d20 Conversions

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Credits



Designers:
C. J. Williams

Editor:
C. J. Williams

Special Contributors:


Layout & Design:
C. J. Williams

Cover Art:


Interior Illustrations:
C. J. Williams

Playtesters:


Acknowledgments:
Bill Logan, DocFishbone

©1982, 1983, 1985 by TSR Hobbies, Inc. All Rights Reserved.
Questions about the STAR FRONTIERS game rules should be sent to referee@starfrontiers.us.
STAR FRONTIERS is a trademark owned by Wizards of the Coast.
Edited and reproduced without permission.

Credits (Click for Menu)



Designers:
C. J. Williams

Editor:
C. J. Williams

Special Contributors:


Layout & Design:
C. J. Williams

Cover Art:


Interior Illustrations:
C. J. Williams

Playtesters:


Acknowledgments:
Bill Logan, DocFishbone


©1982, 1983, 1985 by TSR Hobbies, Inc. All Rights Reserved.

Questions about the STAR FRONTIERS game rules should be sent to referee@starfrontiers.us.
STAR FRONTIERS is a trademark owned by Wizards of the Coast.
Edited and reproduced without permission.

INTRODUCTION


With so many converting material from their d6 and d20 games to the Star Frontiers d100 system, and with so many in the d20 games that could benefit from the material in the Star Frontiersman, I thought I would provide an easy conversion system for converting material to and from the d20 system.

Why a Conversion and Why d20?
This is not just a conversion to one or the other system. This is a cross-conversion, meaning it converts materials both ways.

The reason this is needed is because there is lots of material in the d20 system that would work great in Star Frontiers. There's also a lot of material in the Star Frontiers books, magazine, and starfrontiers.us web site that would be much desired in d20 games. It would be of particular help to the alienated fans of d20 Future who feel their game has been abandoned to its own devices by WOTC. d20 future was primarily based on the Alternity: StarDrive, Gamma Dawn, and Star Frontiers settings.

Such cross-conversion provides cross-pollination, expanding the player base of Star Frontiers and visitors to the starfrontiers.us site as well as expanding the well of material that players of both game systems can draw from, and allowing the d20 community to benefit from reading the Star Frontiersman webzine.

The Core Mechanics
The Star Frontiers d100 game system resolves all actions with percentile (d100) dice. To determine if your character succeeds at a task (such as an attack or the use of a skill), you do this:

• Add any relevant modifiers to a target number itself.

• Roll a d100.

• Compare the die roll result to the modified target number.

If the result is equal to or less than the modified target number, your character succeeds. If the result exceeds the modified target number, you fail.

Conversely, in the d20 game system, whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task (such as an attack or the use of a skill), you do this:

• Roll a d20.

• Add any relevant modifiers to the die roll.

• Compare the modified die roll result to a target number.

If the modified result equals or exceeds the target number, your character succeeds. If the modified result is lower than the target number, you fail.

If you will notice, there are two fundamental deferences between these two systems:

1) In d100, you want a lower roll, while in the d20 system, you're shooting for a higher roll.

2) As a result of the above difference, in the d100 system, you apply the modifiers to the target number, but in the d20 system, you apply the modifiers to the die roll instead.

The Dice
10-sided dice are nothing new to the d20 system, but the multitude of dice shapes in d20 are totally foreign to the Star Frontiers d100 system.

Because of this, many tables must be carefully compared and translated.

CHARACTERS

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Abilities

Use the brief list below to determine abilities that do not change in puprose.

STR <-> Str
DEX <-> Dex
STA <-> Con

To determine which score to use in each game for various checks and bonuses, certain checks are determined differently between the two games. These are discussed in detail below.

INT <- Wis/Int
INT/LDR -> Wis
LDR <- Wis/Cha
LOG/INT -> Int

Interpretting the Rolls

Even though it uses 3d6 to roll abilities, the d20 system uses 22 point ability stats for the common range. That's 20 points between least (3) to greatest score (22). This is easily converted.

First, Star Frontiers uses 5 point increments on stat bonuses and the like, so it's easy to convert and use the 1 point increments of the d20 system, because 1 point from d20 equals 5 points from Star Frontiers.

When rolling, in Star Frontiers, you are looking for the lowest roll for a success, whereas, in d20, you are looking for the highest roll. Thus when you want a 20 or less to hit in Star Frontiers, you want a 17 or better in d20.

Roll the ability for your character or compare your existing character's abilities to the following table to convert it to the target system:

Roll Conversion Table
d100
Penalty
d100Bonus
01-05
-9
51-55
+1
06-10
-8
56-60
+2
11-15
-7
61-65
+3
16-20
-6
66-70
+4
21-25
-5
71-75
+5
26-30
-4
76-80
+6
31-35
-3
81-85
+7
36-40
-2
86-90
+8
41-45
-1
91-95
+9
46-50
0
96-00
+10

Translating Star Frontiers' 8 abilities to d20's 6 abilities and back again isn't too hard, but things can be lost in translation, so be sure to always keep your original character around.

STR is equal to Str
STA is equal to Con
DEX is equal to Dex
RS is equal to Reflex (only when translating from d20 to Star Frontiers)
INT is eqaual to Wis
LOG is equal to Int
PER + LDR/2 is equal to Cha

Saving Throws

In the D20™ game system, Will, Reflex, and Fortitude scores are referenced to determine what are called "saving throws". In Star Frontiers™ these scores are determined with ability checks as follows:

Will Checks. When a character's will is challenged, you may use either the LOG or LDR score depending on how they are being challenged. If their thinking, sensabilities or beliefs are being challenged, LOG is the base score. If challenges to their leadership or self-determination arise, then LDR is used. If challenges to one's leadership or mental capabilities endure, then take the highest score of either LOG or LDR to determine their mental endurence or sanity.

Reflex Checks. A character who needs to react quickly, or their reflexive abilities are challenged, a check is made against the character's RS score.

Fortitude Checks. Resistence to disease, gas attacks, poison and other challenges to a character's immune system and endurence are determined with checks against the character's STA score.

CLASSES AND SKILLS

Translating d20 classes and skills to and from Star Frontiers is particularly tricky. This section attempts to provide a dependable system for developing character d20-skills/subskills and classes/d100-skills.

Star Frontiers is a lot simpler game than the d20 3.5 system. In fact, it's even simpler than the classic d6 system. This is because it lacks true classing and has limited skill levels. It also does not have the rankings or feats of 3.5 (though this mechanic will soon be a distant memory in the 4.0 system). Another thing it does not have are talents.

Thus, translating these things between the two systems is very much an art and very little standardization.

Skinning The Frontier: Star Frontiers Stats to 4th Edition D&D – Classes by DeadOrcs

The following article was originally posted at MyGame.com

Posted by
on March 22, 2011 No Gravatar

Welcome back!

Today, I want to present my take on probably one of the most fundamental parts of a role-playing game – character class. Yes, I realize that plenty of role-playing games out there utilize a class-less system. However, since the original Star Frontiers rules utilized a class system, and the 4th Edition of Dungeons & Dragons utilizes a class system, I decided to go with the same thing.

While working on this idea, I decided to keep it simple and use the basic archetypes originally presented in Zebulon’s Guide to the Frontier.  The Enforcer, Explorer, Tech-Ex (Technical Expert), & Sci-Spec (Science Specialists) all have clear roles, but are also general enough that a player can modify them as they see fit.  Before I get to the specifics of each class, though, here are some general things to consider when reviewing the listed classes:

  • I did not provide anything like “Key Abilities”. I wanted players to be able to determine their ability scores without having to worry about what powers were keyed to those scores.
  • While each class has a listed “Heroic Daily” power, each class will also have Paragon and Epic dailies (one each, actually). These powers are still in development, and will be published in a later article.
  • There are no class specific Encounter powers. Instead, players will get to choose two Encounter powers from a “pool” of available Encounter powers. As characters progress, they will be able to choose additional Encounter powers. This pool of Encounter powers is listed towards the end of this article.
  • As with Heroic Daily powers, Paragon & Epic Encounter powers are in development and will be published in a later article.

So…without further ado, here are the 4th Edition Star Frontiers Classes:

ENFORCER

From Zebulon’s Guide to the Frontier: The purpose of the enforcer profession is to provide protection and enforce federation or planetary law, corporate rules, or employer interests, whichever fits the character’s occupational standing. Typical enforcers work as Star Lawmen, corporate security personnel, private investigators, and mercenary soldiers.

Hit Points:  15 + CON

Hit Points per Level: 6 / Level

Defense Bonuses: +2 Fortitude

Healing Surges: 9 + CON Modifier

Armor Proficiencies: All

Weapon Proficiencies: All

Class Skills: Acrobatics, Athletics, Culture, Endurance, Intimidate, Perception, Streetwise

Trained Skills: Endurance plus 3 additional class skills

Class Heroic Daily:

 
EXPLORER

From Zebulon’s Guide to the Frontier: The purpose of the explorer profession is to operate alone or in small groups on an unexplored planet or as guides or scouts for scientific or military expeditions. Typical positions held by explorers include Star Law scout, mercenary strike force or commando team member, corporate spy, and advance emissary to primitive cultures.

Hit Points:  12 + CON

Hit Points per Level: 5/ Level

Defense Bonuses: +1 Fortitude, +1 Reflex

Healing Surges: 7 + CON Modifier

Armor Proficiencies: All

Weapon Proficiencies: Beam Weapons, PGS Weapons, Advanced Melee Weapons, Primitive Weapons

Class Skills: Acrobatics, Culture, Endurance, History, Medical, Stealth, Streetwise, Thievery

Trained Skills: Culture plus 4 additional class skills

Class Heroic Daily:


SCI-SPEC (Science Specialist)

From Zebulon’s Guide to the Frontier: Sci-Spec is the common name given to a member of the Scientific Specialist profession. The job of the sci-spec is to oversee scientific expeditions, conduct experiments, provide medical aid, and create computer programs. Typical positions held by a sci-spec include Star Law science specialist, Star Law medic, exobiologist, corporate research expedition member, and independent doctor.

Hit Points:  10 + CON

Hit Points per Level: 4/ Level

Defense Bonuses: +2 Will

Healing Surges: 6 + CON Modifier

Armor Proficiencies: Defensive Suits

Weapon Proficiencies: Beam Weapons, PGS Weapons, Primitive Weapons

Class Skills: Culture, Diplomacy, History, Insight, Medical, Perception, Science, Technology

Trained Skills: Medical or Science plus 3 additional class skills

Class Heroic Daily:

 

TECH-EX (Technical Expert)

From Zebulon’s Guide to the Frontier: Tech-Ex is the common name given to a member of the Technical Expert profession. The tech-ex’s job is to build, direct, maintain, and repair his employer’s technical equipment,
computers, and robots. Typical positions held by a tech-ex include Star Law computer expert, corporate robotics development, research and maintenance personnel, private contractor, or technology.

Hit Points:  12 + CON

Hit Points per Level: 5/ Level

Defense Bonuses: +1 Fortitude, +1 Will

Healing Surges: 6 + CON Modifier

Armor Proficiencies: Power Screens, Defensive Suits

Weapon Proficiencies: Beam Weapons, PGS Weapons, Advanced Melee Weapons

Class Skills: Endurance, Engineering, Insight, Science, Streetwise, Technology, Thievery

Trained Skills: Engineering or Technology plus 3 additional class skills

Class Heroic Daily:

 

In addition to the information presented above for each class, all of the classes have access to the following pool of Encounter powers. A starting character can choose any two of these powers, which are split up into Attack, Defense, & Movement powers.  In order to save some room on this post, I have detailed these Encounter Power on a PDF document which you can find RIGHT HERE.  In addition, you’ll also find a Character Progression Chart that details what rewards are entitled to a character as he or she gains more experience.

Once again, you’ll find that PDF RIGHT HERE.

While the choice of your character’s Encounter Powers is up to you, I recommend the following:

  • Enforcer Characters might want to take 1 Attack and 1 Defense Encounter Power.
  • Explorer Characters might want to take 1 Attack and 1 Movement Encounter Power.
  • Sci-Spec Characters might want to take 1 Defense and 1 Movement Encounter Power.
  • Tech-Ex Characters might want to take 1 Attack and 1 Movement OR 1 Attack and 1 Defense Encounter Power.

Again, these are just suggestions. Play with the combinations to see what you enjoy playing best!

Now then. Get out there and get suited up with a new Star Frontiers character class!  We’re also only a couple of posts away from being able to build a complete character for the Star Frontiers universe! Expect the next post to be on Feats, and the subsequent posts after that to be on Weapons & Equipment. In these rules, devices are pretty important, and play a key role in what your character can do.  Stay Tuned!

This is My Game – DeadOrcs Out.

COMBAT

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Less Painful Conversion Ideas

Ability Score Conversions

System

Ability Score

SF

30

35

40

45

50

55

60

65

70

d20

6

7

8

9

10

11

12

13

14

True 20

-2

-1

-1

0

0

+1

+1

+2

+2


Racial Modifiers

Race

System

STR/STA

DEX/RS

INT/LOG

PER/LDR





Dralasite

SF

+5

-5

0

0






d20

+1

-1

0

0






True 20

+1

-1

0

0





Human

SF

+5 to any abilitiy






d20

No modifier






True 20

No modifier





Vrusk

SF

-5

5

0

0






d20

-1

+1

0

0






True 20

-1

+1

0

0





Yazirian

SF

-10

5

5

0






d20

-2

+1

+1

0






True 20

-2

+1

+1

0





Anazazi

SF

-10

+5

+5

0






d20

-2

+1

+1

0






True 20

-2

+1

+1

0





Neveleim

SF

+5 to any abilitiy






d20

No modifier









True 20

No modifier








Haziri

SF

+5

-5

0

0






d20

+1

-1

0

0






True 20

+1

-1

0

0










Ability Conversion Information:

STR=STR

STA=CON

DEX/RS=DEX

INT=WIS

LOG=INT

PER/LDR=CHA



Character Levels:


To determine a character's level, add the levels of all in-profession(in PSA) skills together, then halve the

levels of all out of profession(outside PSA)skills and add them together.
















Finally, add the two totals together and divide by 2 to generate the average skill level, which will then equal the character's starting

level.











EXAMPLE:

A Military PSA character has Beam Weapons 6, Martial Arts 3, Melee Weapons 3, Technician 6, Computer 2 and Pilot 1.

Adding the PSA skills together, he gets (6+3+3) 12, and adding the outside PSA skills together produces a result of (3+1+1)5.


The character then adds the two totals(12+5) together for a total of 17, which divided by 2 is 8½, rounded off to 8.













The character's average skill level is 8, and his starting d20/True 20 character level is 8 as well.














Character Roles:




















d20 Modern




















Basic character class(Fast, Smart, Strong, etc.) is determined by the highest Ability Score: e.g. Characters with DEX as their highest score are Fast Heroes,

while those with LOG as their highest score are Smart Heroes, and so on.















Should a character have two abilities which are highest, he has two basic classes.















Basic class level is one-half the starting level determined above, with the starting level of each class in a dual-class character being one-quarter the

calculated starting level.











Prestilge classes are determined by the character's PSA and skill set. Starting roles in a prestige class are one-half the calculated

starting level.











True 20




















Using just the core rulebook and the canon Alpha Dawn rules, one finds that the Expert role neatly covers the Technologicial and Biosocial PSA,

while the Warrior role covers the Military PSA nicely. Mentalist characters fall under the Adept role.














Character level for a hero with just one role is his starting character level, while dual-role heros have a level in each role equal to one-half the calculated

starting level.











Action Points(d20 Modern):

As per core rulebook.






Conviction(True 20):


As per core rulebook.
















Skills and Feats




















Recalculate these using the respective core rulebooks and/or supplements.