Converting d20 to Marvel Super Heroes (MSH)

Written by Curt Meyer

 

Ability Conversion

 

FASERIP Conversion:

 

D20 Ability                                                                                           MSH Ability

 

Base Attack Bonus (BAB)                                                                   Fighting

Dexterity                                                                                              Agility

Strength                                                                                                Strength

Constitution                                                                                          Endurance

Intelligence                                                                                           Reason

Wisdom                                                                                               Intuition

(Wis. + Int. + Cha.) / 3   [consult the table with this average]     Psyche

 

The following table may be used to translate ability scores between the two systems, with the exception of Fighting, which is converted from BAB:

 

D20 Ability Score                     MSH Ability Rank 

 

3-5                                           Feeble              (2)

6-9                                           Poor                 (4)

10-11 (+0)                               Typical             (6)

12-15 (+1 to +2)                      Good               (10)

16-19 (+3 to +4)                      Excellent           (20)

20-23 (+5 to +6)                      Remarkable      (30)

24-29 (+7 to +9)                      Incredible         (40)

30-39 (+10 to +15)                  Amazing           (50)

40-49 (+16 to +20)                  Monstrous        (75)

50-59 (+21 to +25)                  Unearthly          (100)

60+ (+26 and up)                     Shift X              (150)

 


 

BAB to Fighting Conversion Table 

 

D20 BAB                                                                                             MSH Fighting Rank

 

+0 (with a serious handicap, like horrible Str or Dex)                 Feeble              (2)

+0 (with a slight handicap, like below-average Str or Dex)                     Poor                 (4)

+0 to +1                                                                                               Typical             (6)

+2 to +5                                                                                               Good               (10)

+6 to +10                                                                                             Excellent           (20)

+11 to +14                                                                                           Remarkable      (30)

+15 to +18                                                                                           Incredible         (40)

+19 to +22                                                                                           Amazing           (50)

+23 to +30                                                                                           Monstrous        (75)

+30 to +35                                                                                           Unearthly          (100)

+36 and up                                                                                           Shift X (150)

 

If converting from 2nd Edition AD&D, subtract THAC0 from 20 to obtain BAB.

 

Figuring Resources

 

Refer to the table below, taken from pg. 7 of the Judge’s Book, and assign a Resources rank analogous to the character’s current financial situation. 

 

FB                            Reduced circumstances, unemployed, on Social Security or allowance

PR                            Freelance, poor credit risk, lower middle class, students

TY                           Salaried employment, middle class

GD                           Professional employment, middle class

EX                            Small inheritance, small business, upper middle class, Avenger's stipend

RM                           Large business or chain of businesses, established trust fund, upper class

IN                             Standard corporation, millionaire

AM                           Multi-national corporation, government branch or military of major country, billionaire playboy

UN                           Major country, mega-corporation

CL 1000+                 Extra-dimensional realm, galactic empire or entity

 

Figuring Popularity

 

All characters converted from d20 have a minimum Popularity rank equal to their total Charisma bonuses. For those converting from 2nd Edition AD&D, attribute bonuses are given in parenthesis in the ability conversion table above. Consult the table below, taken from pg. 41 of the Player’s Book, to determine additional Popularity.   

 

Popularity Awards and Penalties

 

Action Award/Penalty                          Rescues +2

Defeat normal villains +0                   Charity work +1

Defeat costumed villain +2 Pop

Defeated in public -5 Pop

Accused of crime -1/2 total

Cleared of charges +10

Found guilty of charge -remaining

Media attack -5

Converting d20 Feats and Skills

 

Because MSH is a rules-lite system, MSH Talents reflect mastery in particular areas rather than specific skills. Generally, a Talent gives a character + 1CS to corresponding Abilities for Feat rolls when the Talent applies. Some talents, like Martial Arts give specific combat bonuses. Extreme levels of proficiency are reflected in high Ability scores. For conversion purposes, for every 4 d20 Feats a character has, add +1 CS to the corresponding ability. The specific Feat effects translate into specific Ability / Power / Talent Stunts.

 

Converting d20 Difficulty Class (DC) to MSH Intensity Feats

 

Some d20 Skills, Feats or encounters use a DC to determine success or failure. MSH uses Intensity Feats analogously. Although the above guidelines for Feat and Skill conversion don’t necessarily call for DC conversion, it may be useful when interpreting various elements from d20 modules.

 

D20 Difficulty Class                             MSH Intensity Feat                             Example

 

Very easy (0)                                           Shift 0                                                      Notice something large in plain sight

Easy (5)                                                   Poor                                                        Climb a knotted rope

Average (10)                                            Typical                                                    Hear an approaching guard

Tough (15)                                              Good                                                        Rig a wagon wheel to fall off

Challenging (20)                                      Excellent                                                 Swim in stormy water

Formidable (25)                                       Remarkable                                              Open an average lock

Heroic (30)                                              Incredible                                                                 Leap across a 30-foot chasm

Nearly impossible (40)                             Amazing                                                  Track a squad of orcs across hard ground

After 24 hours of rainfall

 

Interpreting Armor Class (AC)

 

According to the d20 3.5 SRD, Armor Class is:

 

10 + armor bonus + shield bonus + Dexterity modifier + size modifier

(if converting from 2nd Edition AD&D, use the formula (20-AC) to get d20 AC)

 

For conversion purposes, characters receive resistance to physical attacks reflected by their combined Armor and Shield Bonuses (material strength) *2, approximated to the nearest MSH rank. Use the following table, modified from pg. 18 of the Player’s Book, as a guide:

 

Material Strength Rank            Materials

 

Feeble                                     Cloth, glass, brush, paper,

Poor                                         Normal plastics, crystal, wood, leather

Typical                                     Rubber, soft metals (gold, brass, copper), ice, adobe, computer chips, studded leather 

Good                                       Brick, aluminum, light machinery pieces, asphalt, high strength plastics, scale or chain mail

Excellent                                  Concrete, Beta cloth, iron, bullet-proof glass, full plate mail

Remarkable                             Reinforced concrete, steel

Incredible                                 Solid stone, Vibranium, volcanic rock

Amazing                                  Osmium steel, granite, gemstones

Monstrous                               Diamond, super-heavy alloys

Unearthly                                 Adamantium steel, certain mystical and enchanted elements

Class 1000-5000                     Materials of these material strength ranks are virtually indestructible

 

Conscientious Judges using d20 creatures or d20 mecha may want to convert size modifiers as well. Size modifiers would then affect an attacker’s ability to hit the object in question. Use the table below as a guide:

 

D20 Size                                 d20 Size  Modifier                MSH Effect                             d20 Size                 d20 Size Modifier MSH Effect

 

Colossal                   –8                            +4CS                                        Small        +1                           -1CS

Gargantuan               –4                            +3CS                                        Tiny        +2                            -2CS

Huge                        –2                           +2CS                                        Diminutive +4                          -3CS

Large                       –1                           +1CS                                        Fine         +8                           -4CS

Medium                    +0                            +0CS

 

Converting Combat Bonuses

 

For both d20 and 2nd Edition AD&D, for each point of combat bonus to a specific attack, the character or monster receives +1CS to a given roll. Damage works on a 1:1 ratio.

 

Converting Save Modifiers

 

In MSH use an Agility Feat for a Reflex Save, Endurance for Fortitude and Psyche for Will. For each point of save modifier, characters get +1 CS for the given save.

 

Converting The d20 / 2nd Edition AD&D Magic System

 

Learning Spells

 

Characters must posses a Talent in a given school of magic to use that school’s power, unless characters have endowed “Spell Like Abilities,” in which cases, spells do not need to be learned.

 

Magical School Talents and corresponding minimum Abilities required to learn them are listed below:  

 

School                                                    Min. Ability Score                               Opposition

Abjuration                                             EX Reason                                            Alteration & Illusion

Conjuration/Summoning                     EX Endurance                                       Divination & Invocation

Divination                                             EX Reason                                            Conjuration/Summoning

Enchant/Charm                                     EX Psyche                                             Invocation/Evocation

& Necromancy

Illusion                                                   EX Agility                                             Necromancy/Invocation/

Evocation/Abjuration

Invocation/Evocation                         EX Endurance                                       Enchant/Charm/Conjuration/

Summoning

Necromancy                                          EX Reason                                            Illusion &Enchantment/Charm

Alteration                                              EX Agility                                             Abjuration & Necromancy

 

The default Magical Talent Ability is Psyche, and all spells converted from d20 require Intensity Feats relative to the casters’ Psyche ability. Some spells that involve blasting or ranged attacks may also require an additional Agility Feat, at the Judge’s digression.

 

To learn new spells, a character spends 100 * the Intensity level of the spell (see below) in Karma points. The character must also make a Reason Feat roll relative to the spell’s Intensity

 

Converting Spell Levels and Effects.

 

Reference the table below to determine the level of Intensity Feat required to cast a spell:

 

 

D20 Spell Level                                     Casting Intensity Feat

 

1 to 2                                                                      Typical

3 to 4                                                                      Good                                                                     

5 to 6                                                                      Excellent

7 to 9                                                                      Remarkable

10 to 11                                                                  Incredible

12 to 15                                                                  Amazing

13 to 21                                                                  Monstrous

22 to 25                                                                  Unearthly

26+                                                                          Shift X

 

A spell is understood to have the area of effect, duration, etc of its intensity. Casters may increase the Intensity of the Feat required to cast the spell to increase its effects. Casters may reduce spell effects but still must make required Feat roll at full Intensity. Casters may cast one spell per round. They may cast an additional spell with a successful Agility feat. Targets may defend against spells with successful Psyche feats. Characters with Psyches equal or greater than a spell’s Intensity level need a Green result for the spell to work. Characters with Psyches one Column less than the spell’s Intensity, need a Yellow result. Characters with Psyches two Columns less than the spell’s Intensity need a Red result.  Characters with Psyches three or more Columns less than the spell’s Intensity don’t have the force of will necessary for the spell to work.

 

So a character would need at least a Good Psyche to cast a Remarkable Intensity spell.

That character can reduce the Intensity of the spell’s effects to Excellent for example but must still make the appropriate full Intensity result because the complexity of the spell has not changed. 

 

Interpreting Character Levels

 

For the purposes of quick and easy conversion, for every 4 levels of a particular class a d20 character has, add +1 CS to that class’s primary ability, for warriors Strength, for Wizards Psyche, Rouges… Agility, etc.

 

Converting Range, Movement Etc.

 

MSH expresses range and movement capacity in terms of Areas. One Area equals 44 yards. D20 uses feet. According to pg. 18 of the Player’s Book:

 

 • A hero with a current Endurance of

Feeble may move only one area per

turn, a maximum of 44 yards.

 

• A hero with an Endurance of Poor to

Excellent may move a maximum of

two areas per turn, or 88 yards.

 

• A hero with an Endurance of Remarkable

or better may move a maximum of

three areas per turn or 132 yards.

 

An MSH Turn is equal to 6 seconds of real time. A d20 round also equals 6 seconds of real time. For a precise conversion of d20 base movement, use the following formula, [(base movement *4) / 3] / 44 = MSH areas per round. The result accounts for potential running speed. Remember, the MSH range represents maximum capacity. Of course, if you’ve already figured MSH Endurance, then this is redundant, but may it may help when converting monsters.

 

If converting from 2nd Edition AD&D, a round is equal to one minute, and characters are able to walk 10 times their movement rates (Move) in yards per round and run twice that. To convert 2nd Edition AD&D Move to MSH, multiply the movement rate by 2.5, round to the nearest multiple of 10 and use the conversion formula for d20.

 

 

 

 Use the chart below, taken from the back cover of the Ultimate Powers Book, as a guide for converting speed based special abilities and vehicles:

 

 

To determine the range of thrown objects, consult the table below from pg. 27 of the Player’s Book:

 

 

 

Converting Damage

 

Converting damage between D20 and MSH is actually quite easy. Take the maximum damage possible for a d20 weapon and assign it a MSH rank. For example, a 1d8 weapon and a 2d6 weapon would both yield Good damage in MSH. A 3d6 weapon would yield Excellent damage, etc. Damage bonuses are converted on a point per point scale.

 

Converting d20 Monsters

 

Generally, a monster’s Attack Bonus and Abilities are listed in its Stat Block, so the conversion guidelines above apply.

 

Converting AD&D 2nd Edition Monsters

 

The AD&D 2nd Edition Stat Bock uses a short hand designed to facilitate game play, but it makes converting to MSH a bit tricky.

 

Hit Dice (HD) vs. Health

 

The maximum number of Hit Points available to a monster in AD&D (HD *8) multiplied by 4 equals its base MSH Health. Use this number as a guide when converting. Health may change when other factors are considered.

 

Hit Dice vs. Endurance

 

As Hit Dice vary directly with Endurance. Use the following table as a guide:

 

Hit Dice                                  Endurance

 

1                                             Typical

2                                             Good

3-4                                        Excellent

5-6                                        Remarkable

7                              Incredible

8-10                                     Amazing

11-14                                  Monstrous

15+                          Unearthly

 

AD&D Movement Rate and Endurance

 

For every 6 points of Movement above 12 (human average), Endurance increases by + 1CS.

 

THAC0 vs. Fighting

 

Use the formula   20- THAC0 to obtain a Base Attack Bonus. Then consult the BAB to Fighting conversion table.

 

Agility vs. 2nd Edition AD&D Armor Class

 

 

Agility can be figured as a component to d20 Armor Class (AC). In d20, Dexterity scores of 11 or higher yield a bonus to armor class. If the other components of AC can be determined, then we can find Agility. First convert AD&D AC to d20 AC with the formula: 20-AC. Next, convert the AD&D size listed for the creature into d20 size.  Use the table below as a guide:

 

D20 Size                                 d20 Size Modifier                 2nd Ed. Size             d20 Size                                 d20 Size Modifier 2nd Ed. Size

 

Colossal                   –8                            Gargantuan 30ft +    Small                       +1                            Small 5ft

Gargantuan               –4                            Gargantuan 20ft       Tiny                        +2                            Tiny2 to 2 ½ ft

Huge                        –2                           Huge 15ft                                 Diminutive               +4                            Tiny 1ft

Large                       –1                           Larger 10ft              Fine                        +8                            Tiny ½ ft

Medium                    +0                            Man Size 5 to 9ft

 

You’ll need to approximate the total armor and shield bonuses. The monster’s description and combat listings might give some clues. Here is a list of armor types and bonuses from the 3.5 SRD:

 

 

You can come up with am approximate Dexterity bonus using the following formula:

 

Dexterity Bonus = d20 AC – (10 + Armor Bonus + Shield Bonus + Size Modifier)

 

To determine Agility, cross reference the d20 Ability Score conversion table number in parenthesis with the corresponding MSH rank.  

 

Agility varies inversely with size. Generally Agility is equal to Fighting, plus or minus one or two CS. A monster with 2 attacks per round should have at least Good Agility. A monster with 3 attacks per round should have at least Excellent Agility, etc. (remember an AD&D round is 10x longer than an MSH round).

 

Strength

 

After determining all other Physical Ability Ranks, use the following formula to determine Strength:

 

Strength = Health – (Fighting + Agility + Endurance)

Of course this formula is only a guide. If the numbers don’t look right, tweak them.

 

Monster Intelligence vs. Reason

 

Use the following table as a guide to convert monster Intelligence to Reason:

 

Monster Intelligence                                                           Reason Rank

 

Non-Intelligent or Non-Rational                                        Shift 0

Animal Intelligence                                                              Feeble

Semi-Intelligent                                                                    Feeble

Low Intelligence                                                                   Poor

Average (Human) Intelligence                                           Typical  

Very Intelligent                                                                     Good

Highly Intelligent                                                                 Excellent 

Exceptionally Intelligent                                                     Remarkable 

Genius                                                                                    Incredible

Supra-Genius                                                                        Amazing

Godlike Intelligence                                                             Monstrous

 

Monster Morale vs. Psyche

 

Monster Morale, like Psyche, is an expression of will power. Use the table below as a guide:

 

Morale                                                                   Psyche

 

Unreliable                                                              Feeble

Unsteady                                                               Poor

Average                                                                 Typical

Steady                                                                    Good

Elite                                                                        Excellent

Champion                                                              Remarkable

Fanatic                                                                   Incredible 

Fearless                                                                 Amazing – Unearthly  

 

Intuition

 

If the monster has a stated Initiative bonus, Intuition is easy to figure. Multiply the bonus by 10 to determine Intuition. If not, the Intuition rank should be within one or two CS of the Reason rank.

 

Resources

 

For the sake of quick conversion, one Resource point equals 20 gold pieces.

 

Magical Resistance

 

For every 40% of magical resistance a monster has, it gets +1CS to all Psyche Feat rolls defending against magic. 

 

These conversion guidelines are a group effort. The Ability Score conversion tables are a re-presentation of tables by Scott Lynch. Some of the magic conversion ideas came from Ty States’ website.


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