πŸ”„ Conversion Guide

Bring Your Favorite Content Into ICRPG β€” Convert D&D, Pathfinder, and Other Systems

🧠 The Conversion Mindset

Converting content to ICRPG isn't about translating every number. It's about capturing the feel of an encounter and expressing it through ICRPG's simpler framework. A D&D 5e stat block might have 15 fields; an ICRPG monster card has 5 or 6. That's the point β€” you're distilling, not duplicating.

The golden rule: if it doesn't fit on an index card, simplify it until it does.

A thick rulebook labeled RPG RULES with an arrow pointing to a single index card holding a short monster stat block (HP, TARGET, ATK), drawn in bold black felt-marker ink.
Convert the feel β€” a whole stat block distilled onto one index card.

πŸ‘Ή Converting Monsters

HP to Hearts

ICRPG uses Hearts instead of large HP pools. One Heart equals 10 HP of effort that players need to deal. There's no official conversion formula; this guide's rule of thumb is to go by the threat level the monster represents, not by its source HP:

Don't overthink this. A monster that feels dangerous should have more Hearts. A monster that's supposed to die fast gets fewer. Trust your instincts over the math.

Armor Class to Target

In the source system, each monster has its own AC. In ICRPG, you set one Target for the whole room (often around 10–14). Use the most prominent threat as a rough guide when picking it β€” again, a rule of thumb rather than an official table:

If there's a mix of weak and strong enemies, set the Target based on the strongest one. Minions being harder to hit than expected actually makes them more interesting β€” they feel scrappy instead of disposable.

Attacks and Abilities

Strip a monster's stat block down to what makes it memorable. Most D&D monsters have 3 to 6 actions β€” keep 2 to 3 at most for ICRPG:

Example: Converting a D&D Troll

D&D 5e: AC 15, 84 HP, multiattack (bite + 2 claws), regeneration 10 HP/round, vulnerable to fire/acid.

ICRPG Card:

That's the whole card. Five lines. Runs faster, hits just as hard at the table.

An ICRPG monster index card for a troll: a snarling troll head with the stats TARGET 12, 2 HEARTS, CLAW d6, and TIMER d4, drawn in bold black felt-marker ink.
The finished troll card β€” one snarling head, a Target, two Hearts, an attack, and a timer.

πŸ—ΊοΈ Converting Encounters

The Room Conversion Formula

A D&D encounter might have a detailed map, precise enemy placement, environmental rules, and multiple terrain types. For ICRPG, compress it into this guide's D.E.W. room checklist (Danger, Energy, Wonder, the encounter framework from Room Design):

A top-down dungeon room sketch with three labeled elements: D pointing to a treasure chest that might be trapped (Danger), E pointing to a snarling monster ready to pounce (Energy), and W pointing to a swirling vortex (Wonder), drawn in bold black felt-marker ink.
Every room, three questions: Danger, Energy, Wonder.

Encounter Difficulty

D&D uses Challenge Rating and encounter budgets. ICRPG play favours a simpler gut check (this guide's suggestion, not an official table):

πŸŽ’ Converting Loot and Magic Items

The +1/+2/+3 Translation

In D&D, a +1 longsword adds +1 to attack and damage rolls. In ICRPG, bonuses work differently β€” they stack onto Effort or stats directly:

An ICRPG loot index card headed LOOT, showing a sword labeled +1 SWORD and a round shield labeled +2 ARMOR, drawn in bold black felt-marker ink.
Bonuses translate straight across β€” a +1 sword becomes +1 Weapon Effort.

Spell-Like Items

Items that cast spells in D&D become simpler in ICRPG. Instead of tracking spell slots and recharge conditions, use these patterns:

Armor Conversion

D&D armor provides an AC number. In ICRPG, armor adds a bonus to your DEFENSE (10 + your bonuses), the number monsters must roll against to hit you β€” it makes you harder to hit rather than reducing damage. A rough mapping:

✨ Converting Spells and Abilities

Spell Conversion Principles

D&D has hundreds of spells with precise ranges, areas, durations, and components. ICRPG doesn't need any of that. Convert spells by asking two questions:

That's it. Fireball becomes "Magic Effort (d10) to everything CLOSE to a point at NEAR range." Healing Word becomes "Heal d4 HP, NEAR range, costs your action." Counterspell becomes "INT attempt vs Target to cancel a spell being cast at NEAR."

Class Features

D&D class features often have complex scaling, resource tracking, and conditional triggers. In ICRPG, convert them to loot-style bonuses or simple abilities:

The pattern is: strip out the bookkeeping, keep the fantasy, and assign ICRPG-scale numbers.

πŸ“– Converting Published Adventures

The Chapter-to-Session Pipeline

A published D&D adventure might have a chapter that spans 3 to 5 sessions. In ICRPG, compress each significant encounter into a single room card. A dungeon with 20 rooms becomes 6 to 8 meaningful rooms β€” the rest are transitions you can narrate through.

What to Keep

What to Cut

πŸ”§ System-Specific Notes

From D&D 5e

5e's bounded accuracy (most ACs and DCs between 10 and 20) maps fairly cleanly onto ICRPG's Target range, which tends to sit at the lower end of that band. The biggest adjustment is removing action economy β€” no bonus actions, reactions, or legendary actions. Replace complex multi-action turns with one action that feels impactful.

From Pathfinder 2e

PF2e's three-action economy is already closer to ICRPG's design philosophy. The main conversion work is removing the feat tax β€” PF2e characters are built from dozens of stacking feats. In ICRPG, pick the 3 to 4 most defining abilities and express them as loot or milestone rewards.

From OSR Systems

OSR games (Old-School Essentials, Knave, Cairn) are already close to ICRPG's philosophy. Low HP, dangerous combat, player skill over character skill. The main addition is the Effort system β€” OSR games often use binary pass/fail, while ICRPG's Effort adds a progress layer that makes tasks feel more dynamic.

πŸ† Key Takeaways

🧰 Where to Go From Here

No group this week? The final part, Playing ICRPG Solo, shows how to be your own GM with a d20 oracle and D.E.W. room sparks. After that, the tools take over β€” use them at the table or while you prep: