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D&D 3.

5e Conversion
This conversion assumes that a D&D 3.5e "1st Level" starting character has the equivalent of up to 125
starting Character Points in the HERO System. The below chart illustrates this.
CHARACTER POINT GUIDELINES
BASE POINTS: MAXIMUM DISADVANTAGE POINTS:
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

D&D 3.5e Level to HERO System Points Chart


Following is a chart for converting higher level Characters from D&D 3.5e. This chart can also be used in reverse as a
benchmark & comparison tool, allowing you to determine what Character Level your HERO System Character equates to in
D&D 3.5e terms.

To use the chart, simply find your D&D 3.5e Character's total combined level and look across to the Character Points
column to see how many points you have to play with in the HERO System. Don't forget to give yourself an appropriate
prorated amount of additional Character Points for any X.P. your character has beyond the minimum required for their
Level.

D&D 3.5e Max


Experience HERO System
Character Base Points Disadvantage
Points Total Points
Level Points
1 50 75 0 125
2 50 75 15 140
3 50 75 30 155
4 50 75 45 170
5 50 75 60 185
6 50 75 75 200
7 50 75 90 215
8 50 75 105 230
9 50 75 120 245
10 50 75 135 260
11 50 75 150 275
12 50 75 165 290
13 50 75 180 305
14 50 75 195 320
15 50 75 210 335
16 50 75 225 350
17 50 75 240 365
18 50 75 255 380
19 50 75 270 395
20 50 75 285 410
MAGIC ITEMS, PROPERTY, AND OTHER COMPLICATIONS
Step 5: Gear, Followers, and Property discusses how to convert such things into the HERO System, and allows for a certain
amount of extra Character Points beyond those represented on the above chart to do it with.

COST CONSIDERATIONS
However many Character Points you have available, they are the means by which you will purchase a Race Package,
Characteristics, abilities, and possibly other character elements as well, so manage them wisely.

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. In other words, in addition to the cost of ability A, you might also lose the opportunity 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 and improve them with Experience than it is to start off overly specialized at one
thing and be otherwise useless due to Character Point shortfalls.

STEP 2: Converting Characteristics

Like most role-playing games both D&D 3.5e and the HERO System include a concept regarding the measurement of
peoples basic physical and mental attributes via a ranking system. In D&D 3.5e these are called Statistics, while in the
HERO System they are called Characteristics. While there is not a 100% direct correlation between the attributes of the
two Game Systems, there is still a close similarity that makes translating a Character from one system to the other fairly
easy.

How To

When converting a D&D 3.5e Character into the HERO System D&D 3.5e Statistics to HERO
compare each D&D 3.5e Statistic to the adjoining chart to determine which System Characteristics
D&D 3.5e Statistic maps to which HERO System Characteristic. With the D&D 3.5e HERO
exception of BODY and Comeliness, Simply take the value of the D&D Statistic Characteristic
3.5e Statistic as the value for the HERO System Characteristic. Strength Strength
For BODY divide the Character's Hit Points by 15 and add the result to Dexterity Dexterity
10, rounding in the character's favor as per the normal HERO System meta- Constitution Constitution
rule.
Intelligence Intelligence
Wisdom Ego
For Comeliness assign a value appropriate to the character's general Charisma Presence
appearance. (Hit Points/15)
Body
+10
(Discretionary) Comeliness
EXAMPLE: A character that has 18 Strength and 55 Hit Points in D&D 3.5e has STR 18 and BODY 14 n the HERO System.

NOTE: Be sure to remove any Race modifiers to D&D 3.5e Statistics before converting a character; otherwise the character
will get a double raise when adding their Race Package Deal later on in the conversion process.

EXAMPLE: In D&D 3.5e Pasha the Elf Wizard has Strength: 12 Dexterity: 19 Constitution: 11 Intelligence: 16 Wisdom: 9
Charisma: 11. Elves benefit from a +2 Dexterity, -2 Constitution in D&D 3.5e, so remove these modifiers, adjusting
Dexterity to 17 and Constitution to 13 before converting.

In the HERO System Pasha has STR: 12 DEX: 18 CON: 13 INT: 16 EGO: 9 PRE: 11. Pasha has always been described as very
attractive, so the player sets him at COM 18; if Pasha had 4 Hit Points then his BODY: 10 for a total cost of 41 Character
Points. Pasha's Figured Characteristics work out to PD: 2 ED: 3 SPD: 2.8 REC: 5 END: 26 STUN: 23.

Figured Characteristics

The HERO System has several secondary statistics called Figured Characteristics whose starting values are based on the
values of a character's Primary Characteristics. After you have converted your D&D 3.5e Character's statistics into HERO
System Characteristics, calculate the Figured Characteristics normally.

ADJUSTING FIGURED CHARACTERISTICS

You may feel the urge to adjust a few Figured Characteristics at this point, such as rounding off the figured SPD or END or
STUN for instance, but you should wait until after you have added a Race Package and any Profession Packages as they
often have Characteristics increases as well.

TWEAKED CHARACTERISTICS

It is left to the 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.

If the GM does not mind, rather than simply reflect your Character's D&D 3.5e stats, which were typically generated
randomly or semi-randomly, you could adjust the HERO System version of the character to reflect what you would have
preferred your Character's stats to be.

In the end, the higher you raise your Characteristics, the less points you will have available for abilities later on.

START FRESH

Another option available with GM permission is to just flush a Character's D&D 3.5e stats altogether, and start the
Character at the normal HERO System "Base 10" for all Primary Characteristics.

By not spending points on Characteristics now to model the Character's D&D 3.5e stats, you will have more points to
spend on Profession Packages later, many of which include Characteristic increases appropriate to the Profession they
represent.

STEP 3: Select Race Package Deal

This conversion resource assumes that each character must have one (and only one) Race Package Deal, which contains
any race-specific benefits that all members of a certain Race enjoy.

In general each identifiable Race, including half-breeds and Humans, should have a separate Race Package. Thus a Half-Elf
would not take both a Human and an Elf Package Deal, but rather takes the Half-Elf Package Deal which comprises
elements from both, for instance.

Packages are provided below for the basic D&D 3.5e Races. 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.

Benefits of a Race Package Deal

This conversion resource uses a non-standard approach that offers various incentives and benefits for using Race Package
Deals.

RACE PACKAGE DISADVANTAGES ADJUST PACKAGE COST

Race Package Deals are treated as a closed purchase at the listed Total Cost. The Disadvantages within the Package are not
counted against a Character's Maximum 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.

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.

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.

RACE PACKAGE CHARACTERISTICS MODIFY NCM

Normal Characteristic Maxima is included in each Race Package and yields 20 points to the Package. However
Characteristic modifiers bought in the Race Package Deal are bought as Powers and thus do not count against Normal
Characteristic Maxima.

Many Race Packages grant Characteristics and also impose Characteristic penalties. In all cases these modifiers, both
bonuses and penalties, are added or subtracted to a Character's Characteristics after Normal Characteristics Maxima is
determined.

EXAMPLE: The Hairfoot Halflings Race Package Deal grants a +1 Speed, +2 DEX and imposes -5 STR, -2 BODY, -2 INT, -5 PRE.

If a Hairfoot Halfling character purchased +10 DEX and +10 STR outside of their Package they would not encounter
Characteristic Maxima as they have neither DEX nor STR above 20 outside of their Race Package.

Then the Race Characteristic modifiers are applied, resulting in an adjusted DEX of 22 and an adjusted STR of 15.

If a player wanted their Halfling Character to have a final adjusted STR of 20 after the Race Penalty is applied, they must
buy the 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.

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.

DOUBLE JEOPARDY

Make sure before adding a Race Package Deal that the character's Race modifiers to statistics from D&D 3.5e were not
included in their HERO System Characteristics or else the character will get a bigger than intended effect on their
Characteristics.

EXAMPLE: Continuing the example from Step 2, Pasha the Elf Wizard is a High Elf; thus the High Elf Race Package is applied
to Pasha at a Total Cost of 15 points.
The High Elves get -2 STR, -2 CON, -2 BODY, +3 DEX, +1 SPEED, +2 INT, and +4 COM as part of their Package.

Modified by the High Elf Race Package, Pasha has STR: 10 DEX: 21 CON: 11 BODY: 8 INT: 18 EGO: 9 PRE: 11, COM 22, PD: 2
ED: 2 SPD: 4.1 REC: 4 END: 22 STUN: 19.

Between his statistics and his Race Package, Pasha has spent 56 of his 125 possible Character Points.

OPTION LISTS

Some of the Race Package Deals have Option lists of skills or talents or similar that are not necessarily common to all
members of that Race, but are associated with the Race frequently enough for there to be a correlation.

A player may extend their Character's Race Package with selections from the Options list if one is provided for their Race;
each ability may only be taken once unless marked with an asterisk (*).

PICK LISTS

Similar to Option lists, some Race Packages offer a selection of abilities that are interchangeable, and specify that a player
should pick one or more items from the list when making their character. Lists of this nature offer customization
opportunities.

Along the same lines are abilities that specify an ability that is by its nature assignable; the most common ones are
Profession and Knowledge Skills. For instance a Race Package might include the following ability:

EXAMPLE: If a Race Package had an ability such as the following example, a player making a Character of that Race could
have one Profession Skill with a large bonus, or two or more Profession Skills so long as they take five points worth of
Professional Skills.

PICK LIST EXAMPLE

Industrious: Select five (5) points worth of Professional Skills

Restrictions on Race Package Deals

Several restrictions exist to prevent abuse of Race Package Deals:

A given Character can have only one Race Package Deal.


A player may not modify a Race Package directly; all abilities listed in the Package must be taken as is unless an Option
is explicitly given to exclude them.
No Race Package may cost less than 0 points.
STEP 5: Gear, Followers, and Property
Some D&D 3.5e 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.
NOTE: If creating a new character consult the Character Creation guidelines instead of this
Conversion Document.
Mundane Equipment
Mundane, aka Normal, Equipment, such as may be bought and sold in your typical store, does not
cost Character Points (contrary to what some believe, only spectacular or special items must be bought
with Character Points in the HERO System).
When converting a Character into the HERO System from D&D 3.5e match the items the Character
has with equivalent items listed on the Fantasy HERO Equipment list. Similarly match your Character's
mundane weapons and armor on whatever weapons and armor list your GM is using for Fantasy HERO,
and you are done. For instance Chainmail in D&D offers a AC bonus, while Chainmail in the HERO
System grants 6 PD / 6 ED but are considered to be equivalent to one another.
MONETARY COSTS AND AVAILABLE GEAR
The Fantasy HERO Price list, the D&D 3.5e Price list, a custom list, or an arbitrary economy
determined by the GM are all valid means of determining how much things cost in the campaign setting.
You should check with your GM to determine what kind of economy (typically gold or silver based),
Equipment list, and Weapons & Armor chart they intend to use.
D&D 3.5e DAMAGE CONVERSION
The following chart will assist you in finding HERO System equivalents for your Character's D&D 3.5e
mundane weapons by damage.
D&D DAMAGE CONVERSION
D&D DAMAGE HERO SYSTEM DAMAGE
1, 1d2 1 pip Killing Attack
1d4 1/2D6 Killing Attack
1d4+1 1D6-1 Killing Attack
1d6 1D6 Killing Attack
2d4 1D6+1 Killing attack
1d8 1 1/2D6 Killing Attack
1d10 2D6-1 Killing Attack
2d6, 1d12 2D6 Killing Attack
1d20 3D6 Killing Attack

D&D 3.5e ARMOR CONVERSION


The following chart will assist you in finding HERO System equivalents for your Character's D&D 3.5e
mundane armor by comparing Armor Class to DEF.
D&D ARMOR CONVERSION
D&D 3.5e HERO SYSTEM
ARMOR DEF
(PHB3.5e pg. 104) (FH5e pg. 190)
+0 0
+1 1
+2 2
+3 3
+4 4
+5 5
+6 6
+7 7
+8 8

Magic Items
Magic Items 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
Non-Recoverable 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.
Generally speaking you should allow your GM to convert any Magic Items your Character is bringing
into the HERO System. Converting such items is a simple matter of modeling the effects possible with
the item in D&D 3.5e using HERO System Powers.
NOTE: This conversion resource takes the liberty of defining how Magic Items work and other parts
of the Conversion assume that these guidelines are in place. The subject is covered in significant detail
in the Magic Item Guidelines document which is intended primarily for GM's. Individual GM's may vary on
how they want to resolve some or all of these issues, so check with your GM first. 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.

Estates, Towers, Property, and Locations


Some D&D 3.5e Characters own some form of real estate, which are typically referred to as
Demesnes in Fantasy HERO terms. For the most part property, castles, wizard towers, and the like
should be built using the rules for Bases.
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.

Animal Companions, Steeds, Cohorts, Henchmen, Familiars


Some D&D 3.5e Characters have followers or companions that can be quite capable Characters in
their own right. For the most part if such a secondary Character is unique or special compared to the
norm, the Player Character should pay for them using the Follower Perk in the HERO System. However,
there are options. Not all "followers" or "companions" need necessarily be bought using the Follower
Perk.
FOLLOWERS PERK
The most straightforward (and expensive) method is to simply buy them using the appropriately
named Followers Perk. Considering the mythical worth of Honor among Thieves, this is probably the
safest option for a Thief with hanger-on's, as followers are much less likely to backstab you. This is the
method to use for a cohort or similar.
FOLLOWERS AS FOLLOWER PERK EXAMPLES
Couple of Followers: 2 Followers (Base 50, Max Disadvantages 75)
Real Cost: 15 Points
Bunch of Followers: 128 Followers (Base 50, Max Disadvantages 75)
Real Cost: 45 Points
TREAT THEM AS STORY ELEMENTS
The GM might be persuaded to treat some Followers that don't really do anything for the Character
directly as Story Elements completely under their own control.
FOLLOWERS AS STORY ELEMENTS
GM Puppets: The NPCs who currently like me
Real Cost: 0 Points
IGNORE THEM
Similarly, if you have nominal Followers associated with your Character but they don't actually do
anything for them, then don't worry about them; they are likely just background flavor.
FOLLOWERS AS BACKGROUND ELEMENTS
Stray NPC's: Stand ins and extras
Real Cost: 0 Points
ORGANIZATION CONTACTS
If your Followers just hang out "back at the guild quarters" or "back at the fortress" or the like, and
you only communicate with them when you need something, then the GM might let you buy them as
Contacts. This might also work out for some more autonomous "knowledge workers" like snitches,
fences, and procurers.
FOLLOWERS AS CONTACTS
My Peon Peeps: Contact (Contact has: useful Skills or resources, Very Good relationship with
Contact), Organization Contact (+2) (18 Active Points) 12-
Real Cost: 18 Points
DEPENDENT NPCs
If your Followers mostly just get in the way and/or force you to take action to fix their problems,
defend them, pay them, save them from rampaging dragons and the like, they are probably DNPC's.
However, because a massive Disadvantage can accrue quickly from this, most GM's would probably
want to put a logical limit on it. This sort of "Follower" is solidly in the GM's purview for deciding when
they are helpful (rarely) and when they are troublesome (more often).
FOLLOWERS AS DNPC's -- BAD EXAMPLE
Too many Points and too reoccurring: Dependent NPC: Followers 8- (Incompetent; Group DNPC:
x64 DNPCs; Useful non-combat position or skills)
Real Cost: -40 points
FOLLOWERS AS DNPC's -- GOOD EXAMPLE
About Right: Dependent NPC: Followers 5- (Incompetent; Group DNPC: "a bunch of DNPCs";
Useful non-combat position or skills)
Real Cost: -25 points
BUY YOUR FRIENDS
Money can buy you friends....until it runs out. The GM may allow you to convert some or all of your
Followers into hirelings, who are paid for in gold rather than character points. Since each setting is
different, and role-playing could (and should) have a massive impact on this it is difficult to guestimate
how much money is appropriate, but a simple rule of the thumb would be the Real Cost of each Follower
(treated as an individual) in gold per year.
FOLLOWERS AS HIRELINGS
Friendship Tax: 128 Followers (Base 50, Max Disadvantages 75)
Real Cost: 0 points
Monetary Cost: ~5760 Gold Coins per year
A MIX
Depending upon the individual Followers involved for your particular character you can mix it up.
Take the useful heist-capable adventuring cohorts as followers, the slack-jawed knee breaker red shirts
as hirelings, and the useless comic relief characters the GM is so amused by as Story Elements or
DNPC's.
This will generally require additional Character Sheets for each Follower be created, but in some
cases a Bestiary reference may be sufficient (such as for some Animal Companions or Steeds). Seek
your GM's approval and assistance in creating these Companions and Followers.
ANIMALS
Animals deserve special consideration as "Followers".
MUNDANE ANIMALS
In the case of Companions that are just trained animals such as Steeds or some Animal Companions
that lack mystical or extraordinary abilities, it should be permissible to buy a generic version using the
Bestiary write up (or equivalent), or even a somewhat improved version with money rather than having to
take them as Followers.
The monetary cost of an above average animal should be reflective of their improved nature.
MUNDANE BUT EXCEPTIONAL ANIMALS
If a player chooses to take an Animal Companion as a Follower then the GM should afford the player
some latitude to distinguish their Companion(s) in an appropriate fashion. The Character is paying points
for the privilege, so as long as the upgrades are appropriate to the tone of the campaign, there's no real
reason not to allow it.
For instance if a Character were to pay Character Points for a Warhorse, then it would be appropriate
for the GM to allow the player to take the Bestiary write up for a Warhorse and personalize it by making
their Character's Warhorse extra fast or strong or tough, or what have you.
SUPERNATURAL CREATURES AND ANIMALS
Some Animal Companions, Familiars, Paladin Steeds and the like are decidedly not mundane or
normal and generally should be taken as Followers using the Follower Perk. Such Companions are often
unique or at the very least rare creatures and may have abilities that are quite unusual and powerful. As
always the GM has final approval of any such entity converted into the HERO System.

Grandfather Clause / Free Points


For characters that are being converted into the HERO System Magic Items, Bases, and Followers
that the character had in D&D 3.5e 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 their
total Cost, and add them to the character.
The reason for this is simple; due to the wide range of difference between the possessions of D&D
3.5e Characters, it is not possible to forecast a Level to Point conversion that would accurately account
for such variance. Also such things as the Leadership Feat, and various Druidic options for Animal
Companions would be nearly impossible to squeeze in on the points available without inflating the
conversion across the board.
Of course, the GM should approve all conversions of Magic Items, Bases, and Followers to prevent
abuse.
HOW MUCH IS TOO MUCH
As a rule of thumb a character with Magic Items, Bases, and / or Followers that 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.
This total does not include Items like Scrolls, Potions, and other Magic Items built with Non
Recoverable Charges. If a Character goes over that limit a GM might want to take steps to purloin some
swag or make the Character pay for the difference.
EXAMPLE: Garza Fael is a 15th Level Fighter who has a Cohort, a gaggle of soldier followers, a
magnificent steed, and a respectable Castle with a modest estate. Then of course there is his magical
armor and sword.
Regardless, so long as the Real Cost total of the HERO version of all this swag is 140 points or less,
Garza doesn't have to pay any Character Points for the converted HERO System equivalents.
MY D&D 3.5e CHARACTER HAD LESS STUFF THAN THAT
You should adhere to converting what your Character actually had in D&D 3.5e; 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.
On the other hand if you feel your Character is placed at a strong disadvantage due to lacking a lot of
material goods in D&D 3.5e, appeal to your GM's sense of fair play; perhaps they will throw you a bone.

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