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Stoic Indifference:: Propriety

The document provides additional optional rules for adapting Dungeons & Dragons 4th Edition (4e) mechanics and monsters for use in Gloomhaven. These include rules for: 1) Remaining in place without drawing an encounter card (Stoic Indifference). 2) Treating loot as owned by the defeating player, not held in common (Propriety). 3) Each player having separate healing surges (Private Insurance). 4) Converting 4e player and monster stats like hit points and damage to better fit Gloomhaven.

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0% found this document useful (0 votes)
106 views

Stoic Indifference:: Propriety

The document provides additional optional rules for adapting Dungeons & Dragons 4th Edition (4e) mechanics and monsters for use in Gloomhaven. These include rules for: 1) Remaining in place without drawing an encounter card (Stoic Indifference). 2) Treating loot as owned by the defeating player, not held in common (Propriety). 3) Each player having separate healing surges (Private Insurance). 4) Converting 4e player and monster stats like hit points and damage to better fit Gloomhaven.

Uploaded by

mkv3
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Additional Optional Rules

Stoic Indifference: Remaining in one places does not trigger an Encounter Card. Example: Player chooses
not to explore and instead remains on existing tile(s): an encounter card is not drawn (counter to the default rules). Thus an
Encounter card is drawn on exploration only when a black-filled triangle tile is drawn (or when the game instructs to draw
an Encounter card for an other reason (not related to staying on already explored tiles))

Propriety: Experience, treasure, etc is owned by the player who defeated the monster etc (dealt the final
damage); it is not held in common.

Private Insurance: Healing surges are not held in common. Each player receives X healing surges at the
beginning of the game; only for personal use.

Deeper Meaning: The D&D 4e rules are consulted and the game is expanded upon (Example: to understand
damages/resistances of monsters, spells, movement and tactics of monsters etc, movement of players, terrain)

Multiplicity of Monsters: If a player draws a monster he already has; he does not discard it: he places
the monster. This does not mean, however, that he runs that type of monster’s AI multiple times during
his turn however. Example: Player already has a skeleton he is battling, player explores a new dungeon tile; drawing
another skeleton from the monster deck: he places the monster (counter to the default rules) and now has two skeleton cards.
During his turn he runs the AI of the skeletons once (for all skeletons on the board); not twice even though he has two
skeleton cards.

4e Players: One may choose to create a player using 4e rules rather than picking a pre-made player.

Player Creation using 4e Rules: When creating a 4e player; HP is reduced to 1/3rd, rounded down; to
better fit with the HP range of the game. Surge value is reduced to ½, rounded up. Example: Player creates
a 4e player with 29 hitpoints and a surge value of 5. This is reduced to 29/3 and 5/2, respectively, and the HP is rounded
down for an HP value of: 9 and the surge value is rounded up for a surge value of 3.
4e HP HP 4e Surge Value Surge Value
32 10 10 5
31 10 9 5
30 10 8 4
29 9 7 4
28 9 6 3
27 9 5 3
26 8 4 2
25 8 3 2
24 8 2 1
23 7 1 1
22 7
21 7
20 6
19 6
4e HP HP
17 5
16 5
14 4
13 4
12 4
11 4
10 3
9 3
8 2
7 2
6 2
5 1
4 1
3 1
Note: Below an initial 4e HP stat of 3 you may set the converted HP value to 1

Monsters using 4e Rules: The monster HP may be converted in the same way as above.
4e HP HP 4e HP HP
114 to 116 38 73 to 74 24
111 to 113 37 69 to 71 23
108 to 110 36 66 to 68 22
105 to 107 35 63 to 65 21
102 to 104 34 60 to 62 20
99 to 101 33 57 to 59 19
96 to 98 32 54 to 56 18
93 to 95 31 51 to 53 17
90 to 92 30 48 to 50 16
87 to 89 29 45 to 47 15
84 to 86 28 42 to 44 14
81 to 83 27 39 to 41 13
78 to 80 26 36 to 38 12
75 to 77 25 33 to 35 11
Note: Use the formula: floor(HP/3)
(Example: divide the HP by 3 and round down)
(202/3 = 67.3333_, rounded down = 67)
Monsters using 4e Rules (continued): The monster HP may be converted in the same way as above.
4e HP HP 4e HP HP
300 to 302 100 207 to 209 69
297 to 299 99 204 to 206 68
294 to 296 98 201 to 203 67
291 to 293 97 198 to 200 66
288 to 290 96 195 to 197 65
285 to 287 95 192 to 194 64
282 to 284 94 189 to 191 63
279 to 281 93 186 to 188 62
276 to 278 92 183 to 185 61
273 to 275 91 180 to 182 60
270 to 272 90 177 to 179 59
267 to 269 89 174 to 176 58
264 to 266 88 171 to 173 57
261 to 263 87 168 to 170 56
258 to 260 86 165 to 167 55
255 to 257 85 162 to 164 54
252 to 254 84 159 to 161 53
249 to 251 83 156 to 158 52
246 to 248 82 153 to 155 51
243 to 245 81 150 to 152 50
240 to 242 80 147 to 149 49
237 to 239 79 144 to 146 48
234 to 236 78 141 to 143 47
231 to 233 77 138 to 140 46
228 to 230 76 135 to 137 45
225 to 227 75 132 to 134 44
222 to 224 74 129 to 131 43
218 to 221 73 126 to 128 42
216 to 218 72 123 to 125 41
213 to 215 71 120 to 122 40
210 to 212 70 117 to 119 39
Note: Use the formula: floor(HP/3)
(Example: divide the HP by 3 and round down)
(202/3 = 67.3333_, rounded down = 67)
4e Damage Conversion: Damage from a 4e source may be converted as below
4e Damage Damage
1 to 12 1
13 to 20 2
21 to 42 3
43 to 50 4
51 to 60 5
61 to 72 6
73 to 80 7
81 to 92 8
93 to 100 9
101 to 112 10
113 to 120 11
121 to 132 12
Note: Beyond this use the formula: floor(DMG/10)
(Example: divide the damage by 10 and round down)
(158/10 = 15.8, rounded down = 15)
Easy Monsters using 4e Rules: The monster HP may be converted in the same way as the 4e Damage
Conversion above. Example: Desiring monsters suitable for level one players, this more forgiving formula is used
instead.
Simple Easy Monsters using 4e Rules: The monster HP may be converted by dividing the monster’s 4e
HP by 10 and rounding up.
Formula: celing(HP/10) (Example: divide the 4e HP by 10 and round up) (8/10 = 0.8, rounded up = 1)
(332/10 = 33.2, rounded up = 34)
Note: This formulae is closest to what is used for weaker 4e monster conversions in the Adventure System monster settings.
Simple Easier Monsters using 4e Rules: The monster HP may be converted by dividing the monster’s
4e HP by 30 and rounding up.
Formula: celing(HP/30)
(Example: divide the 4e HP by 30 and round up)
(8/30 = 0.26666_, rounded up = 1)
(332/30 = 11.06, rounded up = 12)
Note: This formulae is closer to what is used for some 4e monster conversions in the Adventure System monster settings.
0 – 30 = 1 HP, 31 – 60 = 2 HP, 61 – 90 = 3 HP, 91 – 120 = 4 HP, 121 – 150 = 5 HP, 151 – 180 = 6 HP, 181 – 210 = 7 HP, 211 – 240 = 8 HP,
241 – 270 = 9 HP, 271 – 300 = 10 HP, 241 – 330 = 11 HP, 331 – 360 = 12HP, 361 – 390 = 13HP, 391 – 420 = 14HP, 421 – 450 = 15HP,
451 – 480 = 16HP, 481 – 510 = 17HP, 511 – 540 = 18 HP, 541 – 570 = 19 HP, 571 – 600 = 20 HP, 601 – 630 = 21 HP, 631 – 660 = 22 HP,
611 – 690 = 23 HP, 691 – 720 = 24 HP, 721 – 750 = 25 HP, 751 – 780 = 26 HP, 781 – 810 = 27 HP, 811 – 840 = 28 HP, 841 – 870 = 29 HP,
Complex Monsters using 4e Rules: The monster HP may be converted by comparing it to a similar
monster of a similar level in the Adventure System.
Weak Players using 4e Rules: The player HP may be converted in the same way as the 4e Damage
Conversion above at the top of this page. Example: Desiring players to meet great challenges, this more demanding
formula is used instead.
Simple Weak Players using 4e Rules: The player HP may be converted by dividing the monster’s 4e HP
by 10 and rounding up.
Formula: ceiling(HP/10) (Example: divide the 4e HP by 10 and round up) (8/10 = 0.8, rounded up = 1)
(332/10 = 33.2, rounded up = 34)
Note: Whichsoever formulae is used, the same applies to the 4e Bloodied attribute etc.
Note: Tactics of converted monsters are similar to Adventure System monsters of the same or closest type; however the
tactics listed in the 4e monster manual still apply.
Unknown Gamble: When a white arrow marked tile is revealed, instead of always spawning a monster,
dice are rolled to determine if monsters are spawned.

Unknown Gamble Redux: The above applies, but also when a black arrow marked tile is revealed,
instead of always spawning a monster, dice are rolled to determine if monsters are spawned. The black
arrow roll will use one of the more risky options (ex: d100 list) and the white arrow roll will use a less
risky option (ex: simple even or d20 list)
Option: Even numbered dice
Roll Result
Odd No monster 0
Even Monster 1
Option one: d20
Roll Result
1 to 10 No monster 0
11 to 20 Monster 1
Option two: d20
Roll Result
1 to 10 No monster 0
11 to 17 Monster 1
18 to 20 Two Monsters 2
Option three: d20
Roll Result
1 to 10 No monster 0
11 to 15 Monster 1
16 to 18 Two Monsters 2
18 to 19 Three Monsters 3
20 Four Monsters 4
Option four: d100
Roll Result
1 to 49 No monster 0
50 to 75 Monster 1
76 to 86 Two Monsters 2
87 to 90 Three Monsters 3
91 to 94 Four Monsters 4
95 to 97 Five Monsters 5
98 Six Monsters 6
99 Seven Monsters 7
100 Villain and Two Monsters V+2

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