Converting D&D Monsters to Genesys

By fjw70, in Genesys

I have been thinking about how to use my catalogue of D&D monsters for Genesys. These are a work in progress and just rules of thumb.

First, we need to decide what type of adversary the monster is. My rule would be any medium sized or smaller creature with anC4 under 1 would be a minion. Any other monster would be a rival or nemesis (depending on story role).

Second, convert basic stats. A D&D ability score modifier below 0 is a 1 in Genesys, 0 or 1 converts to 2, 2 or 3 converts to 3, 4 converts to 4, and 5 plus converts to 5. Minions are limited to 3 in any stat. The ability scores that convert are strength to brawn, dexterity to agility, intelligence to intellect, wisdom to willpower, and charisma to presence. Cunning doesn’t directly convert so that will be a judgement call.

For wound threshold, minions are 2 plus brawn, and rivals and nemeses are 5 plus brawn for monsters smaller than medium, 10 plus brawn for medium monsters, 15 plus brawn for large monsters, and 20 plus brawn for huge monsters.

For rivals most skills will be rank 2. Nemeses will be looked at more carefully.

Nemeses will have the adversary talent rank equal to their prof bonus minus 2.

That’s all I have for now. I will post some sample stats later.

Also, in case it isn’t clear I am using the 5e version of the game.

Edited by fjw70

I started doing this, although I don't intend to convert the entire MM. If you want to see what I've come up with so far: Bestiary and Other Resources

32 minutes ago, Direach said:

I started doing this, although I don't intend to convert the entire MM. If you want to see what I've come up with so far: Bestiary and Other Resources

I can’t seem to view those documents.

What rules or guidelines did you use to create your stuff?

In many cases, especially for the animals, I used existing creatures from FFG Star Wars as the templates. For the rest, I eyeballed it from the 5E MM and made reasonable approximations of abilities. I used the rules for creating adversaries in the Genesys book as a rough guideline for creatures, but some have more Wounds or higher Soak than those guidelines to better reflect the source material.

The link appears to be working, I'm not sure why you can't access the folder. It's open for all to view.
https://drive.google.com/drive/folders/1Cb0tTaswa6njDfFiBewNGEbx50D3IqMq?usp=sharing

Let’s start with a basic goblin

Goblin (Minion)

B 1, A 3, I 2, C 3, W 1, P 1

WT 3

Defense (M/R) 2/1

Soak 2

Skills: Melee (light), Ranged, Stealth

Nimble Escape: The goblin can disengage or attempt to hide while using a maneuver to move.

Equipment: Scimitar (Dam 5, Crit 3, Def 1); Light armor; Shield

Edited by fjw70

Goblin Boss (Rival)

B 2, A 3, I 2, C 3, W 1, P 2

WT 7

Soak 4

Defense (M/R) 2/1

Skills: Melee (light) 2, Ranged 2, Stealth 3

Nimble Escape: The goblin can disengage or attempt to hide while using a maneuver to move.

Redirect Attack: When a creature the goblin can see targets it with an attack, the goblin chooses another goblin engaged with it. The two goblins swap places, and the chosen goblin becomes the target instead.

Equipment: Scimitar (Dam 5, Crit 3, Def 1); Medium Armor; Shield

Edited by fjw70

Fire Giant (Nemesis)

B 5, A 1, I 2, C 2, W 3, P 2

WT 29

Soak 7

Defense (M/R) 2/2

Skills: Melee (Heavy) 4, Ranged 2, Atheletics 3, Perception 3

Immune to fire damage.

Talents: Adversary 2, Toughened 2

Equipment: Huge Greatsword (Dam 13, Crit 2, Pierce 3, Cumbersome 5), Rock (Dam 13), Magic Plate Armor

There are a few guidelines I use when concocting stats.

When determining class, it's based entirely on threat level. Things that function as distractions and fodder are minions, whereas more dangerous elite monsters are tougher rivals or nemeses. Minion-level monsters generally have a rival-level alpha version. Particularly strong nemeses may have a weaker juvenile rival version.

Stats and abilities only need to go as far as what will be used in an encounter. Don't bother writing some kind of ability or talent if you, as a GM, don't intend to use it. Basically, write down only what you expect to use.

Monsters are not bound by the 'rules' when it comes to stats. PCs have a cap of 5 on their characteristics (or 6 in Star Wars); adversaries don't. A creature that is very, very strong or very, very fast can have a 6+ if you think it's necessary. Or a 0, even, if necessary. Likewise with wound and strain; raise them a few points if you think it's necessary, or make it lower than what it 'should' have if needed.

Was looking to convert wolves from D&D to Genesys. I would make them minions and hat do you think about this conversion of the pack tactics trait?

Pack Tactics: When attacking as a minion group (minimum of 2) the wolves’ dice pool gets an additional upgrade.

For example, two wolves (brawn 2) would attack with two yellow dice.

Alternately the trait could add 2 boost dice when attacking as a group.

Edited by fjw70
4 hours ago, fjw70 said:

Was looking to convert wolves from D&D to Genesys. I would make them minions and hat do you think about this conversion of the pack tactics trait?

Pack Tactics: When attacking as a minion group (minimum of 2) the wolves’ dice pool gets an additional upgrade.

For example, two wolves (brawn 2) would attack with two yellow dice.

Alternately the trait could add 2 boost dice when attacking as a group.

I did a version where, as long as there were 3 or more wolves in a minion group, their claws and fangs gained Accurate 1 and they gained Melee Defense 1. It's a small improvement, but it was noticeable when they encountered my players.

I would be cautious about upgrading dice. It's a potent upgrade (pun intended) for a minion group. Minions shouldn't be that much of a threat, IMO.

53 minutes ago, c__beck said:

I did a version where, as long as there were 3 or more wolves in a minion group, their claws and fangs gained Accurate 1 and they gained Melee Defense 1. It's a small improvement, but it was noticeable when they encountered my players.

I would be cautious about upgrading dice. It's a potent upgrade (pun intended) for a minion group. Minions shouldn't be that much of a threat, IMO.

I could see the accuracy and defense traits being used. Nice solution.

Thanks!

One thing I look for when converting monsters is I look at the organization. If they show up in groups more than one or 2 I make them minions. Judging between Rival and Nemesis is the tricky bit. Usually I will just go with my best call and when prepping for a game if I think it will be too easy I add another creature. Also on PC that out number the rival, use the multiple turns in one round rule. There is nothing that says it cant be done with rivals.

Edited by sevick

You can try an check your conversion against some of the official ones

If you take alook at the giant alot of its size and strengt is represent as knockdown or similar also diereach conversion are a god place to start