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Welcome to the Unofficial Dungeons & Dragons/d20 System section. All trademarks used in this page are not property of the Sundered Epoch.

 

 

Table of Contents:

Introduction

Player Characters

Attributes

Skills

Target Numbers

Hit Points

Armor Class

Character Classes

Levels

Experience

Feats

Monsters

   Sample Monsters

Spells

Magic Items

Basic +1, +2, etc Armor & Weapons

 

Introduction

The Sundered Epoch Generations is an ideal alternative to the Dungeons & Dragons and subsequent d20 System rules. There is very little that needs to be done to make this conversion and will enable you to take advantage of the vast resources that Dungeons & Dragons and the d20 system has to offer. Most of the actual changes are in naming of terms alone. 

 

Player Characters

Much of what a player character is can be directly transferred to the SEG system, but there are areas for clarification.

Attributes

To convert attributes to SEG, simply divide the score by 2 and round decimals down. Thus a Strength score of 13 in d20 is equal to a Strength of 6 in SEG. The following table illustrates which d20 attributes correspond to SEG traits.

 

Note: If you choose to use an Optional Attribute for Wisdom, you should have your Players reroll for the Willpower score.

D&D Attribute
Sundered Epoch Attribute

Strength

Strength

Dexterity

Agility

Constitution

Health

Intelligence

Intellect

Wisdom

Willpower (Though an Optional Attribute can also be used.)

Charisma

Charm (optional)

Skills

All skills purchased in the d20 system should be considered Focused skill points in SEG, however make sure to transfer only the Ranks purchased. Thus if the character purchased 10  blacksmithing points then his SEG Focused Skill Points equals 10.

 

The Physical Skill Group is equal to the character's Base Attack Bonus. Thus, a character that has a BAB of +10 gets a Physical Skill Group bonus of +10.

 

Generally speaking, Perception is equal to 1/2 of the character's Spot and Listen skills combined. The Narrator can allow other skills such as Search to be added to the Perception skill at 1/2 the value.

 

The character's Level is roughly equal to their Moxie skill. Multiply the character's levels by the hit dice they get per level as shown below:

 

Hit Die Type Level Modifier
1d12 x1.2
1d10 x1.0
1d8 x0.8
1d6 x0.6
1d4 x0.4

 

Thus a 6th level warrior would have a moxie of 6, a 6th level rogue would have a Moxie of 4 (3.6 rounded up), and a wizard of the same level would have a Moxie of 2 (2.4 rounded down).

 

Target Numbers

For most things, you can use the DC listed in the D&D manual for the Sundered Epoch Target Number. The Narrator should make adjustments where necessary.

 

Hit Points

Unlike D&D, SEG does not make use of Hit Points, but instead uses the Stun Number. Use the SEG guidelines for calculating Stun Number.

 

Armor Class

Since the SEG uses different types of damage, AC is replaced with the SEG rules for Armor. The description of the armor provided in the D&D Player's Handbook should give you enough information to figure out what locations are covered by the armor. If the characters have magical armor, those bonuses reflect directly in the Armor Rating as described under magical items.

 

Character Classes

All basic D&D Classes can be converted to SEG Templates, but existing characters need to transfer their skills as described above.

Levels

Since the SEG system does not use levels, that value is not used.

Experience

For all intents and purposes, D&D experience is eliminated. From the conversion on, all characters track advancement following the SEG rules.

If the Narrator wishes, they can give the character one merit point per level of the character to start the character's merit point pool.

Feats & Class Abilities

Though the Sundered Epoch does not use Feats they may be used as printed in the d20 manual. Experienced characters keep existing feats. Feats that only affect skills should be converted to either Focused or Specialty skill points.

 

Additional feats can be purchased for 20 Merit Points as long as the Narrator approves.

Back to Table of Contents

 

Monsters

Monsters and other D&D creatures are rather easy to convert. The following are the items that convert nicely to the SEG. d20 monsters now come with all attributes listed, which makes converting to the SEG system as simple as converting characters:

Max Movement (meters)= D&D ÷ 3
Attributes = D&D ÷ 2, rounded down
Armor Rating = D&D “natural armor”

Skills:
   Moxie = Hit Dice
   Physical = BAB or ˝ Hit Dice
   Perception = (Listen + Spot) ÷ 2

   All other skills as Focus Skills.
Sizes:

   The table below shows the sizes as described in the monster manual with the SEG equivalent measurements. Note that the damage bonuses are based on the size of the creature only. Larger creatures can use larger weapons which will increase the Glance Mod even more. See the advanced rules for guidelines on rolling fewer dice.

Size Category Measurement Weight Base T# Unarmed Glance Glance Mod
Fine 12cm or less Less than 1kg 18 1d5 c Instantaneous -3d5
Diminutive 12-20cm Up to 1kg 15 1d5 c Instantaneous -2d5
Tiny 25-50cm 1-4kg 12 1d5 c Instantaneous -1d5
Small 0.5-1m 4-30kg 9 1d5 c Temporary 0d5
Medium 1-2m 30-250kg 6 1d5 c Temporary 0d5
Large 2-4m 250-2000kg 3 1d5 c +1d5
Huge 4-8m 2-16Mg 0 2d5 c +2d5
Gargantuan 8-16m 16-125Mg -3 4d5 c +4d5
Colossal 16m+ 125Mg+ -6 8d5 c +8d5

Special Abilities:

   All special abilities are treated as normal for D&D except where they conflict with SEG rules. Abilities that allow for saving throws are generally treated as follows, however the Narrator may alter these based on the situation:

   Reflex = dodge or block

   Fortitude = Moxie + Resilience

   Willpower = Moxie + Focus

 

Sample Monsters

Back to Table of Contents

 

Spells

All spells in d20 can be recreated using the rules for SEG magic posted on the Downloads page. You should also include the options for Drain, and a Game Setting Rank modifier of +3. The +3 modifier does not affect Drain.

 

For spells that are not directly tied to a number of dice, D&D spells can be converted based on its Spell Level. Take the D&D spell level and add +1. This is the SEG "Effect Rank". Modifiers for range, area effect, and duration still apply. 

Back to Table of Contents

 

Magic Items

Basic +1, +2, etc Armor & Weapons

All basic weapons gain their magical bonus to attack and defense rolls and to glance just as they would in D&D. However, if the advanced Durability rules are being used, Magic bonuses also add to the number of Durability Points a piece of equipment can take before being ruined. Thus a normal weapon is destroyed if it takes four DUR Points , but a magical +2 weapon can take six DUR points.

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