
D20 to d20 Conversion Rules
May need some tinkering by your GM!
The game systems in d20 are based on the popular d20 System.
However, there are a number of important differences, notably in how
d20 handles damage and injury. This appendix offers conversion
guidelines for players familiar with other d20 System games and
products who are interested in adapting those materials for use with
d20. Among other things, this opens up a wide range of source
material usable in your d20 game, including various creatures,
supporting characters, supplemental rules, and so forth. It also allows
you to adapt material from d20 to your favorite d20 System games
as well.
Abilities
Other d20 games rate ability scores on a scale from 1 to 20 or more,
with ability modifiers based on the ability score. Those modifiers are
equivalent to the –5 to +5 or more scores found in d20. When using
other d20 creatures in d20, drop the ability scores and just use the
ability modifiers. When converting d20 creatures for use in other
d20 games, determine ability scores by doubling the d20 ability
modifier and adding 10. Treat a result of 0 as 1. So Strength +1 becomes
Strength 12 (1 x 2 + 10), while Intelligence –5 becomes 1 (–5 x 2 + 10
= 0, which becomes 1).
Damage and Injury
Damage in most d20 System games is recorded using hit points.
Essentially, each character and creature has a number of hit points
based on their level (modified by things like Constitution), and each
attack inflicts a number of hit points of damage. When hit points drop
to a certain level, certain conditions, like disabled and dying, come
into play.
The d20 system of damage involves a Toughness saving throw in place
of hit points, with damage conditions showing the effects of damage.
When converting a d20 character to d20, give the character a
Toughness bonus based on Constitution, with any appropriate modifiers
for the Defensive Roll and Tough feats.
Toughness and Hit Points
Damage Reduction: A creature with damage reduction receives +2 to
its Toughness save bonus for every 5 points of damage reduction. This
bonus does not apply against damage from sources that bypass the
damage reduction. For instance, a werewolf does not gain a Toughness
bonus from damage reduction for damage inflicted by silver weapons.
Energy Resistance: A creature receives +2 to its Toughness bonus for
every 5 points of energy resistance it possesses, but only against energy
attacks of the matching type.
Toughness feat: A character receives a cumulative +1 to his Toughness
bonus every time he takes the Toughness feat, the equivalent of the
Tough feat in d20. When converting d20 characters with Tough
to hit points, the Tough feat grants 3 additional hit points on top of
the character’s total (based on level and Constitution).
Damage Bonus
In d20, attacks have a damage bonus, used to determine the Difficulty
of the target’s Toughness save. In d20, attacks have a damage roll, a
die roll plus a modifier determining how many hit points the attack
removes from the target.
To quickly convert d20 damage bonus to dice of damage, divide the
base damage bonus (not including modifiers for abilities like Strength)
by 2; the attack does that many d6 of damage. If there’s a remainder
left over, the attack does an additional d4 damage. Add the attacker’s
Strength modifier to the total damage, so Strength 18 adds +4 damage
to the attack’s total damage, after it is rolled.
| Damage Dice to Damage Bonus |
| Die Type |
Base Damage Bonus |
1d3 or lower |
+0 |
1d4 |
+1 |
1d6 |
+2 |
1d8 |
+3 |
1d10 |
+4 |
1d12 |
+5 |
To convert d20 damage to d20 damage bonus, see the Damage Dice
to Damage Bonus table. If an attack does multiple dice of damage,
multiply the damage bonus on the table by the number of dice rolled. The
exception to this rule is for attacks based on a d3 or d2, since multiplying
by zero gives a result of zero; in this case, every additional die adds +1
to the bonus (so an attack of 4d3 has a bonus of +3).
To this base damage bonus, add any damage bonuses for Strength,
magical enhancement, special abilities, and the like, as normal. If an
attack includes bonus damage dice, such as a rogue’s sneak attack bonus
or energy damage from a magical weapon, convert that damage to a
bonus as above and add it to the attack’s base damage.
In some circumstances, attacks may do a bit more or less damage than
normal. A critical hit does more damage than usual, while many attack
spells do only half damage if the target succeeds in a saving throw.
Magical Healing
Instead of healing a certain number of hit points, d20 System healing
spells in d20 grant a magical recovery check, using the normal
Difficulty. The character using the healing magic makes the recovery
check for the wounded subject, as follows:
d20 + caster level + magic bonus
The magic bonus depends on the spell used; see the Spell Changes
section later in this appendix.
The recipient heals the most serious wound condition if the magical
recovery check succeeds. Every 10 points by which the magical recovery
check result succeeds, the recipient’s next most serious damage
condition heals. (Unlike natural healing or the Cure power, magical
healing can heal multiple damage conditions at once.) If an attempt to
use magical healing on a dying character fails, the recipient of the spell
still stabilizes automatically.
Supernatural Healing
The paladin’s lay on hands ability, the monk’s wholeness of body ability,
and other such supernatural healing powers allow characters to make one or more magical recovery checks per day. The total hit points the
character can heal per day using the standard d20 System rules becomes
a bonus to his magical recovery check. The character decides how much,
from a minimum of +1 to the full bonus, to allocate to any given magical
recovery check. Once the total bonus is used up, the character can make
no more supernatural healing checks that day. This otherwise works
the same way as a healing spell and can improve damage conditions
by multiple steps.
Damage to Objects
Just as d20 characters and creatures suffer damage conditions
instead of losing hit points, so too do inanimate objects. The effects of
damage are slightly different, since objects don’t feel pain or suffer from
wound trauma, but the core system remains the same.
Toughness and Hit Points for Objects
In d20, each object has a Toughness bonus. In d20, objects have two
qualities: hardness and hit points. Hardness serves as damage reduction;
the object ignores points of damage equal to its hardness each round.
Hit points work like those of creatures, except objects are destroyed at
0 hit points instead of being disabled.
To convert from d20 Toughness to d20, give the object hardness equal
to its d20 Toughness and hit points equal to 2.5 times its d20
Toughness (rounding down).
To convert from d20 hardness and hit points to d20 Toughness,
give an object +1 Toughness for every 5 hit points and +2 Toughness
for every 5 points of hardness.
Example: A strong wooden door has hardness 5 (+2) and 20 hp (+4),
giving it a total +6 Toughness bonus in d20. A stone door has
hardness 8 (+3) and 60 hit points (+12) for a total +15 Toughness
bonus.
Feat Changes
The d20 System metamagic feats Empower Spell and Maximize Spell
must be changed in d20 to reflect the nonvariable nature of damage
and healing spells. Empower Spell increases the bonus of such spells by
50 percent (round down). Maximize Spell doubles the bonus of suitable
spells. If a spell is both empowered and maximized, its bonus increases
by 150 percent. All other aspects of the feats remain the same.
Example: An explosive runes spell inflicts 6d6 damage in d20, which
translates to a +12 damage bonus. An empowered explosive runes has a
+18 damage bonus (+12 x 1.5); a maximized explosive runes has a +24
damage bonus (+12 x 2); and an empowered, maximized explosive runes
has a +30 damage bonus (+12 x 2.5).
Spell Changes
The following d20 spells have altered effects or mechanics in d20 to
reflect the nature of the damage system.
• Cure Critical Wounds: This spell provides a base +12 bonus to the
magical recovery check, with an additional +1 bonus per caster level
(to a maximum +20 caster level bonus).
• Cure Light Wounds: This spell provides a base +3 bonus to the magical
recovery check, with an additional +1 bonus per caster level (to a
maximum +5 caster level bonus).
• Cure Minor Wounds: This spell provides a +0 bonus to the magical
recovery check, with no caster level bonus.
• Cure Moderate Wounds: This spell provides a base +6 bonus to the
magical recovery check, with an additional +1 bonus per caster level
(to a maximum +10 caster level bonus).
• Cure Serious Wounds: This spell provides a base +9 bonus to the magical
recovery check, with an additional +1 bonus per caster level (to a
maximum +15 caster level bonus).
• Cure, Mass: All cure spells (except for cure minor wounds) have
corresponding mass cure versions. Each provides the same bonus
to the magical recovery check as the single target version, but the
maximum caster level bonus increases by +20. Mass cure moderate
wounds, for example, provides a base +6 bonus with a maximum +30
caster level bonus.
• Harm: This spell inflicts damage on the target, with a base +10
damage bonus, and an additional +2 damage bonus per caster level
(to a maximum +30 caster level bonus). The total damage bonus is
halved if the target makes a successful Will save, and the spell cannot
reduce the target past disabled.
• Heal: This spell provides a base +10 bonus to the magical recovery
check, with an additional +2 bonus per caster level (to a maximum
+30 caster level bonus). All other factors of the spell function as
described in the Player’s Handbook.
• Regenerate: In addition to regenerating the subject’s body parts,
this spell provides a base +12 bonus to the recovery check, with an
additional +1 per caster level (to a maximum +35 caster level bonus).
Spells inflicting hit point damage (other than harm) should be adjusted
as shown on the Damage Dice to Damage Bonus table.
Converting Creatures
Converting d20 System creatures for use with d20 is a simple
process:
1. Use the creature’s Constitution and Size to determine its Toughness.
2. Convert hit point damage of the creature’s attacks to a damage
bonus.
3. Convert any spell-like abilities into equivalent powers.
4. Convert any d20 System skills to d20 skills. Generally, this means
combining skills like Listen and Spot or Hide and Move Silently, using
the average of the skill bonuses.
Most other creature statistics remain the same between the two systems,
so it’s fairly easy to use creatures from any d20 System book in d20.
