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
Answers to all the questions
No, not a pain at all, I value your thoughts and input. Lets see if I can address everyones questions with one post...
Spell equivalencies = A list of which spells are interchangeable is on the way, it will take a little while though. Some spells may have to be converted. Look for these to be edited into my first post containing my conversion notes.
Spellcasting class concerns = Yes the D&D spellcasters are a little heavy on the magic for a middle earth setting. This can be handled several ways. The easiest is by requiring Loremasters and Magicians to multiclass, alternating each level of wizard with a level of another class (fighter or rogue reccomended). Alternatively you could try to incorporate the idea that spellcasting exhausts the magic user to limit magic use. There are rules for this in the codex system, but i havent even begun trying to tackle the conversion. The final and most labor intensive option is to completely re-work the spellcasting classes.
Craftmaster = I'm aware that the codex craftmaster has abilities that go beyond the d20 Experts. The d20 expert is meant to be a non-heroic NPC class. I do reccomend adding features such as "craft wonderous item" and other item creation feats as bonus feats at various levels to make the class more powerful.
Races: Yes, the races of middle Earth are different. A Noldor elf has his/her own special abilities. Hobbits are different from D&D halflings. I plan to convert these recial statistics in the near future. I just started with monsters because thats what I'm best at, and I'm a monster nut!!!
This is all just my take on how to convert. There are a lot of subtle differences between the two systems despite their overall similarities and one person can't catch all of them. If I miss any important details feel free to point them out.
1 Attachment(s)
ME spell casters in D20 and Elves
A commendable effort, but really, w/o significant modification, the 3E d20 system stands a considerable risk of playing like Forgotten Realms with better names. Which some people may like, of course, but .. *shrug* I guess it's a question of what you're after. What are your goals with this conversion? Allowing folks to slip in ME characters and monsters into their D&D worlds? Allowing people to run authentic feeling ME games with 3E rules? Allowing people to run un-authentic ME games with 3E rules?
A straight one for one translation of statistics b/w game systems is not going to translate the 'feel' of ME, imho. And CODA has mechanics that really work to represent the heroic feel of ME (Courage points, Corruption, Renown, Weariness, penalties from damage, loose and cinematic combat rules in general, etc.).
Also, the playing style, such as sources of experience and level advancement, may require some modification, depending again on whether you're going for D&D dungeon crawling in ME or something else. The low density of settlements in ME along with a relative scarcity of monsters dungeons and magic items in ME compared to a 'typical' D&D world means that you seem most likely to either play ME as a D&D world or you play D&D as a ME game. Did that make sense? I'll try to suggest ideas on this as they occur to me.
With regard to statistical conversion though, I agree w/Camdin on the Elves (and also Dwarves, Hobbits) along with Magic, those two are the biggest ideas to adjust for in translation.
Elves should almost certainly not be able to be chosen as 1st level characters, but cost 3 levels just to buy or what have you (gradiated along the various lines of descent such as Silvan, Sindar, and Noldor). . They then should also have an appropriate number of Racial Abilities and Stat bonuses (gradiated appropriately).
Magic needs to be overhauled entirely to remain faithful to ME. The premise behind D&D magic is entirely different than ME. Magic is not really acquired through 'lore and study' (according to Tolkien) but more like a Sorceror in D&D, innately, experientially, and intuitively. One exception may be Sorcery (as in Corrupt magic). The rules in D&D for acquistition of spells, how they work, why they work, what they require to work, and the whole notion of 'memorization' have nothing to do with ME, and would need to be replaced with something that does.
There is no 'Divine' and 'Arcane' magic in ME. There's also no Clerics, the Valar are not worshipped and do not Channel power, except for the Enemy, who has established cults of worship to himself and may be able to channel some of his power to Sorcerors (ME Sorcerors, not D&D Sorcerors).
A more faithful distinction of magic in ME (in this case, a distinction of 'means' of magic) would be between 'magia' (sudden and overt uses of power i.e. Gandalf's Flame of Anor, 'Kindle Fire' w/word of command, etc.) and 'goetia' (i.e. 'Natural' and 'Artful' magic, more intuitive, subtle, circustantial power i.e. crafting magic, the Enemy's Fear abilities, magic of perception and emotion/mood, etc.)
Another distinction (primarily of intent) would be between Sorcery (Corrupt magic) and non-Sorcery.
I may have more to comment on this after I ponder it a bit, but check out the attached files for what I think are some very useful observations on ME magic.
The above commentary is under the assumpton that one large part of your aim is to faithfully recreate ME in the 3E system. If you're merely creating more D&D idea fodder for other games, all this stuff isn't nearly as important.
Cheers!
Manveru
http://www.stewardandking.net