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..
Enjoy it!
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 characters 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 Bards 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 Clerics level (like Turning Undead) use the Clerics 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 characters Attributes +3, or their normal attributes, whichever is less. Life Points can be up to double the characters or the animals 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 characters normal.
Fighter
This class represents exceptional
fighters with superhuman abilities, common to magic-rich environments like Greyhawk.
They dont 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 Monks 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 Paladins 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 Rangers 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 cant 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 characters 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
arent 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 characters 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 magicians 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 characters
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 nights 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 doesnt 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 |
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