Dungeons &Dragons 3rd Edition Conversion Notes for Unisystem

These were not done by me, but the author has allowed me to share them here. The D&D monsters write-ups in the other section were done using these rules..

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Converting Attributes

Unisystem Attribute

D&D Attribute

Strength

Strength

Dexterity

Dexterity

Constitution

Constitution

Intelligence

Intelligence

Perception

Wisdom

Willpower

Charisma

D&D Attribute

Unisystem Attribute

0-1

-3

2-3

-2

4-5

-1

6-7

0

8-9

1

10-11

2

12-13

3

14-15

4

16-17

5

18-19

6

20-21

7

22-23

8

24-25

9

+2

+1*

*For Strength Values over 25, divide the Strength level by 2, rounded down, up to level 30; after level 30 multiply by 2/3, rounded up.

 

Converting Races
Use the following table for attributes. Ignore the one in the PHB

Attribute Bonuses Table

Race

Str

Dex

Con

Int

Per

Will

Elves

0

+1

0

+1

+1

0

Half-Elves

0

+1 to Dexterity or Intelligence

Dwarves

+1

0

+2

0

0

0

Halflings

-1

+2

+1

0

0

0

Half-Orcs

+2

0

+1

-1

0

-1

Gnomes

-1

0

+1

+1

0

0

 

 

 

 

Secondary Attributes Table

Race

Life Points

Endurance

Essence

Speed

Elves

Normal

Normal

+10

+10

Half-Elves

Normal

Normal

+5

+5

Dwarves

(Con+Str) x 5 +10

Normal

Normal

(Con+Dex) x 1.5

Halflings

Normal

+5

Normal

+5

Half-Orcs

(Con+Str) x 5 +10

+5

Normal

Normal

Gnomes

(Con+Str) x 5 +10

Normal

Normal

Normal

Maximum Attributes Per Race

Race

Str

Dex

Con

Int

Per

Will

Elves

5

8

5

8

8

8

Half-Elves

6

7

5

7

6

6

Dwarves

8

5

8

6

6

6

Halflings

3

9

7

6

6

6

Half-Orcs

9

6

7

4

6

4

Gnomes

4

6

7

7

6

6

Racial Cost

 

Converting Classes
Generally, classes are reflected on the skills the characters take. However, to reflect the special powers D&D classes get, here are some conversion notes, mainly describing special abilities members of those classes can take.

Barbarian
This class reflects the berserker warrior type. They have the following special abilities:

Barbarian Rage
6 points + 2 points per level
The barbarian can go into a battle frenzy that gives him inhuman strength and endurance for a brief period of time. While in the Rage, the barbarian has +2 to Strength and Constitution and Willpower, and +30 Life Points. All defensive actions are at a —2 penalty, however. This rage lasts of 3 turns +1 turn per Constitution level (including bonuses). During that time only combat can be performed, although the barbarian can terminate the rage before it ends. After the rage, the character is at —2 to Strength and Constitution for 1 minute per turn the rage lasted.

The "level" of this power determines how many times per day it can be performed. Attempting to enter into a rage an additional time in the same battle requires passing a Difficult Willpower Test; failure causes the character to lose one Rage instance.

Greater Barbarian Rage
6 points. Prerequisite: Barbarian Rage
As above, but bonuses are +6 to Strength and Constitution (for +48 Life Points) and +3 to Willpower.

Toughness
1 point per level; Maximum equal to Constitution
Some Barbarians develop a supernatural level of toughness, enabling them to receive nasty cuts and blows without suffering more than superficial wounds. Each level of Toughness counts as one point of Armor Value against all attacks. The maximum level of this Quality is equal to the character’s Constitution.

Uncanny Dodge
3 points
The character can dodge with tremendous skill. Add +1 to all defensive acts the character performs, and the character can dodge one ranged attack and still be able to perform a normal action. The Uncanny Dodge costs 1D4(2) Endurance points every time it is used, however.

Bard
A "normal" Bard is just a wandering musician with some useful skills. This class reflects a type of magical Bard that is common in the worlds of Greyhawk and the Forgotten Realms. The following powers are available to Bards.

Bard Magic
See table below
This reflects the magic powers some Bards have. Other powers that depend on the Bard’s level use the Bard Magic level. See the PHB for more detail.

Cleric
Clerics have powers that come from a deity.

Cleric Power
See Table Below
This reflects the supernatural powers of the Clerics. Other powers that depend on the Cleric’s level (like Turning Undead) use the Cleric’s Power Level. See PHB for more detail.

Druids
These nature shamans have a number of nature powers.

Druid Power Level
See Table Below
This reflects the magical powers of the Druid. Except for Animal Shape (see below), other Druid powers use this Power Level as a base.

Animal Shape
1 point/level.
The character can assume the shape of a creature an human-sized or smaller. The character gains the abilities of the animal in question (birds can fly, for example). Attributes remain the same, but small creatures (bird or rats) will take double damage from attacks, and very small animals (mice or insects) will take quadruple damage. The character cannot speak or use other powers while in animal shape. This power can be used once per day per level. Additional shapes must be purchased separately.

Large Animal Shape
3 points per level
Prerequisite: Animal Shape, 8th Druid Level
As above, but the animal can be larger than a human. This shape has Attributes equal to the character’s Attributes +3, or their normal attributes, whichever is less. Life Points can be up to double the character’s or the animal’s normal maximum, whichever is less.

Dire Animal Shape
4 points per level
Prerequisite: Large Animal Shape, 12th Level as a Druid
As above, but can turn into one monster species. The shape has a maximum attribute bonus of +6, or their normal attribute, whichever is less. Life Points have a maximum of 5 times the character’s normal.

Fighter
This class represents exceptional fighters with superhuman abilities, common to magic-rich environments like Greyhawk. They don’t get any particular powers, but can have all manner of Feats (covered below). Other Common Fighter abilities include Hard to Kill, Nerves of Steel, Situational Awareness and Fast Reaction Time. They may also gain Resistance Qualities (see All Flesh for more information).

Monk
Monks are superhuman martial arts warriors, more dangerous when fighting bare-handed than when armed with weapons. They can purchase a variety of special powers.

Unarmed Strike
Variable Power
This is the essential Monk power, which focuses the Monk’s Essence and enables him to inflict tremendous levels of damage. The base damage of punches and kicks is raised. Each damage has the previous one as a prerequisite. Unarmed Strikes are only possible if the Monk is unencumbered with armor (only cloth armor and soft leather can be used).

Damage Dice

Cost (Total)

Minimum Martial Arts Level

D6

2

4

D8

3 (6)

6

D10

4 (10)

7

D12

5 (15)

9

Defensive Chi
1-point per level; Maximum level equal to (Dexterity + Perception) x 2
The Monk has the ability to reduce damage even when he is hit, by rolling with impacts and, to some degree, by using Essence as a shield. Each level of Defensive Chi counts as 1 point of Armor Value. Defensive Chi is only usable when no armor heavier than cloth or soft leather are used.

Still Mind
2 points; Prerequisite: Martial Arts Level 4
The Monk has the power to resist mental attacks with a +2 bonus.

Deflect Arrows
5 points
The Monk can Parry arrow and similar missile attacks.

Wholeness of Body
5 points
Prerequisite: 7 levels in any combination of Martial Arts, Defensive Chi and Unarmed Strike.
The Monk can heal up to twice his normal Life Point pool once a day. This healing can be spread over as many instances as needed (until the healing capacity has been exhausted), and requires one turn of concentration.

Abundant Step
4 points
Prerequisite: 12 levels in any combination of Martial Arts, Defensive Chi and Unarmed Strike.
The Monk can use the spell Dimension Door once per day.

Perfect Self
25 points
Prerequisite: 20 levels in
any combination of Martial Arts, Defensive Chi and Unarmed Strike.
The Monk becomes a supernatural creature. He gains 20 points of Armor Value (cumulative with Defensive Chi)

Paladin

Paladin Power Level
See Table Below
This Power controls the Paladin’s magical abilities, and is also used for such abilities as Turning Undead. Other powers are described below.

Lay On Hands (Healing)
1 point per level
The character can heal 1 Life/Endurance/Essence point per Willpower Level, times the level of this power every day. This healing can be spread in any way, and can be used to heal the Paladin as well as others. This healing touch can also be used to inflict damage against Undead.

Smite Evil
2 points per level
This power can be used once per day against a supernatural entity. The level of this power adds to the multiplier of an attack; this power is used up when the attack strikes, so misses or successful parries do not count, but once invoked, it must be used during that fight, or the ability is used up for that day.

Code of Honor
3 point Drawback; Mandatory
All Paladins must live by a strict code of honor. Details can be found in the PHB.

Paladin Mount
Variable Power
To purchase the mount, spend a number of points equal to the "level" needed to get the mount, doubled. So, the "basic" Paladin Mount, which appears at 5th level, costs 10 points.

Ranger
As always, the Ranger powers belong to a minority of the woodsmen/scout types from whose ranks they come.

Ranger Power Level
See Table Below
This ability measures the Ranger’s magical acumen.

Favored Enemy
2 points per Level
Each level of this ability adds a +1 bonus to damage (not Multiplier) or to Tasks and Tests dealing with the enemy race, which is determined as per the PHB.

Rogue
The Rogue class represents thieving/sneaky types with supernatural abilities.

Sneak Attack
2 points per level
If the Rogue can strike a victim from behind or flank, or when otherwise occupied, the Rogue add 1 Multiplier level per level of this power to his attack.

Uncanny Dodge
3 points
The character can dodge with tremendous skill. Add +1 to all defensive acts the character performs, and the character can dodge one ranged attack and still be able to perform a normal action. The Uncanny Dodge costs D4(2) Endurance points every time it is used, however.

Defensive Roll
1 point per level; Cannot exceed Dodge Skill x 2
By spending D4 (2) Endurance points, the Rogue can roll away from an attack (typically a weapon or claw attack — can’t roll away from a bite). This ability reduces the damage from that attack by 2 points per level. The maximum level of this power cannot exceed the character’s Dodge Skill, doubled.

 

Converting Skills
Skills are fairly straightforward; in some cases, a Unisystem Skill will be broken into two or more D&D Skills, and vice versa.

Skill/Level/Save or Attack Bonus

Unisystem Skill

1

1

2

2

3

3

4

4

5

5

6-7

6

8-9

7

10-11

8

12-13

9

14-15

10

16-17

11

18-19

12

20-21

13

22-23

14

+2

+1

 

 

 

 

 

 

 

 

 

 

 

Converting Feats
Feats are a mixed bunch. Some can be converted as Skills, others can be replaced with normal Qualities, and others count as Powers. A few simply aren’t meaningful in the Unisystem.

Feats with Equivalents

D&D Feat

Unisystem Equivalent

Alertness

Acute Senses

Ambidexterity

2-point Quality

Armor Proficiency

Not Applicable

Blind Fighting

Special Skill

Combat Reflexes

Fast Reaction Time

Dodge

Dodge Skill

Endurance

Extra Endurance (1 pt/10 Extra Endurance)

Great Fortitude

Hard to Kill

Improved Critical

Not Applicable

Lightning Reflexes

Fast Reaction Time

Mounted Combat

Not Applicable

Quick Draw

Skill

Run

Skill

Toughness

Hard to Kill

Track

Tracking Skill

Two-Weapon Fighting

Skill; cannot exceed Weapon Skill in question.

Weapon Finesse

Not Applicable.

Special Feats

Cleave
2-point Quality
Prerequisite:
Str 4+
See PHB.

Great Cleave
4-point Quality
Prerequisite:
Cleave
See PHB.

Weapon Specialization/Focus
2 points per level
Prerequisite:
Skill 3+ with weapon
You are supernaturally proficient with a weapon. Each level adds to the Multiplier of the attack. This Power cannot exceed the character’s Skill Level.

 

D&D Spell Conversions to the Unisystem (Power Magic)
To differentiate D&D magic from Mana Magic (Glory Road) and Channeling Magic (WitchCraft), we will refer to it as Power Magic.

Magic in such worlds as Greyhawk and the Forgotten Realms uses Essence in a manner different from that in the WitchCraft universe (and different from Mana Magic). Power Spells use ambient Essence, not the magician’s personal Essence. The number of spells the magician can cast on a given day are limited by his Intelligence and Power Level.

Spellcasting Skill
All users of Magic (Divine or Arcane) have a Spellcasting Skill. This Skill is determined by the character’s Power Level, as per the Skill Conversion (see above). Active Spells (which influence something or someone) use Willpower. Detection Spells use Perception. Creation/Illusion Spells use Intelligence.

Mage Power Levels

Mage/Cleric/Druid Level Cost

Paladin Level Cost

Bard Level Cost

Ranger Level Cost

Level

Cost (Total)

Level

Cost (Total)

Level

Cost (Total)

Level

Cost (Total)

1

5

1

5

1

5

1

3

2

5 (10)

2

1 (6)

2

3 (7)

2

2 (5)

3

6 (16)

3

2 (7)

3

3 (10)

3

2 (7)

4

7 (23)

4

2 (9)

4

3 (13)

4

2 (9)

5

8 (31)

5

3 (10)

5

4 (17)

5

2 (11)

6

9 (40)

6

3 (13)

6

4 (21)

6

3 (14)

7

10 (50)

7

4 (17)

7

5 (26)

7

3 (14)

8

10 (60)

8

4 (21)

8

5 (31)

8

4 (18)

9

10 (70)

9

5 (26)

9

6 (37)

9

4 (22)

10

10 (80)

10

5 (31)

10

6 (43)

10

4 (26)

+1

Level

+1

Lvl-5

+1

Level-4

+1

Level-6

Using Magic
Magic use is treated as a Task, using the characters Spellcasting Skill and the appropriate Attribute. Targets may resist the Spellcasting result. Most spells have a casting time of "1 action." They "go off" during the Missile section of the turn, if applicable. 1 round spells take a turn to cast; they go off during the spell release section of the next turn. Longer spells may take minutes or hours.

Essence
Although Spellcasters do not use their internal Essence, their abilities increase their Essence pools. Add (Willpower) Essence points per Power Level. Characters with large Essence pools benefit from the reduced aging effects described in WithCraft and Armageddon. For Counterspell purposes, Power Magic has an equivalent Mana of (Spell Level x 2) squared (9th level spells have 324 Mana). For Essence Purposes, a Spell has an Essence equivalent of 10 x Spell level (5 for 0-level Spells).

Spells Known
Characters start out with 1 known spell per Power Level and Intelligence Level. At each level, the character automatically learns one spell. Additional spells cost 1 character point each. Learning new spells costs 1 experience point per spell, and take 1 day per level of the spell to learn.

Spellcasting Limits
There is a limit to how many spells wizards and clerics can cast before getting a night’s sleep (a minimum of 10-Constitution hours). Use the tables in the Players’ Handbook to determine how many spells of a given level the character can cast per day. To those numbers, add your Intelligence (for Mages and Bards) or Willpower (for Clerics, Druids, Paladins or Rangers) level. The character can cast any spell he knows within those parameters.

Damaging Spells
Spells now have a base damage level equal to (Base Damage) x Willpower. So, for example, a Magic Missile has a base damage of (D4+1) x Willpower points of damage, instead of the normal D4+1. Spells that do more than one die of damage use the number of dice, plus Willpower, as the Multiplier.

Attacks that cause automatic death (typically with Hit Dice/Level limits), now inflict D10 x (Willpower + Level) points of damage. Normal armor doesn’t protect; some types of magical armor and resistance abilities will. The victims can try a Willpower and Constitution Test; each Success Level subtracts from the Multiplier.

Defensive Spells
Spells that have a Deflection Bonus provide an Armor Value of 4 x Armor Class Bonus. Shields have an Armor Value equal to AC bonus x 2 and 10 DPs per level of the magician. Creations with Hit Points have 5 x Hit Points Damage capacity, and 3 x AC points of Armor Value.

Spells that have Damage Reduction have an AV equal to the Damage Reduction level up to 20; after level 20, each additional level adds 10 Life or Damage points to the subject.

Affected Hit Dice
Many spells affect "X Hit Dice" of creatures or people. Replace Hit Dice with either Willpower or Constitution levels — for average people, 1 person will be affected for every 2 HD affected.

Metamagic Feats
These Feats improve spells. Any spell can be enhanced through Metamagic, but the spells are higher level than normal. So, an Empowered Magic Missile (1st level spell) would count as a 3rd level spell. Enhancements stack. An Empowered, Maximized, Enlarged Magic Missile (six levels higher than normal) would count as a seventh level spell.

Empower Spell
5-point Quality
The character can Empower spells. These spells have their Multiplier increased by 50% (rounded up). An Empowered Spells counts as a spell two levels higher than normal.

Enlarge Spell
4-point Quality
The character can Enlarge spells. These spells have double their normal range or area of effect. Enlarged spells count as one level higher than normal.

Maximize Spell
5-point Quality
Maximized Spells do maximum damage (or similar random effect). They count as three levels higher than normal.

Quicken Spell
8-point Quality
Quickened Spells can be cast instantly (they go off in the release part of the turn). Only spells that have a casting time of one turn or less can be Quickened. Quickened Spells count as four levels higher than normal.

Silent Spell
4-point Quality
You can cast spells without talking. A Silent spell count as one level higher than normal.

Still Spell
4-point Quality
You can cast spells without making gestures. Still spells count as one level higher than normal.

 

Converting Monsters

Attributes
Use the normal conversion table.

Secondary Attributes
Use the following table for Life and Endurance Points. For the latter, though, ignore the flat bonus at the end of the formula.

Hit Dice

Medium*

Large

Huge

Gargantuan

1-5

Normal

(S+C) x (4+HD)+20

(S+C) x (4+HD)+50

n/a

6-10

(S+C) x HD+20

(S+C) x (4+HD)+50

(S+C) x (9+HD)+100

(S+C)x(14+HD)+200

11-15

(S+C) x (HD)+50

(S+C) x (4+HD)+100

(S+C ) x(9+HD)+200

(S+C)x(14+HD)+500

16-20

(S+C) x (HD)+100

(S+C )x (4+HD)+200

(S+C) x (9+HD)+500

(S+C)x(14+HD)+1,000

21-25

(S+C) x (HD)+200

(S+C) x (4+HD)+500

(S+C) x (9+HD)+1,000

(S+C)x(14+HD)+2,000

26+

(S+C) x (HD)+500

(S+C) x (4+HD)+1,000

(S+C) x (9+HD)+2,000

(S+C)x(14+HD)+5,000

 

Red Dragon (Huge, Adult)

Str 22

Skills

Powers/Attacks

Dex 2

Combat 13

AV: 40

Con 8

Breath Wpn 10

Frightful Presence: (Simple Will - 6)

Per 6

Dodge 10 (2 vs normal)

Immune to Fire (Divide by 100)

Int 6

 

Fire Breath: 50 feet, D10 x 30 (150)

Will 6

 

Bite: D8 x 22 (88) slash

LPs: 2,020

 

Claw: D6 x 22 (88) slash

EPs: 1,224

 

Wing: D8 x 11 (44) blunt

Ess: 190

 

Tail: D8 x 22 (44) blunt

Speed: 20/80

 

Acute Senses: +3 to all.

   

9th level Wizard


 

Back to Unisystem

 

Well, enjoy it! And if you want, you can drop me a line at fred@planetfred.net or leave a comment at the PatchComm.

 

Last Update: 28-June-02