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.

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. The conversion is based on the threat level the monster represents, not a direct math formula:

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. Use the most prominent threat to anchor your Target:

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.

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 the D.E.W. framework:

Encounter Difficulty

D&D uses Challenge Rating and encounter budgets. ICRPG uses a simpler gut check:

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:

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. ICRPG armor provides a flat Armor bonus that reduces incoming damage:

✨ 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 "d8 Magic Effort to all targets in CLOSE area 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 numbers between 10–20) maps cleanly to ICRPG's Target range. 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