Rule Sets

Classic Rules

Skills

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Spell List

Converting D20 to D6

 

T

here is a large amount of gaming resources out there, but much of it is for the D20 system. The following is a guide for converting D20 material to the D6 system.

 

A

BILITIES

 

Converting Attributes

D20

D6

18

4D

16 - 17

3D+2

15

3D+1

13 - 14

3D

12

2D+2

10 - 11

2D+1

9

2D

7 - 8

1D+2

6

1D+1

4 - 5

1D

First, convert the character's stats using the Attributes chart.

 

Next, convert each of the character's skills by taking their current skill, minus the ability modifier, minus 3 (because a first level character can start with 4 in a given skill). The result should be equal or less than the character's level. If less than zero after the conversion, then the skill is zero. This is their base skill measured in pips.

 

Example:

— A 5th level cleric with 18 WIS has Heal at 12

— Due to 8 skill ranks + 4 ability modifier

— The D6 attribute 4D

— The D6 skill is 12 - 4 - 3 = 5 pips

 

Add the skill to the ability score to get the final skill level.

 

Using the example above, the character's Heal skill would be 4D+5, which converts to 5D+2.

 

For weapon skills, convert the Base Attack Bonus directly. A 5th level cleric has a BAB of +3. So our D6 cleric gets +3 pips added to his ability for the weapon skills in which he is proficient.

 

Magic skills are derived from the character level. An 8th level mage gets his spell skills at +8.

 

Saving throws convert to these skills: Reflex into Dodge, Fortitude into Physical Resistance, Will into Mental Resistance.

 

Finally, you can customize the character more by taking from one skill and adding to another. You do this by converting reduced skills to character points, and using those points to increase other skills. For example, it takes 12cp to increase a skill from 4D to 5D, so decreasing a skill from 5D to 4D frees up that amount.

 

If creating a new character based on D20 level, the character gets 3D in starting skills per level. I.E if the player wants to create a new character who is roughly equal to a 6th level D20 character, he would get 18D to buy skills. (This is also an alternate method for converting characters from D20.)

 

F

EATS

Converting feats is more subjective. For feats that enchance a skill, just add the bonus to the current skill and forget about the feat. For other feats, consult with the GM.

 

M

AGIC

Spell Difficulty

Spell Lvl

DC

 

Spell Lvl

DC

1

10

 

6

23

2

13

 

7

25

3

15

 

8

28

4

18

 

9

30

5

20

 

 

 

 

Each school of magic or cleric domain is a separate skill. In addition, a spellcaster also gets an amount of spell points, which regulate how how often they can cast spells.

 

Magic Points = Highest magic skill, in pips

For example, a spellcaster with an Enchantment of 6D gets 18 spell points

 

Spells cost 1 spell point for a successful casting. If the spellcaster fails in casting a spell the cost is the target difficulty minus the actual roll.

 

The difficulty of Saving Throws versus spells is 10 + spell level, i.e. 15 for a fifth level spell. The DC increases if the caster did exceptionally well on their skill attempt. For each 5pts a caster exceeds the spell difficulty, the saving throw DC increases by +1.

 

Characters get at least one spell per D level in each domain, more if the GM permits.

 

Generally speaking, magic damage is 1D per spell level. When converting a spell's effect, spell level is the level in D, caster level is determined the same way as spell points are (Skill - 2D, in pips), but unlike spell points caster level is calculated individually for each spell skill.

 

I

TEMS

Weapon damages are presented in a separate chart.

 

Armor is converted by taking the armor's base AC and converting to pips. Armor check penalties are converted the same way. Armor check penalties apply to dexterity, movement, attack, and spellcasting skills when performed wearing the armor.

 

Example:  Full Plate is +8 AC, -6 penalty in D20, which translates to +2D+2 Armor, -2D penalty in D6

 

Armor and weapon enchantments are similar, one pip per plus. A longsword +3 is a longsword +1D.

 

Magic items that give enhancements to abilities:  Divide the enchantment by half. A cloak of charisma +4 becomes a cloak of charisma +2.