To provide the highest quality for Dungeon A Day, we create dungeon rooms specifically for use with the Eternity TTRPG Core Rulebook. You may easily adapt Dungeon A Day content to your favorite TTRPG, however, using this Dungeon A Day Adaptation Page.
Each dungeon room has unique challenges. Within them, there are three main situations where you'll need to adapt, if playing any TTRPG other than Eternity TTRPG:
Every skill or knowledge check in Eternity TTRPG comes down to rolling a Stat. I've provided the rough equivalents of Eternity TTRPG as they may appear in D&D, for comparison. You can use these comparisons to come up with your own favorite TTRPG's equivalent adaptation:
In Eternity TTRPG there is a "Fate Roll," which is essentially the game master's roll against the player's Stat roll, plus or minus a modifier. Basically, each Fate Roll in Eternity is a 50% success rate for the players. For every +1 that the Fate Roll suggests you add to the "Party's Average Level," you should add +5 to the total Fate Roll (which is the equivalent of lowering 25% success rate, for players). Conversely, for every -1, add -5 to the total Fate Roll (which is the equivalent of adding a 25% success rate, for players).
This isn't a perfect conversion, as defensive stats in Eternity TTRPG (Dodge, Resilience, and Will) are usually a bit higher than other stats, so the Fate Roll numbers in each Dungeon A Day room are scaled a bit higher. If your party is struggling to resist dangerous effects from dungeon rooms as you adapt them to your TTRPG, consider scaling back the Fate Roll by -5 to the total Fate Roll (which is the equivalent of adding a 25% success rate, for players).
Eternity TTRPG uses stat blocks for enemy "Difficulty" and Level, rather than having unique stat blocks for each monster. The reason is that most TTRPGs have a limited number of specific monsters for each Level of play, meaning that the variation is actually quite low compared to Eternity TTRPG's approach.
In any case, Dungeon A Day - for this reason - doesn't need to say "for characters Level 4-8," etc. since the game master can simply scale the dungeon to the party's average level.
For most TTRPGs, what you'll need to do is determine the average character level for your players, and then select monsters of about those levels to battle. The best way to go about an entire dungeon of this is to look ahead to all of the potential fights in the dungeon, and then scale fights appropriately so that the party should be able to battle through them all without getting crushed too early on.
Especially when adapting battles to different TTRPGs, gauge how well your group is doing. If the party's struggling, consider making the next encounter easier, to compensate. Similarly, if the party trashes dungeon rooms with ease, consider making the next room a bit harder.
There are a number of times where unique spells, abilities, and effects are listed and attributed to enemies in dungeon rooms. Don't worry too much about what these effects are supposed to "do," when adapting them to your chosen TTRPG. Instead, aim for the flavor of what's listed or suggested, and try to use these unique powers to generate more "thematic" moments.
Eternity TTRPG provides class-specific, soft "AI" for monsters, to make battles easier for game masters. When adapting to another game, don't worry about these. Instead, you may use the suggested AI as cues for what kinds of monsters (above) you should fit into the encounter. Most games have some kind of soft "AI" equivalent that will help you determine what the enemy should be "doing" each turn.
In Eternity TTRPG, rewards are summarized as either being Fortune, or specific items - players may then use Fortune to convert into money, or other unique items of their choosing.
Whenever a dungeon room suggests giving characters Fortune, look up what your chosen TTRPG suggests that you give a character in money for each Level of play, and divide that number by 5.
For example, a gemstone worth 1Fortune - if you're playing D&D and at Level 5 you're supposed to give players 100-gold pieces (just as an example - I'm sure this isn't actually the correct amount), then the gemstone adaptation for D&D would be worth 20-gold pieces.
Most times that unique items are listed in Dungeon A Day rooms, they don't have an exact equivalent in any other TTRPG (to my knowledge). However, they're also mostly non-stat-based, meaning that the flavor or powers they present should be adaptable to just about any other game.
If you think anything is too strong or too weak for inclusion in your game, simply adjust its power to your liking.
Exp in Eternity TTRPG works more based on story progress than based on accomplishing specific encounters, battling monsters, or clearing dungeon rooms. As such, Exp has been entirely left out of Dungeon A Day.
To adapt Exp gains for your characters, simply give out Exp (or whatever equivalent form your favorite game uses) according to your game's rules.
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We may receive commissions when you click our links and make purchases. However, this does not impact our reviews and comparisons. We try our best to simply provide great content and ideas, for you.
As an Amazon affiliate, we earn from qualifying purchases.
Eternity TTRPG offers unofficial fan content for major TTRPGs and the companies that own them, in addition to our own games.