Experience Gold and monster XP by table, prime requisite bonus, training cost to level 1 GP is 1 XP. 25 XP per monster HD. 100 XP times depth for a first visit. Level 2 by track, 1,500 to 2,500, doubling after. No training.
Death Dead at −10, or 0 with optional rules, resurrection survival rolls 0 HP triggers a Brush with Death roll (1d6, +1 per earlier Brush that day, 6+ Slain). Slain, Maimed, and Petrified are permanent unless the GM supplies a cure, though a maiming can mend over weeks if the party escapes the dungeon, by the downtime supplement.
Healing 1 HP per day of rest Bind Wounds 1d4 once per day, one Hit Die per night, full after a week in town. Convalescence and living off the land are in the downtime supplement.
Conditions Described per spell or monster Eight named conditions, each with one source and one effect.
Reaction Percentile roll with CHA adjustments 2d6 + CHA, three bands.
Morale Percentile morale checks with many modifiers 1d6, flee or yield on 1 to 3, checked at first loss and at half strength.
Wandering monsters Varies by level, commonly 1 in 6 every three turns 1 in 6 every three turns. Noise forces a roll at once on 1 to 2.
Dungeon stocking d20 room contents table in the appendix 1d6: empty, monster, trap or trick, treasure.
Treasure Treasure types A to Z by monster From stocking. Defeated monsters carry coin on a 1 to 2, otherwise XP only.
Magic items Hundreds, many as pluses +1 weapon and armor, two potions, scrolls, and six named items with a cost each.
Hirelings Henchmen, hirelings, loyalty, and morale subsystems Zero-level hirelings for a wage and leveling henchmen for a share, loyalty by one CHA check and morale. The Funnel supplement.

Spells Past Level 3

The core runs spells of levels 1 to 3. To carry a campaign further, an old spell of a given level opens at twice that level minus one: 4th-level spells at caster Level 7, 5th at Level 9, and up. Convert any old spell by giving it one save from Body, Dodge, or Will, a duration (one fight, 6 turns, a Day, or a stated span), and, for a blast, damage near 1d6 per two caster Levels. The Spellbook supplement holds the native list and its conventions.

Reading the Old Saves

AX&X keeps three saves where the first edition kept five. The old five sorted by how an attack arrived; AX&X sorts by what the attack does to you: body, footing, or mind.

Be plain about the lineage. This effect-based split is close to third edition’s Fortitude, Reflex, and Will. AX&X takes that structure and keeps old-school names for it. To run an old monster or spell, map its save by this table, or name the AX&X save that fits and roll.

Old category AX&X save
Paralyzation, Poison, Death, Petrification, Polymorph Body
Breath Weapon Dodge
Rod, Staff, Wand By the effect: blast Dodge, charm Will, flesh-to-stone Body
Spell By the effect: Will for the mind, Dodge for a blast, Body for poison or withering

Two old threats had no save: a fall (now a Dodge save to halve it) and energy drain (now a Body save vs the Drain keyword). Save-or-die becomes a save at 10 + HD.