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D20 to D6 Conversion Guide
Contents
Converting From D20 To D6
by Gary Astleford
Difficulty Numbers
DC (D20) | Difficulty (D6) |
0 (Very Easy) | 1-5 (Very Easy) |
5 (Easy) | 6-10 (Easy) |
10 (Average) | 11-15 (Moderate) |
15 (Tough) | 16-20 (Difficult) |
20 (Challenging) | 21-30 (Very Difficult) |
25 (Formidable) | 31+ (Heroic) |
30 (Heroic) | |
35 (Super Heroic) | |
40 (Nearly Impossible) |
Stats
D20 | D6 | D20 | D6 | D20 | D6 | D20 | D6 | D20 | D6 |
1 | 0D | 10 | 2D+1 | 18 | 4D+2 | 25 | 7D | 32 | 9D+1 |
2-3 | 0D+1 | 12 | 2D+2 | 19 | 5D | 26 | 7D+1 | 33 | 9D+2 |
4-5 | 0D+2 | 13 | 3D | 20 | 5D+1 | 27 | 7D+2 | 34 | 10D |
6-7 | 1D | 14 | 3D+1 | 21 | 5D+2 | 28 | 8D | 35 | 10D+1 |
8 | 1D+1 | 15 | 3D+2 | 22 | 6D | 29 | 8D+1 | 36 | 10D+2 |
9 | 1D+2 | 16 | 4D | 23 | 6D+1 | 30 | 8D+2 | +1 | +1 pip |
10 | 2D | 17 | 4D+1 | 24 | 6D+2 | 31 | 9D |
D20 | D6 |
Dexterity | Dexterity |
Intelligence + Wisdom/2 | Knowledge |
Dexterity + Intelligence/2 | Mechanical |
Intelligence + Charisma + Wisdom/3 | Perception |
Strength + Constitution/2 | Strength |
Intelligence | Technical |
SW D20 | D6 |
Dexterity | Dexterity |
Wisdom | Perception |
(Strength + Consitution)/2 | Strength |
Damage
D20 Damage | D6 Damage | D20 Damage | D6 Damage | D20 Damage | D6 Damage |
0 | +0 | 14-15 | +2D+2 | 30-32 | +5D+1 |
1 | +1 | 16-17 | +3D | 33-35 | +5D+2 |
2-3 | +2 | 18-19 | +3D+1 | 36-38 | +6D |
4-5 | +1D | 20-21 | +3D+2 | 39-41 | +6D+1 |
6-7 | +1D+1 | 22-23 | +4D | 42-44 | +6D+2 |
8-9 | +1D+2 | 24-25 | +4D+1 | 45-47 | +7D |
10-11 | +2D | 26-27 | +4D+2 | 48-50 | +7D+1 |
12-13 | +2D+1 | 28-29 | +5D | 51-53 | +7D+2 |
Creature's Orneriness
Wisdom + Charisma | Creature's Orneriness |
0-5 | 4D |
6-10 | 3D |
11-15 | 2D |
16-20 | 1D |
21-25+ | 0D |
Skills
Star Wars d20 | Star Wars D6 |
Knowledge (technology) (skill) | Knowledge: Value |
Use Computer (skill) | Mechanical: Astrogation |
Deception (skill) | Perception: Con |
Climb (Str) | Strength: Climbing/Jumping |
Computer Use (Int) | Technical: Computer Programming/Repair, and/or Mechanical: Communications, and/or Sensors. |
Mechanics (skill) or Knowledge (technology) (skill) | n/a, should be reflected in chosen skills |
Mechanics (skill) and Demolitionist (talent: soldier) | Technical: Demolitions |
Persuasion (skill) | Perception: Persuasion |
Mechanics (skill) | Technical: Security |
Deception (skill) | Perception: Con: Disguise |
Persuasion (skill) | n/a, or create a new skill (ie, Perception: Musical Instrument) |
Acrobatics (skill) | n/a, or apply to Technical: Security |
Deception (skill) | Perception: Forgery |
Gather Information (skill) | Perception: Investigation |
Persuasion (skill) or Knowledge (life sciences) (skill) | Mechanical: Beast Riding |
Stealth (skill) | Perception: Hide |
Persuasion (skill) | Knowledge: Intimidation |
Jump (Str) | Strength: Climbing/Jumping |
Knowledge (Int) | Knowledge: Scholar, or any other applicable Knowledge skill |
Knowledge (Int) (Sith Lore) | Knowledge: Scholar: Sith Lore |
Perception (skill) | n/a, though points might be applied to Perception: Search |
Stealth (skill) | Perception: Sneak |
Pilot (Dex) | Mechanical: Piloting, Gunnery, Shield, and Vehicle Operation |
Profession (Wis) | n/a, should be reflected in chosen skills |
Linguist (feat) | Knowledge: Languages |
Mechanics (skill) | Technical: all Repair skills |
Ride (Dex) | Mechanical: Beast Riding |
Perception (skill) | Perception: Search |
Will Defense and/or Perception (skill) | Knowledge: Willpower |
Deception (skill) | Dexterity: Pick Pocket |
Linguist (feat) | Knowledge: Languages |
Perception (skill) | Perception: Search |
Survival (Wis) | Knowledge: Survival |
Swim (Str) | Strength: Swimming |
Treat Injury (Wis) | Technical: First Aid or Technical: Medicine (A) |
Acrobatics (skill) | Dexterity: Dodge |
Feats
SWd20 Feat | D6 Equivalent |
Skill Focus (Acrobatics) (feat) | +1 each to Climbing/Jumping and Dodge skills. |
Skill Focus (Perception) (feat) | +2 to Search skill. |
Dual Weapon Mastery I (feat) | n/p – Optionally make the character ambidextrous. |
Animal Affinity | +2 to Beast Riding skill. |
Armor Proficiency (light) | n/p |
Armor Proficiency (med) | n/p |
Armor Proficiency (hvy) | n/p |
Armor Proficiency (pwrd) | +2 to Powersuit Operation skill. |
Skill Focus (Climb) and/or Skill Focus (Jump) | +1 each to Climbing/Jumping and Swimming skills. |
Keen Shot (talent: scout) | n/p |
Skill Focus (Mechanics) (feat) | +1 each to Demolitions and Security skills. |
Dodge (feat) | +2 to Dodge skill. |
Mobility | +1 to Dodge skill. |
Running Attack (feat) | +1 to Dodge skill. |
Whirlwind Attack | +2 Melee Weapons skill. |
Endurance (skill) | +2 to Stamina skill. |
Exotic Weapon Proficiency (weapon) (feat) or Weapon Proficiency (lightsabers) (feat) | +2 to specified weapon skill (ie, Lightsaber). |
Expertise | +1 each to Melee Weapons and +1 to Melee Parry skills. |
Fame | No game bonus, should be reflected in character's background. |
Force Sensitivity (feat) | Make character Force Sensitive. |
Frightful Presence | +2 to Intimidation skill. |
Skill Focus (Mechanics) (feat) | +2 to any Technical skill (pick one). |
Gunner | +2 to either Starship or Capital Ship Gunnery skill. |
Expert Gunner | +1 to either Starship or Capital Ship Gunnery skill. |
Improved Defenses (feat) | n/p |
Heroic Surge | n/p |
Initiative (skill) | n/p |
Infamy | No game bonus, should be reflected in character's background. |
Improved Defenses (feat) | +2 to Willpower skill. |
Improved Defenses (feat) | n/p |
Low Profile | No game bonus, should be reflected in character's background. |
Maneuver Expertise | +2 to any one Piloting skill. |
Martial Arts III (feat) Martial Arts I (feat) | +1 each to Brawl and Brawling Parry skills. |
Skill Focus (Deception) (feat) | +2 to Con: Disguise skill. |
Skill Focus (Acrobatics) (feat) or Skill Focus (Deception) (feat) | +2 to Pick Pockets skill. |
Skill Focus (Deception) (feat) or Skill Focus (Persuasion) (feat) | +2 to Persuasion skill. |
Pinpoint Accuracy | +2 to either Starship or Capital Ship Gunnery skill. |
Point Blank Shot (feat) | +2 to any ranged weapon skill (pick one). |
Far Shot (feat) | +1 to any ranged weapon skill (pick one). |
Precise Shot | +1 to any ranged weapon skill (pick one). |
Rapid Shot (feat) | +1 to any ranged weapon skill (pick one). |
Burst Fire (feat) | +1 to any ranged weapon skill (pick one). |
Running Attack (feat) | +1 to any ranged weapon skill (pick one). |
Power Attack | +2 to Melee Weapons OR Lightsaber skill (pick one). |
Cleave | +1 to Melee Weapons OR Lightsaber skill (pick one). |
Great Cleave | +1 to Melee Weapons OR Lightsaber skill (pick one). |
Quick Draw (feat) | n/p – Optionally, may use quick draw rules in HSCS. |
Toughness (feat) | +2 to Brawling Parry OR Melee Parry skills (pick one). |
Rapid Shot (feat) | +1 each to any Piloting and Gunnery skills. |
Run (talent: scout) | +2 to Running Skill. |
Skill Focus (feat) | +2 to specified skill or equivalent. |
Skill Focus (Perception) (feat) | +2 to Search skill. |
Skill Focus (Pilot) (feat) | +1 each to Astrogation and any one Piloting skill. |
Vehicle Dodge (feature: ace pilot) | +2 to any one Piloting skill. |
Vehicular Combat (feat) | +2 to any one Piloting skill. |
Skill Focus (Stealth) (feat) | +2 to Sneak skill. |
Improved Damage Threshold (feat) | n/p – D6 does not use wound or hit points. |
Expert Tracker (talent: scout) | +2 to Search: Tracking skill specialization. |
skill Focus (Persuasion) (feat) or Skill Focus (Gather Information) (feat) | +1 each to Persuasion and Investigation skills. |
Dual Weapon Mastery II (feat) | +1 each to Melee Weapons and Melee Parry skills. |
Dual Weapon Mastery III (feat) | +1 to Melee Weapons OR Melee Parry skills (pick one). |
Vehicle Dodge | +2 to any non-space vehicle skill. |
Weapon Finesse | +2 to Melee Weap., Lightsaber OR Brawling skills (pick one). |
Weapon Focus | +2 to any weapon skill specialization. |
Weapon Group Prof. | Apply the appropriate attack bonus to the following skills: |
Blaster Pistols | Blaster |
Blaster Rifles | Blaster |
Heavy Weapons | Blaster Artillery OR Missile Weapons (pick one or divide score). |
Primitive Weapons | Bows OR Thrown Weapons (pick one or divide score). |
Simple Weapons | Melee Weapons |
Slugthrowers | Firearms |
Vehicle Weapons | Vehicle Blasters |
Vibro Weapons | Melee Weapons |
Spacehound (talent: scoundrel) | n/p |
The Force
Below is a list of d20 Force skills and feats, and (as near as I can tell) the WEG equivalents. Note that not all d20 feats/skills will have equivalents, and these are listed as n/p (no parallel). Some of those without parallels have been converted, and should be made available here. In one or two cases, a Force power that I've created for my own campaigns fits the bill for a cross-over, and these should also be available.
Converting Force skills and feats into D6 isn't too difficult. By and large, Force skills in d20 are quite similar to the Force powers used in D6. Feats, on the other hand, are somewhat different, in that some Force feats represent learned powers (Control, Sense, Alter, and Force Lightning, for example), while others merely affect the way that Force users in d20 operate (ie, Force Mastery and Prolong Force).
The feats that affect the way Force users operate in d20 aren't compatible, though they might grant a bonus of a pip or two to one or more Force skills (if converting a character from d20 to D6). The rest of them, however, are more than easily translated over to D6, and the majority of them are standard powers.
To determine the levels of a D6 character's Force skills, start them out with 1D each in Control, Sense, and/or Alter (whichever ones that the d20 version of the character has). Increase these by 1 pip each for every 2 ranks they have in an associated Force skill. Divide these pips evenly between Control, Sense, and/or Alter if the Force skill in question converts to a power that uses more than one, and round fractions up. For example, Force Grip converts to Telekinetic Kill, which uses all three Force skills in D6. If a d20 character has Force Grip at +6, his D6 counterpart would gain the Telekinetic Kill power, as well as +1 to each of his Force powers (6 ranks = 3 pips, divided three ways). If the number doesn't divide evenly, assign the remaining points in the following order: Control, Sense, and Alter. For example, if, in the previous example, Force Grip was rated at 7 ranks (7 ranks = 3.5 pips, rounded up to 4 pips total), the bonus to the D6 character's skills would be Control +2, Sense +1, and Alter +1.
In the case of Force feats, award a +2 bonus to each related D6 Force skill for each Force feat possessed (with the exception of the Control, Sense, or Alter feats, which actually give the D6 character those Force skills at 1D apiece). For example, Dissipate Energy (d20 feat) translates to the Absorb/Dissipate Energy power in D6. Absorb/Dissipate energy uses Control, so apply a +2 bonus to the D6 counterpart's Control skill. If the feat's corresponding Force Power uses more than one D6 Force skill, apply a +1 bonus to each.
In a few instances, I've found that d20 characters will possess Force powers that require a D6 Force skill that they would not possess. For example, in d20 the Enhance Ability Force Skill does not require the Control feat, while it's corresponding power in D6, Enhance Attribute, does. In such a case, go ahead and give the D6 version of the character the Control skill at 1D. It's sloppy, but it gets the job done.
Though it's probably a big pain in the butt, try to ensure that a converted character has all the required prerequisites for his new Force powers. If the character doesn't have them, you can choose to either not worry about it, or you can give him the required powers with no further bonuses to his Force skill totals.
Force Skills | D6 Force Power, Type (C/S/A = Control/Sense/Alter) |
Mind trick (Force power) | Affect Mind, C/S/A |
Alchemy (Int) | Alchemy (converted from DSS), C/S/A |
Battle strike (Force power) | Combat Sense, S |
Control Mind (Cha) | Enhanced Coordination, C/S/A |
Drain Energy (Con) | Drain Energy (converted from DSS), C/A |
Drain Knowledge (Int) | Memory Wipe (Sith power, ToJC page 88), C/S/A |
Force Perception (talent: Force) and/or Force Persuasion (talent: Jedi) | Receptive Telepathy, S |
Enhance Ability (Con) | Enhance Attribute, C |
Use the Force (skill) and/or Force Perception (talent: Force) | Magnify Senses, S |
Farseeing (Force power) | Farseeing, C/S |
Mind trick (Force power) | Waves of Darkness (Sith power, ToJC page 87), C/A |
Rebuke (Force power) | Force of Will, C |
Force grip (Force power) | Telekinetic Kill, C/S/A |
Force Push (Int) | Force Push (converted from SWd20), A |
Clear Mind (talent: Jedi) | Enhance Attribute (Perception), C |
Force Persuasion (talent: Jedi) and/or Charm Beast (talent: Dathomiri Witch) | Friendship (converted from SWd20), S/A |
Vital transfer (Force power) | Accelerate Another's Healing, C/A |
Vital transfer (Force power) | Accelerate Healing, C |
Illusion (Cha) | Illusion (converted from DSS), C/S/A |
Move object (Force power) | Telekinesis, A |
Use the Force (skill) | Sense Force Potential, Life Detection, Sense Force, all S |
Use the Force (skill) | Projective Telepathy, C/S |
Transfer Essence (Cha) | Transfer Life, C/S/A |
Force Feats | D6 Force Power |
Alter | Telekinesis, A |
Burst of Speed | Burst of Speed (converted from SWd20), C |
Knight Speed | or Enhance Attribute (Strength), C |
Master Speed | |
Control | Emptiness, Hibernation Trance, both C |
Deflect Blasters | Lightsaber Combat, C/S |
Dissipate Energy | Absorb/Dissipate Energy, C |
Drain Force | Drain Life Essence, C/S/A |
Force lightning (Force power) | Force Lightning, C/A |
Force Mastery | n/p – Skill/Ability-enhancing feat, +2 pips to any Force skill |
High Force Mastery | |
Force Mind | Enhance Another's Attribute, C/A |
Knight Mind | |
Master Mind | |
Force Pilot | Concentration or Enhance Attribute (Mechanical), both C |
Force Whirlwind | Force Wind (Sith power, ToJC page 88) |
Hatred | Hatred (converted from DSS), C/A |
Lightsaber Defense | Lightsaber Combat, C/S |
Knight Defense | |
Master Defense | |
Prolong Force | n/p – D6 uses no points to power Force abilities |
Sense | Sense Force, S |
Sith Sorcery | Sith Sorcery (converted from DSS), C/S |
Sith Sword Defense | Sith Sword Combat (converted from DSS), C/S |
Expert Defense | |
Mastery | |
Summon Storm | Create Force Storms, C/S/A |
Throw Lightsaber | n/p – Perhaps a new specialization for Lightsaber skill |
Droids
Just like for humans, except that stock droids get +1D to each skill for every 2 ranks the d20 version has. As an option, use any unspent points (listed with the d20 stats) to buy extra pips and place them into necessary skills. Optionally, convert them as you would any character.
If the droid is not a "stock" model (ie, it is an experienced character), convert it just like you would any other NPC, with each rank in a d20 skill equating to +1 pips in D6.
Droids convert in a manner similar to characters, with some exceptions.
Stats: This can be tricky. Convert attributes just like you do for characters, but be aware of the final point totals. Droids don't translate right across really well, at least not in a way that I'm completely comfortable with. As a rule, I round pips on the final stats up or down – 2D+1 becomes 2D, and 2D+2 become 3D. Also, consider the droid's function when converting stats. A droid designed for combat is unlikely to have a high Technical attribute, even if its d20 Intelligence score is 18.
Feats: Just like for humans.
Droid Equipment: Determine effects on a case by case basis.
Equipment | Function |
360 Degree Vision | The droid can see in all directions at once, making it difficult to surprise. |
Armor | Grants a bonus to Strength for resisting damage (rating varies). |
Comlink | The droid has an integrated comlink system. |
Diagnostics Package | +2D to one repair skill, or +1D to two of them. |
Droid Caller | Calls a droid to its owner. |
Environmental Comp. | The droid is adapted for an unusual environment. |
Heuristic Processor | The droid is able to learn by experience. |
Improved Sensor Pkg. | The droid has a +2 bonus to all Search skill checks. |
Infrared Vision | The droid can see in the dark up to 30 meters. |
Internal Storage | The droid has extra space available for storage or upgrades. |
Locked Access | The droid's shut-down switch is secured or internally located. |
Low-Light Vision | The droid can see twice as far as a human in dim light. |
Magnetic Feet | The droid's feet are equipped with electromagnetic grippers. |
Motion Sensors | The droid can sense motion, and gains a +2 bonus to Search checks against moving targets. |
Recording Unit | The droid can record and play back up to 5 minutes of footage. |
Remote Processor | The droid has no processor of its own, and is instead controlled remotely. |
Remote Receiver | |
Restraining Bolt | Shuts off the droid's motor impulses without shutting down the droid. |
Rust Inhibitor | The droid's metal components are resistant to rust and corrosion. |
Self-Destruct System | The droid will self-destruct/explode under predetermined circumstances. |
Shields | +1D to the droid's Strength rolls to resist damage for every 5 DR. |
Sonic Sensors | The droid gains a +2 bonus to Search checks that involve sound. |
Telescopic Vison | The droid's visual sensors include a long-range capability. |
Telescopic Appendage | A telescopic appendage can reach up to 2 meters away from the droid. |
Tool Mount | The droid has one or more appendages that have tools attached to them. |
Translator Unit | Grants Languages skill rating based on the unit's listed DC: DC30: +2D; DC25: +3D; DC20: +4D; DC15: +5D; DC10: +6D; DC5: +7D. |
Vocabulator | The droid has a speaker that allows it to replicate organic speech. |
Weapon Mount | The droid has one or more appendages that have weapons attached to them. |
Ships
What follows is a piece-by-piece method of converting ships from d20 to D6. You don't really have to go in any particular order, just do things as they pop up.
Crew Skill(s): Figure out the base dice pool for the skill(s) in question by converting the listed rating (which, in d20, is generally a Crew Quality description). "Untrained" gives a base of 2D, "Normal" gives a base of 4D, "Skilled" gives a base of 6D, and "Expert" gives a base of 8D. Modify this number as you see fit.
Hyperdrive Multiplier: Converts right across.
Nav Computer: Generally "Yes" in the case of larger ships. In the case of small fighters, they're only good for one or two jumps worth of coordinates, unless they have an astromech, in which case they can store 10 jumps.
Maneuverability: This is tough, since d20 doesn't use a parallel. Using common sense and the existing ships as an example, choose a rating that fits the concept of the vessel (examples: A-Wing: 4D, TIE Interceptor: 3D+2, X-Wing: 3D, Y-Wing or TIE/In: 2D, B-Wing: 1D+1, Z-95: 1D, YT-1300: 0D).
Speed (Space/Atmosphere): This is tricky, too. D20 has only five speed ratings, and they don't seem to correspond with D6's speeds. Again, you need to compare the ships to the old ones (examples: A-Wing: 12, TIE Interceptor: 11, TIE/In: 10, X-Wing: 8, Y-Wing or Z-95: 7, B-Wing: 6). Atmospheric speed can be found on the chart on page 129 of the SWD6. You might also consult the following:
Star Wars d20 Ship Speed | Star Wars D6 Ship Speed |
Stop | 0 |
Docking | 1 |
Cruising | 2-6 |
Attack | 6-8 |
Ramming | 8 or more |
Concerning Existing Material
I don't intend to convert material unless it has never before existed in D6 format. In my opinion, the original statistics as printed in the WEG products will have precedence over the newer d20 incarnations. I will, however, attempt to let you know where the original D6 material can be found, or I may (in some cases) list the original D6 stats all by themselves. If you require stats for a specific entry that I have referenced to an existing WEG product that you do not own or cannot lay your hands on,