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D20 converter

Discussion in 'Archive: Games: RPG & Miniatures' started by Jedi_Matt, Dec 30, 2002.

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  1. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    I bought the power of the jedi and dark side sourcebooks and got them today, but play the D6 system (i wanted the books simply for the extra info inside). I was wondering if anyone here knows where to get my hands on a converter from D20 to D6, ive been to swrpgnetwork.com but theres nothing converted there that i am after.

    Can anyone help? :)
     
  2. dp4m

    dp4m Mr. Bandwagon star 10

    Registered:
    Nov 8, 2001
    J_M, I'll post something up here later.

    It's in the original d20 Core Rulebook, not the revised one.

    I'm at work; books are at home.
     
  3. FrobiWanKenobi

    FrobiWanKenobi Jedi Youngling star 1

    Registered:
    Nov 28, 2002
    Well, I just started as a Associate Webmaster over at the SWRPGNetwork Conversions site.

    Most of the Dark Side Sourcebook is converted and I'm currently working on the Power of the Jedi Sourcebook.

    What were you looking for and I'll see what I can do. As far as a converter is concerned - there aren't any automated ones, that I've found at least, most are just guildlines for you to follow.
     
  4. dp4m

    dp4m Mr. Bandwagon star 10

    Registered:
    Nov 8, 2001
    What were you looking for and I'll see what I can do. As far as a converter is concerned - there aren't any automated ones, that I've found at least, most are just guildlines for you to follow.

    Okay -- now I'm home. I can post up the rules in the back of the original Core Rulebook as vest I can, or y'all can wait a while and I can see what I can code up in Access. Thoughts?
     
  5. JoinTheSchwarz

    JoinTheSchwarz Former Head Admin star 9 VIP - Former Mod/RSA

    Registered:
    Nov 21, 2002
    dp4m, I suppose you are talking about the D6-D20 converter from the OCR, am I right? It's extremely useful if you want to make D20-D6 conversions, but it won't save your day.

    OT Rant: Aaaaaah, the OCR. That imported rulebook I bought for 50 ? (!!). And, three years later, the only useful things of that book are the D6-D20 converter and Qui-Gon's stats. :_|
     
  6. dp4m

    dp4m Mr. Bandwagon star 10

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    Nov 8, 2001
    dp4m, I suppose you are talking about the D6-D20 converter from the OCR, am I right? It's extremely useful if you want to make D20-D6 conversions, but it won't save your day.

    Yes, why won't it work?
     
  7. JoinTheSchwarz

    JoinTheSchwarz Former Head Admin star 9 VIP - Former Mod/RSA

    Registered:
    Nov 21, 2002
    Because it's D6-D20 converter and not a D20-D6 converter. It's easy to use with starships and vehicles (well, it isn't too hard to find out the formulae without any converter!!) but with characters it's just a bit of help.
     
  8. dp4m

    dp4m Mr. Bandwagon star 10

    Registered:
    Nov 8, 2001
    Can't you just do it backwards?

    Here...

    Take the Attribute Table:
    8 = 1D, 20 = 5D (with 9 = 1D+1, 10 = 1D+2, 11 = 2D, etc.)

    WEG Attribute:
    Strength = STR
    Dexterity = DEX
    Knowledge = 3/2 * CHA + INT - WIS
    Technical = WIS + INT - 3/2 * CHA
    Perception = 3/2 * CHA + WIS - INT
    Mechanical = 18D - Sum(Strength, Dexterity, Knowledge, Technical, Perception) using "base pip" scheme.

    That's the reverse formulae. How's that really hard (except for the mathematical proof as to why those formulae work?)... :)
     
  9. JoinTheSchwarz

    JoinTheSchwarz Former Head Admin star 9 VIP - Former Mod/RSA

    Registered:
    Nov 21, 2002
    Ahem. I meant classes, skills, feats and level. Yeah, I graduated from high school, thanks. :p

    On a second thought, with the book open, I see it's as inaccurate and approximate as is D6-D20. Sigh. Nevermind. Remind me never to speak again. :D
     
  10. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    LOL thanks guys, as soon as i get back from work (10 hours or so) I'll let you know what im after ;)

    many thanks
     
  11. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    okay, here we go

    Terrestrial Neek (from the Meditative canyon on Ambria)
    Desert Scavenger 1; Init +1 (dex); Defense 14 (+1 natural, +2 size, +1 Dex); Spd 20 m; VP/WP 3/5; Atk +0 Melee (1d3, bite) or +0 melee (1, 2 claws); SQ Low-light vision; SV Fort -1, Ref +2, Will +1; SZ T; Face/Reach 1m by 1m/0m; Str 10, Dex 13, Con 5, Int 2, Wis 10, Cha 6. Challenge Code A.
    Skills: Climb +1.

    Staga (also from Ambria) Desert Herd animal 2; Init +0; Defense 14 (+5 natural, -1 size); Spd 20m; VP/WP 12/15; Atk +3 Melee (1d8+4, gore) or +3 melee (1d6+4, bite); SV Fort +5, Ref +0, Will -1; SZ L; Face/Reach 2m by 4m/2m; Str 16, Dex 10, Con 15, Int 8, Wis 9, Cha 10. Challenge Code B.
    Skills: Listen +4, Spot +4.

    Kell Dragon: Desert Predator 8; Init -2; Defense 8 (+8 natural, -8 size, -2 Dex); Spd 15m; VP/WP 150/320; Atk +17 melee (2d8+15 claw) or +12 melee (4d6+15, bite); SV Fort +21, Ref +4, Will +1; SZ C; Str 44, Dex 6, Con 40, Int 3, Wis 8, Cha 14; Challenge code G.
    Skills: Intimidate +13, Survival +1
    Feat: Power attack, Track.

    Force Spirit: Jedi Guardian 12; Init +2 (Dex); Defense 20 (+8 class, +2 Dex); Spd 10m; VP/WP 84/12; Atk +13/+8/+3 melee pr +14/+8/+4 ranged; SQ Deflect (Defense +2), deflect (attack -3), deflect (extend defense and attack), block, manifestation, Force travel; SV Fort -, Ref +10, Will +6; SZ M; FP 3; DSP 0; Rep +3; Str 13, Dex 14, Con -, Init 14, Wis 11, Cha 12, Challenge code D.
    Equipment: None.
    Skills: Craft (lightsaber) +7, Hide +10, Intimidate +5, Knowledge (Jedi Lore) +8, Listen +8, Search +10, Spot +8, Tumble +11.
    Force Skills: Affect Mind +5, Battlemind +11, Empathy +5, Enhance Ability +7, Force Defense +9, Force Strike +7, Heal Self _5, Move Object +8, See Force +5.
    Feats: Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency (Lightsaber), Force Sensitive, Heroic Surge, Mobility, Weapon Finesse (lightsaber), Weapon Group Proficiencies (Blaster pistols, simple weapons).
    Force Feats: Alter, Control, Knight Defense, Lightsaber Defense, Mettle, Sense.

    -------------
    sheesh i wish typing these up was quicker :(
    -------------

    Force Spirit: Jedi Consular 4/Jedi Scholar 8; Init +1 (Dex); Defense 19 (+8 class, +1 Dex); Spd 10m; VP/WP 84/17; Atk +6/+1 melee or +8/+3 ranged; SQ Deflect (defense +2), deflect (attack -3), deflect (extend defense and attack), scholarly knowledge +6, direct +4, record Jedi holocron, manifestation, force travel; SV Fort -, Ref +7, Will +13; SZ M; FP 6; DSP 0; Rep +8; Str 8, Dex 12, Con -, Int 16, Wis 16, Cha 17. Challenge Code D.
    Equipment: none.
    Skills: Computer use +6, Craft (Lightsaber) +6, Diplomacy +6, Gather Information +6, Hide +0, Knowledge (alien species) +3, Knowledge (architecture) +2, Knowledge (Corellia) +1, Knowledge (Coruscant) +1, Knowledge (forensics) +2, Knowledge (geography) +2, Knowledge (history) +5, Knowledge (Jedi lore) +9, Knowledge (Kashyyyk) +1, Knowledge (Medicine) +2, Knowledge (Nal Hutta) +1, Knowledge (Politics) +2, Listen +0, Search +0, Spot +0.
    Force Skills: Affect Mind +10, Battlemind +4, Empathy +8, Enhance Senses +4, Farseeing +17, Force Defense +8, Force Stealth +6, Heal Another +4, Illusion +6, Move Object +4, See Force +8, Telepathy +10.

    Force Spirit: Jedi Consular 8/Jedi Master 1/ Jedi Instructor 3; Init +0; Defense 19 (+9 class); Spd 10m; VP/WP 84/20; Atk +10/+5 melee or +9/+4 ranged; SQ Deflect (defense +2), deflect (attack -4), deflect (extend defense and attack), healing, Force secret (Force light +1), inspire confidence +2, manifestation, Force travel; SV Fort -, Ref +7, Will +12; SZ M; FP 1; DSP 0; Rep +9; Str 12, Dex 10, Con -, Int 14, Wis 13, Cha 20. Challenge Code D.
    Equipment: None.
    Skills: Craft (Lightsaber) +6, Diplomacy +5, Hide +0, Intimidate +11, Knowledge (Jedi Lore) +8, Listen +0, Search +0, Sense Motive +6, Spot +0.
    Force Skills: Affect Mind +9, Battle Mind +3, Battle Influence +14, Force Defense +9, Force Light +15, Force Strike +4, Inspire +14, Move Object +2, See Force +10, Telepathy +6.
    Feats: Combat Expertise, Exotic Weapon Proficiency (lightsaber), Fame, Force Sensitive, Headst
     
  12. FrobiWanKenobi

    FrobiWanKenobi Jedi Youngling star 1

    Registered:
    Nov 28, 2002
    You might want to check this out.

    Oh, and you really shouldn't post copyrighted information on a public site.
     
  13. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    oops :eek: [face_blush] :(

    i was so bummed about typing it up i didnt think of that, sorry WOTC and LFL :(

    All above information used without permission, in a young one's thirst for knowledge. If LFL or WOTC wish the information to be removed, please do so :)
     
  14. dp4m

    dp4m Mr. Bandwagon star 10

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    Nov 8, 2001
    Oh, and you really shouldn't post copyrighted information on a public site.

    It's not for commercial use -- it's for personal use.

    Plus was what he posted his own creations or WOTC?
     
  15. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    i kinda just copied it from the sourcebook, but that was because i dont understand the d20 thingy, and couldnt have created my own, besides, i thought they were just generic templates, once they got converted to d6, with the exception of the creatures, i would have edited each one a little.
     
  16. FrobiWanKenobi

    FrobiWanKenobi Jedi Youngling star 1

    Registered:
    Nov 28, 2002
    It's not for commercial use -- it's for personal use.


    Tell that to the creator of the Okina-Rdae Technologies SWRPG Generator, but that is another topic.

    As for the stuff that you are asking for to get converted Jedi_Matt, I'll be working on getting the Power of the Jedi Sourcebook hopefully by the end of Feb. if not sooner. So keep on checking the SWRPGNetwork Conversions and you'll see them up there.

    However, these D6 Holocron Rules might tide you over a little.
     
  17. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    okay, thanks :) im also wondering how i should make a force spirit character different to a live character? im not sure what needs to be different
     
  18. dp4m

    dp4m Mr. Bandwagon star 10

    Registered:
    Nov 8, 2001
    Matt -- I promise. I'll get cracking on some of this stuff tonight. I've been a busy beaver the last few days... ;)
     
  19. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    okay *g* thanks muchly dp4m :)

    did the sites i recommended help you get hold of platts thingy you were after by the way?
     
  20. dp4m

    dp4m Mr. Bandwagon star 10

    Registered:
    Nov 8, 2001
    did the sites i recommended help you get hold of platts thingy you were after by the way?

    Cracken's. ;)
    And not yet. One of the sites was out of it, the other place... I've not heard back from.
     
  21. JediAlly

    JediAlly Jedi Grand Master star 4

    Registered:
    Oct 31, 2000
    FrobiWanKenobi, do you have WEG's Tales of the Jedi Companion? In there are the D6 stats for most of the Old Republic Jedi - Ulic, Cay, Tott, Nomi, etc.. The stats for Arca, Ulic, Cay, and Tott are "as of leaving for Onderon" in the Knights of the Old Republic TPB. As for the rest, it's "as of leaving for Onderon" in the Freedon Nadd Uprising comics. These might save you some time in the conversions.

    dp4m - I like that Londo Mollari quote in your signature. A most interesting merger of mathematics and politics. LOL when I first heard it.
     
  22. FrobiWanKenobi

    FrobiWanKenobi Jedi Youngling star 1

    Registered:
    Nov 28, 2002
    Yes I do, and I am aware of those stats JediAlly, thanks for the reminder though.
     
  23. dp4m

    dp4m Mr. Bandwagon star 10

    Registered:
    Nov 8, 2001
    Start with easy first...

    The Jedi Trials
    Facility with the Force: Move Object DC15, Heal Another DC 15, withstanding a mind trick (DC 15 will save)

    Knowledge of the Jedi Code: Knowledge (Jedi Lore) DC 15.


    Facility with the Force:
    Alter Tests
    - Move Object version: A Telekinesis Check (DC 15). Uses the Alter skill.
    - Heal Another version: An Accelerate Another's Healing check on someone who is a slight acquaintance to the character. Use Control skill (DC 15) and Alter skill (DC 5).

    Control Tests
    - Withstanding an Affect Mind: Use the character's Control skill to resist a Padawan's Affect Mind roll. Use a Padawan with a 5D in Sense, this will make the average roll to beat DC 18 (5 * 3.5).
    - Force Stealth: Have the character make an Emptiness check. Control roll (DC 15).

    Sense Tests
    - Farseeing Test: Have the Padawan make a check against "present time" for a slight acquaintance within the Temple. Control (DC 5 - 10), Sense (DC 15).
    - Locate a Hidden Creature: Have the Padawan make a Life Detection check against a hidden Jedi Master whom the Padawan has never met. Sense (DC 20).

    Knowledge of the Jedi Code: Knowledge (Jedi Lore) skill. Use Knowledge attribute die code or the Knowledge (Jedi Lore) skill die code against DC 15.

    Lightsaber Construction: Average the Jedi skill die code (e.g. 6D in all would be 6, 5D + 5D+1 + 5D+2 would be 5D+1, etc.) and round down -- use this as the Jedi level for Lightsaber Build/Repair DC. Lightsaber Build/Repair is a Technical skill and likely an (A) skill so it must be used trained. The Padawan must make a Strength check (DC 20), a (Knowledge + Technical)/2 check (DC 20) and a (Perception + Technical)/2 check (DC 20). The Padawan must also spend 1 Force Point and gets 2 back when completed and all the checks are made.

    Lightsaber Proficiency: AHA! A chance to use the ACTUAL cadence rules! Let's say that someone is Knighted after successfully performing the First Lightsaber Cadence:

    First Cadence
    Duration: One hour.
    Preparation: Make a batch of 19 wax cylinders (10 cm high; 0.5 cm diameter) usingan autochef. Also obtain 190 metal (ideally steel) ball bearings.
    Cadence: Start by placing one cylinder upright directly ahead of you at a distance of 1 to 1.5 meters (so that you can just reach it with the tip of your lightsaber), and place one of the ball bearings on top of it. Then, from rest position, draw your saber, ignite it and strike the ball bearing without harming the wax cylinder. Having successfully completed one wax cylinder, place two cylinders directly ahead of you by hand with a 10 degree angle between them. Repeat the exercise until you cover a 180 degree spread with the wax cylinders (from 2 cylinders to 19). Once you have completed all 19 cylinders, you may want to obtain additional ball bearings for repetition purposes. There are a number of orders that you can remove the ball bearings in -- right to left, left to right, alternate left and right (center out), alternate left to right (outside in) and random order. Only when you can perform all possible permutations left-handed, right-handed and blindfolded should you advance to Cadence Two.
    Game Notes: The difficulty to place the cylinders is either Control (DC 15), Sense (DC 10) or Dexterity or Perception (DC 25). Performing the initial exercise (1:1) is a Lightsaber skill roll (DC 30) OR a Lightsaber skill roll (DC 20) with a Control roll (DC 15) OR a Lightsaber skill roll (DC 15) with a Sense roll (DC 15). Each time the Padawan completes one phase of the cadence, reduce the DC -5 (minimum DC 10). Each subsequent step of the cadence has the same difficulty, modified by number of cylinders (+5 for 2 - 10; +10 for 11 - 19). Other modifiers would be: + 5 for opposite-hand, +10 for drawing and wielding opposite-hand and +20 for blindfolded, drawing and wielding opposite-hand. If a
     
  24. Jedi_Matt

    Jedi_Matt Jedi Grand Master star 4

    Registered:
    Jul 11, 2002
    yeah thats what i thought too MD, thats why i did what i could to help him in his search for cracken's ;)

    damn dp4m that is fantastic, and EXTREMELY appreciated. I knew about the cadence before (i've already had my apprentice perform that, and they managed it! albeit a little overtime ;) ) i didn't realise one was pronounced a Jedi Knight after doing it. most intriguing *G*

    thanks so much dp4m

    matt
     
  25. Moridin

    Moridin RPG Author star 3 VIP

    Registered:
    Apr 13, 1999
    dp4m, you really should write that stuff up into an article and send it to our Submissions site (http://submissions.swrpgnetwork.com) as it looks like it'd be something that a lot of people would like. Find a way to list the trials for D6 too (I know the Cadences come from GG9: Fragments) and you're set. E-mail me, or Rigil Kent and Nafai (our Submissions webmasters) if you have any questions.
     
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