Post by Nightmare Zero on Apr 17, 2009 11:30:42 GMT -5
Now the two systems I know best are D&D and Shadowrun, so I'm going to use those and base the d20 conversion on D&D, but I'll add the Star Gate conversion when I get to talk to Sgt. Kill.
However, there is one thing I'd like to point out about the Arena and that is that I don't have max limits in my games so there is no max limits in the Arena. There are exceptions to this rule like Twlight 2013.
Also, please note that after you set up your conversion, you can't change it unless I give my express permission.
SR & TRoS to D&D
The big problems with SR and TRoS, is that there is no true level to base off of, so each character from SR and TRoS will have to have the total amount of Karma or burnt SA points and that will be how we base their current level in D&D. The level conversion is as follows:
SR: 10 Total Karma earned x current level = 1 level
TRoS: 10 Total Burnt SA x current level = 1 level
Rises exponentially. (10 for level 2, 30 for level 3, 60 for level 4,etc.)
The attributes conversion uses the average of certain stats to convert to the 6 in the d20 systems. They are:
SR
Body = Con
Str = Str
(Agi + Reaction) / 2 = Dex (round up)
(Logic + Intuition) / 2 = Intelligence (round up)
Willpower = Wisdom
Charisma = Cha
TRoS
Strength = Str
Agility = Dex
(Toughness + Endurance + Health) / 3 = Con (round up)
(Wits + Mental Aptitude) / 2 = Int (round up)
(Perception + Willpower) / 2 = Wisdom (round up)
(Wits + Social) / 2 = Charisma (round up)
Now to figure out the D20 rating use the charts below to determine the final score.
SR
TRoS
To get your Base Attack Bonus is based off of your combat skills or your Proficiencies. The way to figure them out by the following.
BAB 1/2 level = SR combat skill 1-2, TRoS Proficiency 1-5
BAB 3/4 level = SR skill 3-4, TRoS 6-10
BAB 1/1 level = SR skill 5-6, TRoS 11-15
For skills over 6 and Proficiencies over 15, you get a +1 compitance bonus at level 1 and every 5 levels after. (+2 at level 5, +3 at level 10, etc.)
To figure saving throws, all TRoS characters have Fort as a strong save and SR characters have Reflex as a strong save. Also, any character that uses magic also get Will as a strong save.
For feats, you get th normal 1 at first level and 1 every 3 levels, but TRoS characters get 1 Bonus Fighter feat every 3 levels starting at level 1, unless they have Magical Talent. SR characters or TRoS with Mgical Talent get 1 bonus feat at level 1 and every 4 levels.
To figure Hp per level, the dice is based off of several factors. They are Body or Toughness and Magical ability. If your character has Magical talent then your HD is one size smaller than what is below.
SR
Cybernetic and Bioware add an amount of Hp per HD equal to the Body normally added.
TRoS
Toughness over 10 add (Toughness - 10) / 2 (round down) Hp per HD.
For skills, the total skill ranks depends on how high your current skill are. Now, to figure TRoS skill ranks I need Sutton to post or PM me the rules on skills for TRoS, so for now I'm just converting SR rules. Please note that not all skills are similar but most have a related skill between each system. Example, Move silently vs Shadowing and Sleight of Hand vs Palming.
SR skill 1,TRoS 9 = 1 point per 6 levels, 2 points at start
SR skill 2, TRoS 8 = 1 point per 5 levels, 2 points at start
SR skill 3, TRoS 7 = 1 point per 4 levels, 3 points at start
SR skill 4, TRoS 6 = 1 point per 3 levels, 3 points at start
SR Skill 5, TRoS 5 = 1 point per 2 level, 4 points at start
SR Skill 6, TRoS 4 = 1 point per level, 4 points at start
SR skill 7, TRoS 3 = 1 point per level, 4 points at start, +2 compitance bonus at level 1 and +2 every 5th level
Weapon damage will be based off of D&D and Star Gate weapons. TRoS weapons with the fine quality are considered Masterwork weapons. Armor Class will be determined by:
SR
AC = Ballistic Armor -4
DR = Impact Armor / 4 per 5 levels
TRoS
AC = AV (Use highest rating)
DR = AV/ 2 per 5 levels
Both Magic systems will be moved into the level recharge system. When you cast a spell, you select the spell level and the effects of the spell are determined from there. To determine your max spell level for SR (I need Sutton to figure out the TRoS chart) use the following.
Spellcasting skill 1-3
Highest possible = 1d6+1 rounds
Second highest possible = 1d6+1 rounds
Third highest possible = 1d4+1 rounds
Fourth highest possible = 1d4+1 rounds
Fifth highest possible = 1d4 rounds
Sixth highest possible = 1d4 rounds
Seventh highest possible = 1d3 rounds
Eighth highest possible = 1d3 rounds
Ninth highest possible = 1 round
Tenth highest possible = 1 round
Spellcasting skill 4-6
Highest possible = 1d4+1 rounds
Second highest possible = 1d4+1 rounds
Third highest possible = 1d4 rounds
Fourth highest possible = 1d4 rounds
Fifth highest possible = 1d3 rounds
Sixth highest possible = 1d3 rounds
Seventh highest possible = 1 round
Eighth highest possible = 1 round
Ninth highest possible = 0
Tenth highest possible = 0
Spellcasting skill over 6 gives 1 Magic feat per point
Magic rating 1-2 = max level 5
Magic rating 3-4 = max level 7
Magic rating 5-6 = max level 9
Magic rating over 6 gives you either 1 bonus spell level per point (must be level 21 to use, cannot be used without using magic feats like Quicken Spell) or get 1 bonus Epic spell if you have the Epic Spellcasting feat.
The rate you get new spell levels as you level up are as follows.
Max level 5 = 1 level every 4 levels (ends at level 16)
Max level 7 = 1 level every 3 levels (ends at level 18)
Max level 9 = as a sorcerer
The effects of the spells will be similar to the SR equivalent but the effects are dependent on the level of the spell and the characters level. For damaging spells, they deal damage 1d6/level (level caps are below), unless they target a specific target (Like the Slay Troll spell) then they deal damage in d8's. Use the chart below to determine the damage of such spell.
Damage spell max dice chart
For aiding spells, (like increase str and Armor) they increase by the SR magic rating or your current level, which ever is lower (you can increase it up to double the amount but you need to make a Fort save vs. 10 + the increase or take (1/2 increase)d4 damage, also the casting time is doubled), the spell level of aiding spells determines the duration of the spell, the number to overcome dispell magic, DC to save (for decreasing spells), and casting time. (Note: for spells that increase or decrease a stat that is used to average another, like Reaction or Logic, the effect is halved, round up)
Aiding spells duration and casting times
Level 1 = duration 1 round/level, 1 round casting time
Level 2-3 = duration 1 round/level, standard action
Level 4-5 = duration 1 minute/level, standard action
Level 5-9 = duration 1 hour/level, standard action
The heal spell follows the cure spell line but at 9th level it heals 9d8 +1/level (+45 max) or 5d8 +1/level (+45 max) to one creature/level, no two of which can be more than 30 ft. apart.
Other spell types will have their rules posted as needed.
For Epic players, after you get the Epic spellcasting feat you get your Knowledge Arcana (SR Spellcasting skill Ranks)/20 epic spells. You can select or make your spells but you MUST be able to cast them using D&D rules. These spells only apply to D&D fights not SR.
More rules to follow.
However, there is one thing I'd like to point out about the Arena and that is that I don't have max limits in my games so there is no max limits in the Arena. There are exceptions to this rule like Twlight 2013.
Also, please note that after you set up your conversion, you can't change it unless I give my express permission.
SR & TRoS to D&D
The big problems with SR and TRoS, is that there is no true level to base off of, so each character from SR and TRoS will have to have the total amount of Karma or burnt SA points and that will be how we base their current level in D&D. The level conversion is as follows:
SR: 10 Total Karma earned x current level = 1 level
TRoS: 10 Total Burnt SA x current level = 1 level
Rises exponentially. (10 for level 2, 30 for level 3, 60 for level 4,etc.)
The attributes conversion uses the average of certain stats to convert to the 6 in the d20 systems. They are:
SR
Body = Con
Str = Str
(Agi + Reaction) / 2 = Dex (round up)
(Logic + Intuition) / 2 = Intelligence (round up)
Willpower = Wisdom
Charisma = Cha
TRoS
Strength = Str
Agility = Dex
(Toughness + Endurance + Health) / 3 = Con (round up)
(Wits + Mental Aptitude) / 2 = Int (round up)
(Perception + Willpower) / 2 = Wisdom (round up)
(Wits + Social) / 2 = Charisma (round up)
Now to figure out the D20 rating use the charts below to determine the final score.
SR
Derived Score | D20 equivalent |
1 | 4-5 |
2 | 6-7 |
3 | 10-11 |
4 | 12-13 |
5 | 15-16 |
6 | 18 |
TRoS
Derived Score | D20 equivalent |
1 | 4-5 |
2 | 6-7 |
3 | 8-9 |
4 | 10-11 |
5 | 12-13 |
6 | 16-17 |
7 | 18 |
8 | 19 |
9 | 20 |
To get your Base Attack Bonus is based off of your combat skills or your Proficiencies. The way to figure them out by the following.
BAB 1/2 level = SR combat skill 1-2, TRoS Proficiency 1-5
BAB 3/4 level = SR skill 3-4, TRoS 6-10
BAB 1/1 level = SR skill 5-6, TRoS 11-15
For skills over 6 and Proficiencies over 15, you get a +1 compitance bonus at level 1 and every 5 levels after. (+2 at level 5, +3 at level 10, etc.)
To figure saving throws, all TRoS characters have Fort as a strong save and SR characters have Reflex as a strong save. Also, any character that uses magic also get Will as a strong save.
For feats, you get th normal 1 at first level and 1 every 3 levels, but TRoS characters get 1 Bonus Fighter feat every 3 levels starting at level 1, unless they have Magical Talent. SR characters or TRoS with Mgical Talent get 1 bonus feat at level 1 and every 4 levels.
To figure Hp per level, the dice is based off of several factors. They are Body or Toughness and Magical ability. If your character has Magical talent then your HD is one size smaller than what is below.
SR
Body | HD |
1-2 | 1d6 |
3-4 | 1d8 |
5-6 | 1d10 |
7+ | 1d12 |
Cybernetic and Bioware add an amount of Hp per HD equal to the Body normally added.
TRoS
Toughness | Hit Dice |
1-2 | 1d6 |
3-5 | 1d8 |
6-8 | 1d10 |
9-10 | 1d12 |
Toughness over 10 add (Toughness - 10) / 2 (round down) Hp per HD.
For skills, the total skill ranks depends on how high your current skill are. Now, to figure TRoS skill ranks I need Sutton to post or PM me the rules on skills for TRoS, so for now I'm just converting SR rules. Please note that not all skills are similar but most have a related skill between each system. Example, Move silently vs Shadowing and Sleight of Hand vs Palming.
SR skill 1,TRoS 9 = 1 point per 6 levels, 2 points at start
SR skill 2, TRoS 8 = 1 point per 5 levels, 2 points at start
SR skill 3, TRoS 7 = 1 point per 4 levels, 3 points at start
SR skill 4, TRoS 6 = 1 point per 3 levels, 3 points at start
SR Skill 5, TRoS 5 = 1 point per 2 level, 4 points at start
SR Skill 6, TRoS 4 = 1 point per level, 4 points at start
SR skill 7, TRoS 3 = 1 point per level, 4 points at start, +2 compitance bonus at level 1 and +2 every 5th level
Weapon damage will be based off of D&D and Star Gate weapons. TRoS weapons with the fine quality are considered Masterwork weapons. Armor Class will be determined by:
SR
AC = Ballistic Armor -4
DR = Impact Armor / 4 per 5 levels
TRoS
AC = AV (Use highest rating)
DR = AV/ 2 per 5 levels
Both Magic systems will be moved into the level recharge system. When you cast a spell, you select the spell level and the effects of the spell are determined from there. To determine your max spell level for SR (I need Sutton to figure out the TRoS chart) use the following.
Spellcasting skill 1-3
Highest possible = 1d6+1 rounds
Second highest possible = 1d6+1 rounds
Third highest possible = 1d4+1 rounds
Fourth highest possible = 1d4+1 rounds
Fifth highest possible = 1d4 rounds
Sixth highest possible = 1d4 rounds
Seventh highest possible = 1d3 rounds
Eighth highest possible = 1d3 rounds
Ninth highest possible = 1 round
Tenth highest possible = 1 round
Spellcasting skill 4-6
Highest possible = 1d4+1 rounds
Second highest possible = 1d4+1 rounds
Third highest possible = 1d4 rounds
Fourth highest possible = 1d4 rounds
Fifth highest possible = 1d3 rounds
Sixth highest possible = 1d3 rounds
Seventh highest possible = 1 round
Eighth highest possible = 1 round
Ninth highest possible = 0
Tenth highest possible = 0
Spellcasting skill over 6 gives 1 Magic feat per point
Magic rating 1-2 = max level 5
Magic rating 3-4 = max level 7
Magic rating 5-6 = max level 9
Magic rating over 6 gives you either 1 bonus spell level per point (must be level 21 to use, cannot be used without using magic feats like Quicken Spell) or get 1 bonus Epic spell if you have the Epic Spellcasting feat.
The rate you get new spell levels as you level up are as follows.
Max level 5 = 1 level every 4 levels (ends at level 16)
Max level 7 = 1 level every 3 levels (ends at level 18)
Max level 9 = as a sorcerer
The effects of the spells will be similar to the SR equivalent but the effects are dependent on the level of the spell and the characters level. For damaging spells, they deal damage 1d6/level (level caps are below), unless they target a specific target (Like the Slay Troll spell) then they deal damage in d8's. Use the chart below to determine the damage of such spell.
Damage spell max dice chart
Spell Level | Max Damage (Single target) | Max Damage (Multiple targets) |
1st | 5 dice | 1 dice |
2nd | 10 dice | 5 dice |
3rd | 10 dice | 10 dice |
4th | 15 dice | 10 dice |
5th | 15 dice | 15 dice |
6th | 20 dice | 15 dice |
7th | 20 dice | 20 dice |
8th | 25 dice | 20 dice |
9th | 25 dice | 25 dice |
For aiding spells, (like increase str and Armor) they increase by the SR magic rating or your current level, which ever is lower (you can increase it up to double the amount but you need to make a Fort save vs. 10 + the increase or take (1/2 increase)d4 damage, also the casting time is doubled), the spell level of aiding spells determines the duration of the spell, the number to overcome dispell magic, DC to save (for decreasing spells), and casting time. (Note: for spells that increase or decrease a stat that is used to average another, like Reaction or Logic, the effect is halved, round up)
Aiding spells duration and casting times
Level 1 = duration 1 round/level, 1 round casting time
Level 2-3 = duration 1 round/level, standard action
Level 4-5 = duration 1 minute/level, standard action
Level 5-9 = duration 1 hour/level, standard action
The heal spell follows the cure spell line but at 9th level it heals 9d8 +1/level (+45 max) or 5d8 +1/level (+45 max) to one creature/level, no two of which can be more than 30 ft. apart.
Other spell types will have their rules posted as needed.
For Epic players, after you get the Epic spellcasting feat you get your Knowledge Arcana (SR Spellcasting skill Ranks)/20 epic spells. You can select or make your spells but you MUST be able to cast them using D&D rules. These spells only apply to D&D fights not SR.
More rules to follow.