π§ 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.
πΉ 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:
- Minion (CR 0βΒΌ / Goblin, Skeleton) β Β½ Heart (5 HP). Dies in one or two hits. Send them in groups.
- Standard (CR Β½β2 / Orc, Zombie Ogre) β 1 Heart. A fair one-on-one fight for a single player.
- Elite (CR 3β6 / Owlbear, Troll) β 2 Hearts. Requires teamwork. Give it a special ability.
- Boss (CR 7+ / Dragon, Beholder) β 3 to 5 Hearts. Multiple actions per round, phases, environmental effects.
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:
- AC 10β12 β Target 10 (Easy)
- AC 13β15 β Target 12 (Normal)
- AC 16β18 β Target 15 (Hard)
- AC 19+ β Target 18 (Very Hard)
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:
- Primary attack: its main damage source, translated to an Effort die. A greatsword becomes "d6 Weapon Effort." A fire breath becomes "d8 Magic Effort to all CLOSE."
- Signature ability: the one thing that makes this monster different. A troll regenerates. A beholder has eye rays. A medusa petrifies. Keep one signature move and make it impactful.
- Timer/Trigger: add an escalation. "At half HP, it enrages (+2 damage)." "Every d4 rounds, it calls reinforcements." This replaces complex legendary actions with something simpler and more dramatic.
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:
- Target: Room target (12β15 depending on context)
- HP: 2 Hearts
- Claw/Bite: d6 Weapon Effort
- Regeneration: Heals 1 HP per round unless hit by fire or acid
- Timer: d4 rounds β a second troll arrives
That's the whole card. Five lines. Runs faster, hits just as hard at the table.
πΊοΈ 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:
- D β Discovery: What's interesting about this space? What can players interact with? Pull the most evocative detail from the source encounter and make it the centerpiece.
- E β Enemy: Who or what opposes the players? Convert using the monster guidelines above. Fewer enemies with more presence beats a swarm of stat blocks.
- W β Weird: What's unexpected? What breaks the normal rules? If the source encounter doesn't have something weird, add one. A gravity anomaly. A talking door. A floor that's slowly turning to glass.
Encounter Difficulty
D&D uses Challenge Rating and encounter budgets. ICRPG uses a simpler gut check:
- Easy encounter: Target 10, enemies with Β½ to 1 Heart each, no timer
- Medium encounter: Target 12, enemies with 1 Heart, d6 timer for escalation
- Hard encounter: Target 15, 1 elite enemy or several standards, d4 timer
- Deadly encounter: Target 15β18, boss with 3+ Hearts, multiple timers, environmental hazards
π 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:
- +1 Weapon (D&D) β "+1 Weapon Effort" (ICRPG). Simple and direct.
- +2 Weapon (D&D) β "+2 Weapon Effort" or "+1 Weapon Effort, +1 to STR attempts." Spread the bonus across two effects for more flavor.
- +3 Weapon (D&D) β "+3 Weapon Effort" plus a unique ability. At this power level, every weapon should feel special.
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:
- "X charges per day" β "1/encounter" or "1/day" depending on power level
- "Requires attunement" β counts toward the 10-item equip limit (which serves the same gating purpose)
- Scrolls and potions β single-use consumables, describe the effect in one line
Armor Conversion
D&D armor provides an AC number. ICRPG armor provides a flat Armor bonus that reduces incoming damage:
- Light armor (Leather, Padded) β +1 Armor
- Medium armor (Chain shirt, Breastplate) β +2 Armor
- Heavy armor (Plate, Splint) β +3 to +4 Armor
- Shields β +1 Armor (stack with worn armor)
β¨ 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:
- What does this spell DO? β describe the effect in one sentence
- How strong is it? β assign an Effort die and a range (CLOSE/NEAR/FAR)
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:
- Sneak Attack β "+d6 Weapon Effort when attacking from stealth or with advantage"
- Rage β "+2 STR attempts, +1 Weapon Effort, resist physical damage, lasts d4 rounds"
- Channel Divinity β "Heal all allies CLOSE for d8, 1/encounter"
- Wild Shape β "Transform into beast form: +2 CON, natural d6 weapon, lasts until you choose to end or hit 0 HP"
The pattern is: strip out the bookkeeping, keep the fantasy, and assign ICRPG-scale numbers.
π 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
- The hook β why the players are here
- Key NPCs β convert to NPC cards (name, motivation, one ability)
- Boss encounters β these are the set pieces, give them full attention
- Memorable locations β the rooms players will talk about later
- Critical loot β items that drive the plot forward
What to Cut
- Random encounter tables β use timers instead to add pressure
- Empty rooms β if nothing happens there, skip it
- Lengthy NPC monologues β NPCs get one key line, players can ask questions
- Complex traps with multiple checks β one roll to detect, one roll to disarm
- Shopping sequences β give players a loot list and move on
π§ System-Specific Notes
From D&D 5e
5e's bounded accuracy (most numbers between 10β20) 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.
π Key Takeaways
- π Convert the feel, not the numbers β capture what makes the content memorable
- π Index card test β if it doesn't fit on a card, simplify further
- πΉ Monsters need 2β3 traits max β primary attack, signature ability, timer
- π Loot translates directly β +1 becomes +1 Effort, spell items become 1/encounter
- βοΈ Cut aggressively β ICRPG runs on what matters, not what fills pages