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WOIN & d20 Conversion Guide

The document provides guidance for converting monsters and characters from D&D 3.x and Pathfinder systems to the WOIN system. It outlines how to determine key stats like Health, Soak, damage dice, and skills based on the original level or CR. Numbers tend to be lower in WOIN. Magic items should usually be removed except for plot-relevant ones. The guidelines allow material from other d20 systems to be adapted for use in WOIN games.

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0% found this document useful (0 votes)
173 views

WOIN & d20 Conversion Guide

The document provides guidance for converting monsters and characters from D&D 3.x and Pathfinder systems to the WOIN system. It outlines how to determine key stats like Health, Soak, damage dice, and skills based on the original level or CR. Numbers tend to be lower in WOIN. Magic items should usually be removed except for plot-relevant ones. The guidelines allow material from other d20 systems to be adapted for use in WOIN games.

Uploaded by

Rich M
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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d20-WOIN Conversion Guide d20 Level/ Grade MDP

CR
Converting d20 (D&D 3.x, Pathfinder, Less than 1 1 1d6
F20) materials to WOIN is fairly 1 2 2d6
straightforward, but requires a little effort.
2 4 4d6
This allows you to use a wide assortment
of monsters and other materials in your 3 6 6d6
WOIN game. 4 8 7d6

General Guidelines 5 10 7d6


6 12 8d6
• WOIN does not rely on the “christmas
tree” of magical items to balance a 7 14 8d6
creature that the 3.x rules system does. 8 16 9d6
Generally speaking, when converting a
9 18 9d6
3.x adventure, remove all the magic
items. Leave (and convert) only those 10 20 10d6
that are plot-relevant, particularly 11 22 10d6
interesting, or thematically important to
an NPC. An NPC shouldn't need more 12 24 10d6
than one or two notable items, unless his 13 26 11d6
schtick is “having lots of magic items”.
• WOIN is a much 'flatter' game in terms 14 28 11d6
of numbers than 3.x. Things like 15 30 11d6
HEALTH will be much lower.
• Always round down to a minimum of 1. 16 32 11d6
17 34 12d6
This short guide replicates some 18 36 12d6
information on monster creation from
existing WOIN books, but you should 19 38 12d6
refer to those rules to make sense of this 20 40 13d6
guide.
21 42 13d6
22 44 13d6
23 46 13d6
24 48 13d6
25 50 14d6
Process

1. Determine Maximum Dice Pool based To determine a WOIN MAG attribute,


on level or CR. simply use the creature's d20 caster level.
2. Convert the creature's ability scores into Similarly, for CHI or PSI, use the relevant
attributes. class level as the attribute score.
3. Convert the creature's skills using the
same scale.
4. Establish size, type and sentience. d20 WOIN
5. Determine derived statistics STR STR
as normal. Use average
values for rolls (for example, DEX AGI
HEALTH) by multiplying CON END
the dice pool by 3.5; round
INT LOG
up.
6. Assign exploits based on the creature's WIS INT & WIL
feats and other abilities. CHA CHA
7. Determine spells if appropriate.
8. Select equipment (you only need magic Level/2 REP
items if they are major or thematically Caster Level MAG
important).
Assign Manually LUC
1. Maximum Dice Pool

d20 levels and CRs are equal to two 3. Skills



WOIN grades. This will give you its 

maximum dice pool. Note that WOIN Use the same scale as for attributes (above).
characters tend to begin play a little more
competent than d20 characters (the rough 

equivalent of a level 2 or 3 d20 character). Combat skills. 3.x does not have a combat
skill, so use the creature's CR instead. For
2. Attributes most semi-sentient creatures, that will just be
combat, but for NPCs it may be swords,
Divide d20 ability scores of 20 or lower
bows, or the like. Give NPCs that skill in
by 2 to get WOIN attributes. For higher
their primary weapons, and give them half
scores, use the following chart. Round
the skill in any secondary or backup
down (minimum 1),
weapons.


Defensive skills. If the creature has
d20 Ability Score Multiplier
acrobatics as a skill in the d20 stat block, use
1-20 x0.5 that at the creature's full CR/level. Otherwise
give the creature either hardy or dodging
21-30 x1
(choose depending whether it is a tough or
31-40 x1.5 quick creature, thematically) at half the
41-50 x2 creature's CR/level.


51+ x3
4. Size & Type

d20 Tiny/Fine Small Medium Large Huge Gargant. Colossal -


WOIN Tiny Small Medium Large Enormous Gigantic Colossal Titanic

Type. Select the appropriate type (humanoid,


Size categories are roughly equivalent as
plant, fey, beast, etc.) and apply the relevant
shown in the table above. Apply the size
adjustments. These will generally
modifiers as normal when determining
correspond, but some types are different (a
derive stats in step 5.
Pathfinder dragon type is a fey beast in
Actions. While large creatures have multiple WOIN, for example).
actions available to them, particularly agile
creatures may also have additional actions 3.x WOIN
beyond the basic two actions. For every full
Aberration Fey Monstrosity
10 points of AGI beyond 10, grant a creature
an additional action. However, this is not Animal Beast
added to additional actions for large size - if a Construct Mechanoid/
creature qualifies for both (a large and agile Automaton
creature) then use whichever of the two Dragon Fey Beast
methods is better. For example, an Enormous
creature with AGI 30 would have 4 actions (3 Fey Fey
for being Enormous, or 4 for 30 AGI, taking Humanoid Humanoid
the better of the two).
Magical Beast Fey Beast
DEFENSE. No DEFENSE score can ever Monstrous Goblinoid, etc.
be reduced below 10. Humanoid
Ooze Changeling
Heavy. Some creatures may be designated as
Outsider Demon, Angel
heavy for their size. These creatures move at
half SPEED, and cannot jump. This should Plant Plant
be noted in the SPEED line, with the
Undead Undead or Spirit
modified speeds already calculated:
Vermin Insectoid
SPEED 4; CLIMB 2; JUMP -; heavy

Size HEALTH SOAK SPEED DEFENSE Damage Reach Actions


Tiny x1 0 -1 +8 1d6 5’ 2
Small x1 0 -1 +4 1d6 5' 2
Medium x1 0 +0 +0 1d6 5’ 2
Large x1 0 +0 -4 2d6 5' 2
Enormous x1.5 5 +1 -8 3d6 10’ 3
Gigantic x2 10 +2 -16 4d6 15’ 4
Colossal x3 20 +4 -32 5d6 20’ 5
Titanic x5 30 +4 -32 6d6 30’ 6
The following do not have a 3.x equivalent:
Crystalline, Gaseous, Titan, Lycanthrope. Items which give a flat bonus to checks and
Apply these if relevant. the like should be converted using the
following table.
3.x then has a subtype. This is elevated to
full type in WOIN for the following: Angel, d20 1-4 5-10 11-18 19-28 29+
Aquatic, Demon, Elemental, Goblinoid,
WOIN +1d6 +2d6 +3d6 +4d6 +5d6
Reptilian (Reptile), Shapechanger
(Changeling).
However, note that feats which gives skill
Sentience. Sentience should be obvious. bonuses are already factored in a 3.x stat
Creature types are roughly similar in both block, and therefore should be ignored
systems, but where there is a conflict revert when converting. You have already
to the WOIN version. included it when converting the skill earlier.

Virtue. You may need to also include a Saving throw bonuses are applied to
virtue if the monster is a fantasy creature. DEFENSES instead. These can be applied
on a 1:1 basis rather than the above scale.

5. Derived Stats
Fortitude MELEE DEFENSE
Derived stats are calculated using the normal
Reflex RANGED
method, based on the creature’s attributes and
DEFENSE
skills. Be sure to include any size or type
adjustments. You should determine: Willpower MENTAL
DEFENSE
• HEALTH
• SPEEDs (inc. all movement modes)
7. Spells
• JUMP
Magic use is completely different in the two
• CARRY
systems.
• INITIATIVE
Use the 3.x caster level as the WOIN MAG
• PERCEPTION attribute and the skill level of any magical
• DEFENSEs skills. You will need to manually select
skills and secrets for the creature based on
• SOAK its existing spell list. You won't be able to
• Natural Damage replicate it exactly, so simply try to create
something thematically similar.
• Attacks

8. Equipment
6. Exploits
Use the same equipment.
This part is more difficult.
• d20 armor class from armor/hide/etc.
Exploits in WOIN encompass feats, special translates directly to SOAK on a 1:1 basis.
attacks, and special abilities. These need to be
• AC from Dex is derived from AGI
converted individually. You should try to find
normally.

a WOIN equivalent, but if none exists it may
require manual conversion; this is more an art
than a science. Use existing WOIN monster
exploits as a general guide. At the end of this
document is a list of pre-converted 3.x feats.
Example 4. Size, Type, Sentience
This examples walks through the conversion of The Ettin is a large creature in 3.x,
an Ettin from the Pathfinder Roleplaying Game. which is the same in WOIN. This
gives it the following statistics:
1. MDP • DEFENSE -4
The Ettin is a CR 6 creature. This gives it a
Maximum Dice Pool of 8d6.
 • Base damage 2d6 (+6 for STR)
• Reach 5’
2. Attributes
The Ettin has the following attributes:
 • Actions 2
The Ettin is a humanoid (giant) in Pathfinder. In
WOIN that makes it a fey humanoid (the giant
Pathfinder WOIN part is handled by its size), and is sentient. It’s
STR 23 STR 23 (6d6) final descriptor is therefore large fey humanoid.

DEX 8 AGI 4 (2d6)


5. Derived Statistics
CON 15 END 7 (3d6)
Here are the Ettin's derived stats based on the
INT 6 LOG 3 (3d6)
values above.
WIS 10 INT 5 (3d6, WIL 5
(3d6)
CHA 11 CHA 5 (3d6) HEALTH 28 (inc. hardy skill)
MELEE DEFENSE 18
3. Skills RANGED 10
The Ettin has the following skills:
 DEFENSE
MENTAL 10
DEFENSE
Pathfinder WOIN SOAK 4 (leather armor)
Handle Animal +8 animal handling 4 INITIATIVE 3d6
(2d6)
PERCEPTION 6d6
Perception +12 perception 6 (3d6)
SPEED 6
CR 6 flails 6 (3d6),
javelins 6 (3d6), JUMP 8’/8’
hardy 3 (2d6)
CARRY 180lb
Natural Damage 2d6+6
6. Exploits Final Stat Block
The Ettin has the following 3.x abilities/feats. Here is the final stat block of the Ettin.
These are manually converted as follows ETTIN
(feats using the feat list at the end of this
Large sentient humanoid (8d6)
document). Lumbering, two-headed giants
• Low-light Vision is equal to darksight.
STR 23 (6d6) AGI 4 (2d6) END 7 (3d6)
• Superior Two-Weapon Fighting is INT 5 (3d6) LOG 3 (3d6) WIL 5 (3d6) CHA 5
equal to ambidexterity. (3d6) LUC - REP -
• Cleave (feat) converts easily (one HEALTH 28
bonus attack against an adjacent foe MELEE DEFENSE 18; RANGED
if the initial attack hits). DEFENSE 10; MENTAL DEFENSE 10
SOAK 4 (leather armor); VULN -
• Improved Initiative (feat) gives +1d6
INITIATIVE. INITIATIVE 4d6
PERCEPTION 6d6; darksight 50'
• Improved Overrun (feat) is equal to SPEED 6; CLIMB 3; JUMP 8'/8'
trample. CARRY 300lb (max lift 1,150b)

• Iron Will (feat) gives +2 MENTAL ACTIONS 2


DEFENSE. NATURAL DAMAGE 2d6+6
REACH 5'
• Power Attack (feat) is equal to Deadly
Strike. Flail 8d6 (2d6+6 blunt damage)
Javelin 6d6 (2d6+6 piercing damage)

7. Spells Skills animal handling 4 (2d6), perception 6


The Ettin has no spell casting ability. If it had, (3d6), flails 6 (3d6), javelins 6 (3d6)
its MAGIC attribute would be equal to its caster Gear leather armor, two javelins, two flails
level.
Ambidextrous. The Ettin wields two flails. If the
8. Equipment Ettin makes two attacks in one round, it gains one
additional attack. These attacks suffer no
Equipment is easy to assign. The Ettin has no penalties.
special magical gear, so it has leather armor
(SOAK 4), two javelins, and two flails. Cleave. Once per round, if the Ettin hits an
opponent, it can make an additional attack
against an adjacent foe.

Deadly strike. Once per round the Ettin gains


+1d6 to damage.

Trample. With a trample attack, the Ettin can


move directly through a target's square, attacking
the target as it goes. This is a single action, and
the Ettin moves its full speed in a straight line.
The Ettin must be at least one size category
larger than the target. If the attack misses, the
Ettin stops in its tracks. If it hits, the Ettin
continues moving, inflicts natural damage, and
the target is knocked prone. This costs 2d6.

Converted 3.x Feats
There are thousands of 3.x feats. These feats come from the Pathfinder core rulebook. Note that feats
which give skill bonuses are usually already included in a 3.x stat block's skills, so can be ignored.
Feats which affect 3.x class abilities are more difficult to accommodate. These are listed separately
for now, as the class abilities themselves need conversion.
Acrobatic. Adds to skills; already included.
Agile Maneuvers. You can always use AGI instead of STR for melee attacks.
Alertness. Adds to skills; already included.
Animal Affinity. Adds to skills; already included.
Arcane Armor Training. No effect.
Arcane Armor Mastery. No effect.
Arcane Strike. Weapons do a bonus +1 damage plus 1 per 5 MAG.
Armor Proficiency, Light. Assign light armor skill.
Athletic. Adds to skills; already included.
Augment Summoning. Summoned creatures gain +1d6 STR.
Blind-Fight. Ignore the Sight status track for melee combat only.
Catch Off-Guard. No penalties for improvised melee weapons.
Combat Casting. +1d6 to maintain concentration when struck in combat.
Combat Expertise. For -1d6 on attacks, gain +4 MELEE DEFENSE. You can only activate this
when making an attack, and it lasts until the start of your next turn.
Improved Disarm. Equal to Disarm exploit.
Greater Disarm. Equal to Disarm exploit, but weapon is knocked 10' away from the target.
Improved Feint. Equal to Feint exploit.
Greater Feint. Feint as a free action.
Improved Trip. Equal to Trip exploit.
Greater Trip. You gain a bonus unarmed strike against the foe as a free action.
Whirlwind Attack. Equal to Whirlwind Frenzy exploit.
Combat Reflexes. Gain a free action attack against a foe which disengages from melee combat
with you.
Stand Still. Enemies which try to move past you are subject to a free action attack, which
stops them if successful.
Deadly Aim. Equal to Aim.
Deceitful. Adds to skills; already included.
Defensive Combat Training. Defensive skills are equal to your grade, not half your grade.
Deft Hands. Adds to skills; already included.
Disruptive. Gain a free attack (free action) against anybody who casts a spell adjacent to you.
Spellbreaker. A spellcaster struck with Disruptive fails to cast the spell.
Dodge. Dodging skill equal to grade.
Mobility. Pass through enemy squares.
Wind Stance. Gain +4 DEFENSE in any turn you move.
Lightning Stance. Gain +6 DEFENSE in any turn you move.
Endurance. END based countdown pools are increased by +1d6, and you gain +1d6 to shake off
END based conditions.
Diehard. While at negative HEALTH you are still conscious, and can take one action per
round. You still form the death countdown pool as normal.
Eschew Materials. WOIN does not require material components for spells, so this feat is ignored.
Exotic Weapon Proficiency. Ensure the creature has skill up to its CR in the weapon.
Fleet. Gain +1 SPEED.
Great Fortitude. +2 MELEE DEFENSE.
Improved Great Fortitude. Once per day you can force an opponent to rereoll a MELEE
DEFENSE attack.
Improved Counterspell. Gain +1d6 to counterspelling attempts.
Improved Critical. Crits on one weapon occur on a roll of double sixes, not triple sixes.
Improved Familiar. Your familiar is a +1d6 familiar.
Improved Initiative. +1d6 to INITIATIVE.
Improved Unarmed Strike. Gain +2 to unarmed damage.
Deflect Arrows. Once per round deflect a ranged attack as a free reaction.
Snatch Arrows. As Deflect Arrows, but you catch the missile.
Improved Grapple. Gain wrestling skill at half CR.
Greater Grapple. Gain wrestling skill at full CR.
Scorpion Style. As Crippling Strike.
Gorgon's Fist. As Crippling Strike but target is Addled.
Stunning Fist. As Crippling Strike, but target is Stunned.
Improvised Weapon Mastery. As prisoner exploit, Shiv.
Intimidating Prowess. You can use your STR in place of CHA.
Iron Will. +2 to MENTAL DEFENSE.
Improved Iron Will. Once per say you can make an opponent reroll a MENTAL
DEFENSE attack.
Leadership. You gain a number of followers equal to your REP score.
Lightning Reflexes. +2 to RANGED DEFENSE.
Improved Lightning Reflexes. Once per say you can make an opponent reroll a RANGED
DEFENSE attack.
Lunge. Increase your reach by 5' for one attack at a cost of -2d6.
Magical Aptitude. Adds to skills; already included.
Martial Weapon Proficiency. Ensure the creature has skill up to its CR in the weapon.
Master Craftsman. Gain one Smith exploit.
Natural Spell. Cast spells while shapechanged into animal form.
Nimble Moves. Ignore 5' of difficult terrain when you move.
Acrobatic Steps. Ignore 20' of difficult terrain when you move.
Persuasive. Adds to skills; already included.
Power Attack. As Deadly Strike, but only when using STR based attacks.
Cleave. Make an additional attack against an adjacent foe if the first one hits.
Great Cleave. Continue making attacks against further adjacent foes as long as they
continue to hit.
Improved Bull Rush. As Knockback exploit.
Greater Bull Rush. Gain a free attack against those you successfully bull rush.
Improved Overrun. As monster Trample ability.
Greater Overrun. Gain a free attack against those you successfully overrun.
Improved Sunder. Attack and opponent's weapon instead. Weapon has same MELEE
DEFENSE as wilder, but attacker takes -2d6.
Greater Sunder. The damage from your sunder also applies to the target weapon's
wielder.
Quick Draw. As Quick Draw exploit.
Rapid Reload. Reload times improve by one stage (2 actions → 1 action → free action).
Run. Give running skill at CR.
Self-Sufficient. Adds to skills; already included.
Shield Proficiency. No dual wielding penalties when attacking with a shield.
Improved Shield Bash. Keep your shield bonus when attacking with it.
Shield Slam. Free knockback 5' with a shield bash attack.
Shield Master. Shield bash is a free action.
Shield Focus. Your shield gains an additional +1 DEFENSE.
Greater Shield Focus. The DEFENSE bonus increases to +2.
Tower Shield Proficiency. Tower shield gives you cover.
Simple Weapon Proficiency. Ensure skill in weapon at CR.
Skill Focus. Adds to skills; already included.
Spell Focus. +1d6 to spells for one secret.
Greater Spell Focus. No effect,
Spell Mastery. As Signature Spell.
Spell Penetration. Ignore 5 points of SOAK vs. magic.
Greater Spell Penetration. Ignore SOAK vs. magic.
Stealthy. Adds to skills; already included.
Step Up. Move 5' as a free action.
Strike Back. Attack the limbs of attackers with reach as a free reaction to their attack.
Throw Anything. No penalty for improvised ranged weapons.
Toughness. Give hardy skill at full CR.
Two-Weapon Fighting. As Ambidexterity trait.
Double Slice. Your dual wielded weapons can use STR.
Vital Strike. If you make only one attack in a turn, you can add +1d6 damage.
Improved Vital Strike. If you make only one attack in a turn, you can add +2d6 damage.
Greater Vital Strike. If you make only one attack in a turn, you can add +3d6
damage.
Weapon Finesse. You can add your DEX dice pool to damage rather than your STR dice pool.
Weapon Focus. Ensure skill at full CR in the weapon.
Dazzling Display. Make a CHA vs. MENTAL DEFENSE attack to daze all foes within 30'.
Deadly Stroke. Deal double damage.
Greater Penetrating Strike. Ignore 10 points of SOAK.
Weapon Specialization. Do +1d6 damage with that weapon type.
Greater Weapon Specialization. Do +2d6 damage with that weapon type. 

Feats Which Modify 3.x Class Abilities
Alignment Channel.
Channel Smite.
Command Undead.
Elemental Channel.
Extra Channel.
Extra Ki.
Extra Lay On Hands.
Extra Mercy.
Extra Performance.
Extra Rage.
Improved Channel.
Selective Channeling.
Turn Undead.

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