Converting LOTR to d20 (or d20 to the coda system)
I have been working on converting decipher's LOTR game to the d20 system, and thought I'd share my conversions and conversion notes (which can be used to convert D&D and other d20 material to the coda system just as easily.) Hopefully some of you guys will find this useful.
CONVERSION NOTES
Attributes/Ability Scores: Each Codex ability corresponds with an equivalent d20 ability. Ability equivalencies are as follows:
Bearing = Charisma
Nimbleness = Dexterity
Perception = Wisdom
Strength = Strength
Vitality = Constitution
Wits = Intelligence.
To convert the scores themselves refer to the table below: (Note that strength follows a slightly different scale)
......D20........D20.......LOTR
...Stregnth...Ability....Attribute
.........“.............0..............0
.........“.............1.............0-1
.........“.............2..............1
.........“...........2-4.............2
.........“...........5-6.............3
.........“.............7..............4
.........“.............8..............5
.........“...........9-10...........6
.........“..........11-12..........7
.........“..........13-14..........8
.........“.............15............9
.........“.............16...........10
.........“.............17...........11
.....18-23..........18...........12
........24............19............13
........24............20............14
........25............21............15
........25............22............16
........26............23............17
........26............24............18
........27............25............19
........27............26............20
........27............27............21
.........“.............28............22
.........“.............29............23
[This table was generated by adding 2 to the codex attribute score (which range from 2-12) to obtain the apropriate Alternity ability score (which range from 4-14) then applying the table in the back of the Alternity Game Master's Guide to convert the Alternity ability score to the D&D d20 ability score. The different calibration for strength comes from the changes to the strength scale between 2nd and 3rd edition D&D as covered in the official D&D 3E conversion manual.]
HIT DICE/HEALTH CALCULATIONS:
D20 hit dice are calculated from codex health ratings using this equation: HD = 0.3615e^(0.1548x) where "x" is the codex health score. Round this number up. Converting in the other direction is easy because the codex health sore is derived from the creature's Vitality score plus their strength modifier. EXCEPTION: Creatures with d20 levels/codex advancements are treated differently. Their character level is calculated as follows: d20 level = 1+(codex advancements/3)
RACE CONVERSION: The racial statistics for Noldor, Sindar, Silvan elves, Dwarves, Hobbits, and the Men of Middle Earth are different from their d20 counterparts. I have posted character-creation statistics for these races on page 2 of this thread.
ORDER/CLASS CONVERSION: D20 character classes are similar to codex orders. Class/Order equivalency is as follows:
Barbarian = Barbarian
Craftsman = Expert
Loremaster = Wizard (w altered spell list)
Magician = Wizard (w altered spell list)
Mariner = Rogue
Minstrel = Bard
Noble = Aristocrat
Rogue = Rogue
Warrior = Fighter
Advanced Orders/Prestige Classes
Archer = Ranger w ranged weapon progression & d10 HD treated as a prestige class.
Captain = A war-leader prestige class from whatever mass combat system you are using or from the miniatures handbook.
Knight = Fighter, Paladin, or a Knightly Order prestige class
Ranger = Ranger w d10 hit dice, and treated as a prestige class.
Spy = Rogue or Asassin
Wizard = Wizard (w altered spell list and a wizard's staff as a class feature)
NOTE: There are no clerics or monks in Middle Earth.
ARMOR Armor ratings, while they mean different things in each system, are about the same in numerical value. For example chainmail is 5 points of armor in both systems, though in Codex it reduces damage, and in d20 it reduced the probability of getting hit. D20 armor class is derived from natural and worn armor plus adjustments from size and dexterity and such. Codex deffence scores are likewise derived from a characters atributes.
SPELLS: Most spells in LOTR have a close D&D equivalent that can be substituted. There is a list of close matches for spells in both systems at the bottom of this post.
SKILLS: Most LOTR skills have a close equivalent in the d20 system, though some skills become feats such as Run or Track. Recalculate skill points using the new system and try to preserve the skill proportions (ie which skills they are better at than others) the same as you asign skill points.
EDGES/FEATS: Codex edges are fairly similar to d20 feats, and often one can be exchanged for the other.
FLAWS: Because the d20 system does not incorporate flaws, codex flaws become special abilities, as do any edges that had no close counterpart in d20.
TEST DIFFICULTIES/ DCs Many DCs such as spell saves and Monster special abilities will have to be recalculated from scratch, but for the difficulty levels that have no specific system for convert them as follows: multiply the LOTR test difficulty by 1.5 to get the d20 DC
Well thats the basics, the rest is mostly judgement calls.
SPELLS Here are the spell equivalencies I have been able to work out. Some work better than others. I made the best matches i could using only the core rules of both systems.
Animal messenger = Animal messenger as an arcane spell (2)
Bane Spell = Magic weapon (2) and/or Greater Magic weapon (3)
Beast Speech = speak with animals
Beast summoning = summon natures ally (
Blade preservation = ?
Bladeshattering = Shatter (2)
Blast of sorcery = Horrid Wilting (8)
Blinding flash = flare? (0)
Break binding = Break Enchantment as an arcane spell (4) or Dispel Magic (3)
Burning sparks = pyrotecnics
Calling = Rary’s Telepathic bond
Change hue = change self (1)
Command = Charm person (1) or Suggestion (3) or Dominate Person (5)
Crafting spell = minor creation?
Create Light = light (0)
Display of Power = Emotion
Dumbness = silence?
Enhance food = purify food and water
Enslave Beast = Charm monster
Evoke awe = cause fear
Evoke Fear = fear or scare
Exclusion = Forbiddance as an arcane spell (6)
Farseeing = Clairaudience/Clarivoyance (3) or Scrying (4th)
Far speaking = message, or wispering wind
Fiery missile = fire seeds as an arcane spell (6)
Finding and returning = Freedom of Movement as an arcane spell (4)
Fireshaping = pyrotecnics (2)
Flame of anor = Holy Smite as an arcane spell (4)
Fog Raising = Fog Cloud (2)
Fog Weaving = silent image
Forgetfulness = Modify memory (4)
Guarding Spell = mage Armor
Healing spell = cure light wounds (1) or cure moderate wounds (2) or cure serious wounds (3) or cure critical wounds (4) or Heal (6)
Holding Spell = Hold person (3) or Binding (8)
Imitation-Spell = Shadow evocation (5)
Ithilden fire = new spell
Kindle fire = produce flame as an arcane spell (2)
Lightning = lightning bolt (3)
Mastery of shapes = Polymorph self (4)
Mind speech = Rary’s telepathic bond (5)
Misdirection =
Mist of Speed = Expedious Retreat
Naming = Animal friendship
Opening spell = Knock
Quench fire = Quench as an arcane spell (4)
Power of the land =
Rain Ward = Control Weather as an arcane spell (7)
Reading the heart = Detect thoughts (2)
Resist fear = Resistance
Ruin = enhances seige engines
Scribe Moon Letters = Illusitory script
Sense Power = Detect magic
Shadow of fear =Scare (2) or Fear (3)
Shadows and phantoms = Minor image (2) or Major image (3)
Shatter = Shatter (2)
Shutting Spell = wizard lock
Slumber = Sleep (2)
Smoke Weaving = silent image (1)
Spellbinding = hold person (3)
Spoken thoughts = Comprehend languages (1)
Springtime = Control weather (7)
Sundering = Shatter
Transformation = Polymorph other
Veil = nondetection
Veiling shadow = Darkness or deeper darkness
Victory spell =
Voice of command = command as an arcane spell (1) or suggestion (3)
Voice of Suasion = suggestion (3)
Water shaping = Control water as an arcane spell (4)
Wind Mastery = Control wind (5)
Wizard guise = change self
Wizard hand = mage hand (0), or Telekinesis (5)
Word of command = replace with metamagic feats