Dungeons and Dragons version 3.0 and 3.5 differ significantly from versions 1 and 2 - significantly enough to require a wholly different conversion process.
Attributes
- Body: (Strength or Constiution)/2, +2 per size class beyond Medium
- Constitution: Constitution/2, +3 per size class
- Strength: Strength/2, +2 per size class
- Toughness: Constitution/2, +3 per size class
- Chi: (Maximum of (Charisma, Intelligence, Wisdom))/2
- Mind
- Charisma: Charisma/2
- Perception: Intelligence/2 or Spot/2 or Listen/2
- Willpower: Wisdom/2
- Reflexes: Dexterity/2
Skills
In 3E, D&D suddenly has a skill list that is robust enough to transform into T3. The following T3 skills have the following D&D equivalents:
T3 Skill | D&D Skill | Other D&D Statistic |
---|---|---|
Deceit | Bluff, Disguise, Forgery, Sleight of Hand | - |
Drive | Ride | - |
FixIt | Craft, Disable Device | - |
Guns | - | Ranged Attack Bonus |
Intimidation | Intimidate | - |
Intrusion | Climb, Escape Artist, Hide, Move Silently, Open Lock | - |
Investigation | Decipher Script, Gather Information, Search | - |
Leadership | - | Leadership Value from Leadership Feat |
Martial Arts | Balance, Jump, Swim, Tumble, Use Rope | Melee Attack Bonus |
Medicine | Heal | - |
Powers | - | Attack Bonus or Highest Save DC for a spell-like or supernatural ability |
Ranger | Handle Animal, Survival | - |
Scholar | Appraise, Knowledge | - |
Seduction | Diplomacy, Perform, Sense Motive, Speak Language | - |
Sorcery | Concentration, Spellcraft, Use Magic Device | Highest Save DC for a spell |
In general, use the best converted value for each T3 skill. Redundant D&D stats can be used as excuses for schticks.
Never include any bonuses from items in these calculations. Items should be converted separately ito Items schticks.
- Skills convert to 1/3 the skill bonus, plus ten.
- Attack bonus convert to half the D&D attack bonus, plus ten.
- Save DCs convert directly to the D&D Save DC.
- Leadership value converts as half the D&D value (usually Charisma Bonus + Level) plus ten. Situation modifiers are ignored, but permanent modifiers are included.
Schticks
Feats and special powers should be directly converted to T3 schticks. Having several D&D qualifiers for a sigle T3 skill can also be used as an excuse to take schticks.
Any self-respecting D&D character will have many magical items; the most important of these should be converted into Items schticks.
Armor is one schtick per five full of natural armor, and subtract one for every size category beyond Medium. Creatures with very high body scores may not need this.
Damage Ratings
The damage add of a weapon is it's average damage in AD&D. Subtract 2 per size class beyond medium. For weapons that have no Attributes, use a base of 5, but subtract no size modifier.