The following conversion has been play tested for 4+ years in multiple campaigns
run by multiple GMs to much fun and acclaim. I hope others may derive some use from
it as well.
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NOTE: Some rudimentary knowledge of the HERO System
rules is necessary to understand this conversion document.
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The intention of this Conversion Document is to allow the easy conversion of AD&D
2nd Edition characters into the HERO System.
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CONVERT EXISTING CHARACTERS
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The most direct use of this document is to convert existing Characters from AD&D
into the HERO System. An 8 Step procedure is detailed below on how to do this.
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CREATE NEW CHARACTERS
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All of the guidelines given in each of the Race and Class sections below should
also be used in the creation of new Characters following the normal procedures for
creating a HERO System Character. The Package Deals, Magic Systems, and Psionic
System described herein are simply applied as part of the Character creation process.
To create new characters use the
Character Creation Guidelines instead of this Conversion Document.
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FLEXIBILITY
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In the pursuit of bringing characters from AD&D into the more open-ended and
flexible HERO System the focus of the Class
Conversion Documents (below) is on options rather than didactic "hard"
mappings between the two Game Systems.
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COST CONSIDERATIONS
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Remember that one of the key concepts behind any point based role playing game is
that each cost paid also has an opportunity cost associated with it. If you spend
too much on ability A, you might not have enough points to get ability B. Exercise
frugality when buying Character abilities and remember that in a point based system
it is generally better to start off mediocre at a broad range of things than it
is to start off a past-master at 1 thing but be otherwise useless due to Character
Point shortfalls.
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STEP 1: Determine Character Points Available
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This conversion assumes that an AD&D "1st Level" starting character
has the equivalent of up to 125 starting Character Points in the HERO System. The
below chart illustrates this.
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Starting Guidelines
50 Base Points |
75 Points
(Not including Race Package Deal) |
Starting "1st Level"
Characters
have up to 125 total points |
All points over and above 125
Character Points are Experience |
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For higher level AD&D Characters refer to the AD&D
Level to HERO System Points Chart. Methods for calculating the Character
Points of Multi-classed and Dual-classed characters are given below.
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STEP 2: Converting Characteristics
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When converting an AD&D Character into the HERO System compare each AD&D
Statistic to Chart 2.1 and Chart 2.2; this will indicate which AD&D Statistic
maps to which HERO System Characteristic and at what value. Determine the appropriate
value for each HERO System Primary Characteristic using Chart 2.2 and then calculate
Figured Characteristics normally. You may spend up to 10 Character Points rounding
out and customizing Figured Characteristics at this time. With the exception of
BODY, each characteristic is accomplished by the expedient of adding +2 to the relevant
AD&D statistic. Strength percentile is ignored in the interests of simplicity.
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Strength
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Strength
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Dexterity
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Dexterity
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Constitution
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Constitution
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Intelligence
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Intelligence
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Wisdom
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Ego
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Charisma
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Presence
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Comeliness
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Comeliness
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Hit Points
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Body
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AD&D Statistic
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3
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4
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5
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6
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7
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8
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9
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10
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11
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12
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13
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14
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15
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16
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17
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18/%
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19
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20
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21
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22
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23
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24
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25
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HERO Characteristic
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5
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6
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7
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8
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9
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10
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11
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12
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13
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14
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15
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16
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17
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18
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19
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20
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21
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22
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23
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24
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25
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26
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27
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Exception: BODY:
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Hit Points / 10 + 8
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Example: 120 Hit Points [(120/10) +8]= 20 Body
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NOTE: Remove any Race modifiers to AD&D Statistics before converting them; otherwise
the character will get a double raise when adding their Race Package Deal below.
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EXAMPLE: In AD&D 2nd Edition Forgazi the Elf Wizard has Strength: 12
Dexterity: 19 Constitution: 11 Intelligence: 16 Wisdom: 9 Charisma: 11 Comeliness:
16. Elves benefit from a +1 Dexterity, -1 Constitution in AD&D, so remove these
modifiers, adjusting Dexterity to 18 and Constitution to 12 before converting.
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In the HERO System Forgazi has STR: 14 DEX: 20 CON: 14 INT: 18 EGO: 11 PRE: 13 COM:
18; if Forgazi had 4 Hit Points then his BODY: 9 for a total cost of 57 Character
Points. Forgazi's Figured Characteristics work out to PD: 3 ED: 3 SPD: 3 REC: 6
END: 28 STUN: 23.
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ADJUSTING FIGURED CHARACTERISTICS
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You may want to adjust a few Figured Characteristics at this point, but you should
wait until after you have added a Race Package and any Profession Packages to the
character.
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FIXED CHARACTERISTICS
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It is left to GM's discretion whether an exact conversion of Statistics to Characteristic
is required without variance or if the resulting HERO System Characteristics can
be tweaked.
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START FRESH OPTION
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Another option available with GM permission is to flush a character's AD&D stats
altogether, and start the character at the normal HERO System "Base 10"
for all Base Characteristics. Many of the Profession Packages (detailed below) give
Characteristic bonuses appropriate to that particular profession. By not spending
points on Characteristics now you will have more points to spend on these Profession
Packages later, many of which will give the character Characteristic increases.
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CALCULATE COST
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When you are finished, calculate the Total Characteristics Cost in the HERO System
and move on to Step 3.
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STEP 3: Select Race Package Deal
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Each character must have one (and only one) Race Package Deal, which may or may
not modify the character's Characteristic Maxima, and contains any race-specific
benefits that all members of a certain race enjoy.
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Some of the Race Package Deals have Option lists of skills or talents or similar.
You may extend your character's Race Package with selections from the Options list;
each ability may only be taken once unless marked with an asterix (*). A Race Package
cannot be modified directly; all abilities listed in the Package must be taken unless
an Option is explicitly given to exclude them. No Race Package may cost less than
0 points.
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Half-breeds and other special cases should have a single Race Package Deal combining
elements from other Package Deals as appropriate. Thus a Half-Elf does not take
the Human and the Elf Package Deals, but rather takes the Half-Elf Package Deal
which comprises elements from both.
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If your character was a member of an non-standard Race that is not provided for
below, ask your GM to provide you with an appropriate Race Package.
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PACKAGE COST
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Race Package Deals are treated as a closed purchase at the listed Total Cost. The
Disadvantages within the Package are not counted as part of the Character's Disadvantage
Total, they are subtracted directly from the cost of the Package Deal. This is covered
in more detail in the Race Package
Deals section.
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NOTE: This is a specific variation from the HERO System rules. If your GM is uncomfortable
with this exception he will let you know how to handle the discrepancy.
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EXAMPLE: A Race Package Deal with 30 points of abilities and 25 points of
Disadvantages costs a Character 5 Character Points rather than 30, and the 25 points
of Disadvantages do not count as part of the Character's Maximum of 75 points.
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CHARACTERISTIC MODIFIERS
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Normal Characteristic Maxima is included in each Race Package, but Characteristic
modifiers from the Race Package Deal do not count against Normal Characteristic
Maxima. Many Race Packages grant Characteristic modifiers and in all cases these
modifiers, both bonuses and penalties, are added or subtracted from a character
after Normal Characteristics Maxima is determined.
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EXAMPLE:
Hairfoot Halflings have a +1 Speed, +2 DEX, -5 STR, -2 BODY, -2 INT, -5
PRE as part of their Race Package Deal. If a Hairfoot Halfling character purchases
+10 DEX and +10 STR outside of their Package they do not encounter Characteristic
Maxima having neither DEX or STR above 20. Then the Race Characteristic modifiers
are applied, resulting in an adjusted DEX of 22 and an adjusted STR of 15. If
the Halfling wanted a final adjusted STR of 20 after the Race Penalty is applied,
the Halfling must buy his base STR up to 25 paying the doubling penalty for 21 to
25 strength; after the -5 STR adjustment from the Hairfoot Halfling Race Package
Deal is applied the Halfling has an adjusted STR of 20.
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DOUBLE JEOPARDY
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Make sure before adding a Race Package Deal that the character's Race modifiers
to statistics from AD&D were not included in their HEROs Characteristics or
else the character will get a bigger than intended bonus to their Characteristics..
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EXAMPLE: Continuing the Example from Step 2, Forgazi the Elf Wizard
is a High Elf; thus the
High Elf Race Package is applied to Forgazi at a Total Cost of 15 points.
High Elves get -2 STR, -2 CON, -2 BODY +3 DEX, +1 SPEED, +2 INT, and +4 COM as part
of their Package.
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Modified by the High Elf Race Package, Forgazi has STR: 12 DEX: 23 CON: 12 BODY:
7 INT: 20 EGO: 11 PRE: 13 COM: 22; PD: 3 ED: 3 SPD: 4 REC: 6 END: 28 STUN: 23.
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Between his statistics and his Race Package, Forgazi has spent 72 of his 125 possible
Character Points.
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After selecting the appropriate Race Package, add the Package Cost to the character's
Point Total and move on to Step 4.
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STEP 4: Select Profession Package Deal(s)
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Consult the Class Conversion Documents provided below relevant to the one or more
AD&D Character Classes your Character belonged to. If your Character has more
than one Character Class see Step 4a below to determine how many Character Points
your Character should have.
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"CLASS" PACKAGES
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A Generic Profession Package exists for each of the basic AD&D Character Classes
for Conversion purposes. A large variety of other Profession Package Deals are also
provided. Further, with GM permission you can either adapt an existing Package
or create a custom Profession Package Deal. The GM of course always has the final
say on what they will permit in their campaign. This subject is described more fully
in the Profession Package
section.
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MULTICLASS RESTRICTIONS
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There are no "Multi-classing" restrictions in the HERO System unless your
GM decides to enforce them. Essentially you can have any ability set you can afford
and justify with your Character's training and background. Character Points serve
as play balance rather than artificial restrictions on what ability sets Characters
may or may not learn.
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CLASS FEATURES AND THE HERO SYSTEM
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Provided below are links to Conversion Documents for each of the Class categories
from AD&D 2nd Edition, covering the various Class Features of each Class and
providing recommendations for representing these abilities in the HERO System. Scattered
throught these Documents are links to various Profession Package Deals, provided
where topically relevant.
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After selecting the appropriate Profession Package, add the Package Cost to the
character's Point Total and move on to Step 5.
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STEP 4a: Calculating point allocation for Characters with multiple Classes
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Multi-classing was handled oddly in AD&D 2nd Edition, essentially allowing Characters
that started off multi-classed to advance in 2 or more classes by splitting their
gained XP points evenly between all their classes, but handling Characters that
multi-classed later in their careers slightly differently. Converting these Characters
into the HERO System is a bit tricky.
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NOTE: Multi-classed characters will generally have more total Character Points when
converted than their single Classed peers. This is because they are more powerful
on average and unlike AD&D which assumes that the slower progression of Multi-classed
characters balances them out, the HERO System charges Character Points for the Multi-classed
character's actual abilities.
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Refer to the AD&D Level to HERO System Points Chart
for the Point Totals used in the below examples.
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TYPE 1: DUAL CLASS AND MULTI-CLASSED CHARACTERS THAT DID NOT ADVANCE EVENLY
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- Determine which class will yield the most Character Points when converted
- Take the highest Character Point total from each of the Character's Classes
- Take the lower point total(s) and subtract 125 points from each
(because the Character is not multiple people)
- Add the results together to yield the total Character Points for the Character
- Spend points gained from secondary Classes on abilities pertaining to those Classes
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Example 1: Tom the Human used to be a fighter but became a wizard; he is
a Fighter 3//Wizard 4. A 3rd level fighter gets 155 Character Points, a 4th level
wizard gets 170 Character Points. Tom the Human will use the Wizard class as the
base (170 pts). The fighter class will yield its points minus 125 or [155-125= 30
pts]. Tom's total points will be 170+ 30= 200 Character Points, 125 of which are
his Base, 45 points for his wizard abilities and 30 points for fighter abilities.
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Example 2: Dick the Human used to be a thief of some skill before realizing
his Psionic potential; he is a Thief 6//Psionicist 2. A 6th Level Thief yields 185
Character Points, and 2nd level Psionicist yields 140 Character Points. Therefore
the Character has (185 + (140-125)), or 200 Character Points, 15 of which should
be used for Psionic abilities and 60 of which should be used for thieving abilities.
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Example 3: Harry the Dwarf is a Fighter/Thief 6/3. 6th level fighters get
210 Character Points, 3rd level Thieve get 135 Character Points. Therefore Harry
gets (210+(135-125))= 220 Character Points, which includes 75 points for Fighting
abilities and 10 points for Thieving abilities.
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TYPE 2: MULTI-CLASS CHARACTERS THAT DID ADVANCE EVENLY
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- Determine which class will yield the most Character Points when converted
- Take the single highest Character Point total from each of the Character's Classes
- Multiply this Character Point total by the number of classes
(if two Classes multiply by 2, if three Classes multiply by 3, etc)
- Subtract 125 from this total for each additional Class
(if two Classes subtract 125 points, if three Classes subtract 250 points)
- Spend points gained from secondary Classes on abilities pertaining to those Classes
- Multi-Class Characters should divide all Character Points in excess
of 125 equally amongst all classes
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Example 1: Billy the Elf is a Fighter/Mage/Thief with 250,000 XP, which
makes him a F9/M10/T11 in AD&D 2nd Edition. According to the
Conversion Chart, 10th level Mages, 9th level Fighters and 11th level thieves
all get 255 points. So, we take the highest point value and multiply it times the
number of classes [255x3= 765].
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Now we've got to get rid of the extra base points (the Character obviously isn't
3 people) so we subtract the appropriate number of points to arrive at the total
Character Points; in this case, since Billy has 3 classes we subtract 250 points
[765-250= 515]. Billy the Elf has 515 total Character Points to spend. 50 points
are from his Base, he can have up to 75 points of personal Disadvantages, and he
has 130 points for each Character Class to spend on Class abilities.
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Example 2: Joe the Half Elf is a Ranger/Priest with 60,000 XP, making him
a R6/C7: 7th level Priests get 220 (6th Level Rangers get 215, and 60,000 is higher
than the 36,000 XP needed for to reach 6th Level -- prorated it works out to about
220 points for the Ranger Levels as well). We use the higher value, so we multiply
[220x2=440]. Joe has 2 classes so we subtract 125 from this [440-125= 315]. Joe
has 315 total Character Points; 125 Base & 75 Disadvantage points , whit 80
Experience Points for each class to buy abilities with.
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TYPE 3: MULTI-CLASSED CHARACTERS WITH MIXED ADVANCEMENT
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Some multi-classed characters advanced evenly in two or more classes and then later
added an additional Class. This was handled by having a shared XP Total for the
original Classes and a second XP total for the additional Class.
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- Calculate the Classes that advanced equally as Type 2 above and ignoring the additional
Class completely
- Calculate the Class that did not advance equally as Type 1 above starting at line
3
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Example 3: Chad the Elf advanced equally as a Fighter and a Mage and recently
started picking up Thief abilities. He is a Fighter/Mage/Thief with 35,000 XP/2,500
XP which makes him a F6/M5/T3. We will treat the Fighter/Mage portion as an equal
advancement Multi-class, then tack on the extra points from the Thief Class as if
it were a dual class. This gets tricky, so watch carefully.
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Fighter 6/Mage 5: both Classes yield 195 Character Points. [(195 x 2)=390]; making
the adjustment for the second Class [390-125=265], Chad gets 265 points for being
a Fighter/Mage of those levels; 125 Character Points Base & Disadvantages, and
70 Character Points for each Class to buy Class abilities, Profession Packages,
or whatever with.
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Thief 3: A 3rd Level Thief gets 135 Character Points. 135-125= 10. Therefore, Chad
gets another 10 points to spend on Thief abilities, making him a 275 Point
Character.
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STEP 5: Character Gear, Followers, and Property
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Some AD&D Characters collect a lot of Magic Items in their careers. Others acquire
holdings of various sizes, or attract personal armies flocking to march under their
banner. Some others have special pets, servants, or companions such as a Wizard's
apprentice or familiar, a Priest's acolyte, or a Knight's Paige. Fortunately the
HERO System provides a multitude of ways to represent such things.
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I've taken the liberty of defining how several of these things will be handled consistently
and other parts of the Conversion assume that these guidelines are in place. Individual
GM's may vary on how they want to resolve some or all of these issues, so check
with your GM first.
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MAGIC ITEMS
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This will be a subject of major concern for most converted characters of higher
level. There is a good deal of coverage given to this subject in the Campaign Guidelines
area, but as a general rule Magic Items are built as Power constructs via a FOCUS
of some form and with either the Independent or Nonrecoverable Charges Limitation
applied. All Magic Items are "separate" from characters; all Magic Items
can be taken away permanently from a character, and except in occasions when a limited
form of Independent (such as Usable Only by Wizards) or Required Skill Roll is used,
all characters can use all Magic Items.
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Note: The GM has total control over Magic Item proliferation, commonality, and design.
Magic Items can have a huge impact upon the campaign setting and should be carefully
watched to achieve the desired balance of power. Much more information regarding
Magic Item design and creation can be found in the
Magic Item section.
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ESTATES, TOWERS, PROPERTY, AND LOCATIONS
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For the most part property, castles, wizard towers, and the like should be built
using the rules for Bases.
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UPDATE: August 2003:
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Fantasy HERO for the HERO System 5th Edition has been released, and it includes
quite a bit of coverage regarding Bases in a Fantasy context, including options
for Demesnes and other genre appropriate considerations.
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ANIMAL COMPANIONS, SPECIAL STEEDS, COHORTS, HENCHMEN, AND FAMILIARS
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For the most part all such hangers-on to a PC should be built as a Follower; this
will generally require additional character sheets for each follower be created,
but in some cases a Bestiary reference may be sufficient for some Animal Companions.
Seek your GM's approval and assistance in creating these companions.
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Alternately, if the secondary character is primarily a source of problems for a
Character he may instead take it as a DNPC with Useful abilities instead of as a
Follower; this places the entity solidly into the GM's purview for deciding when
it is helpful (rarely) and when it is trouble (more often). If the secondary character
isn't so much a devoted and constant companion as they are an ally or an assistant
it is possible that they may be better modeled as Contacts.
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COST OF MAGIC ITEMS, BASES, AND FOLLOWERS
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For characters that are being converted into the HERO System, Magic Items, Bases,
and Followers that the character has in AD&D are not paid for in Character Points.
Simply build them in the HERO System using the rules for
Magic Item creation, Base construction, and Followers, calculate the their
total Cost, and add them to the character. As a rule of thumb a character
with Magic Items, Strongholds and Followers which tally up with a Real Cost equal
to their ((Character Level-1) *10) or less are within acceptable limits for a High
Power, High Magic campaign; if they are over that a GM might want to take steps
to purloin some swag. This total does not include Items like Scrolls, Potions, and
other Magic Items built with Non Recoverable Charges. The GM should approve all
conversions of Magic Items, Bases, and Followers to prevent abuse.
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Adhere to what a character actually has when converting; these phantom points are
not intended to pad a character out, they are intended to allow an as-complete-as-possible
conversion without totally unbalancing the point totals of other characters that
do no have as many Magic Items, Bases, and Followers.
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EQUIPMENT
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Mundane Equipment does not cost Character Points.
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If converting a character from AD&D 2nd Edition, just match the list up with
equivalent items in the HERO System. Find entries for your mundane weapons and armor
on whatever weapons and armor list your GM is using for Fantasy HERO and you are
done.
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Normal Equipment can also be bought with money, to include mundane weapons and armor.
The Fantasy HERO Price list, the AD&D Price list, a custom list, or an arbitrary
economy determined by the GM are all valid means of determining how much things
cost. You should check with you GM to determine what kind of economy they intend
to use, what Price list, and what weapons & armor chart they intend to use.
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If creating a new character consult the
Character Creation guidelines instead of this Conversion Document.
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When finished, add any Costs to the Character's total and move on to Step 6.
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STEP 6: Select Personal Disadvantages
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Character Disadvantages are a concept not found in AD&D and therefore appropriate
Disadvantages must be approximated from aspects of Characters that are left mechanically
undefined in AD&D. The primary purpose of Disadvantages is to add flavor and
context to a character, and to give the GM story hooks with which to involve your
character with the setting. In many cases it's a character's quirks and flaws that
make them stand out rather than their capacity to kill things, manipulate a fictional
magical system, or use arbitrarily determined skills and abilities. Have fun with
your character's Disadvantages rather than rotely taking them just to get more character
points.
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PERSONAL DISADVANTAGES
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The Maximum points from Personal Disadvantages is 75 points; if the full 75 points
is not taken then the Character has fewer Character Points with which to buy abilities.
Thus if a starting Character only takes 50 points of Personal Disadvantages, then
that Character only has 100 Character Points available to him initially (50 Base
+ 50 Disadvantages).
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In this context "Personal Disadvantage" refers to any Disadvantage which
does not stem from a Character's Race Package Deal.
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Note: this is a specific exception to the HERO System rules, wherein Disadvantages
from Package Deals DO count towards a Character's Disadvantage limit. If your GM
is uncomfortable with this exception he will let you know how to handle the discrepancy.
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ALIGNMENT AND DISADVANTAGES
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In AD&D the closest thing to a mechanical representation of a Characters behavior
is the Alignment system. Depending on how the GM intends to handle the concept of
Alignment in the HERO System, Characters with particularly strong Alignment orientations
may choose to model the codes of behavior associated with that Alignment in AD&D
as Psychological Limitations and Distinctive Features in the HERO System.
Alignment is addressed in the Campaign Guidelines for a GM's consideration,
but as a player consult with your GM prior to converting the Character to discover
how they intend to handle Alignment in their own campaign..
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BACKGROUND
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Consider your character's background, history, and events that have occurred in
gameplay as potential sources of Disadvantages.
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When finished, tally the Disadvantage Total and move on to Step 7.
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STEP 7: Final Tweaking and Math Check
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By this step you should have an almost finished character. Go back and review the
Character and make sure you have covered everything. Once you are happy with the
Character make sure that it tallies correctly, meeting the Character's Point Limit
and that any Power constructs are calculated correctly. Finally, make sure that
the Character is not only mathematically correct, but also well balanced and apparently
fun to play.
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ADJUSTING FIGURED CHARACTERISTICS
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At this point you may have a few points left over. A good place to spend them is
in adjusting your character's Figured Characteristics. For example, you may want
to round off your character's SPEED, bump up Recovery, fatten up Endurance, etc.
However, try to avoid tweaking your character's Base Characteristics to take advantage
of point recursions. If this practice is commonplace, all Fantasy HERO characters
tend to polarize on a few "sweet spot" increments in various Characteristics,
which robs characters of a lot of their flavor.
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When you are satisfied, move on to Step 8..
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STEP 8: Game Master Approval
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Simply turn the Character over to your GM for final approval. If the GM has any
issues with the character, address them and make any requested corrections. Once
the GM is happy with the Character, you are finished with Character Creation and
are ready for play.
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