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<blockquote data-quote="Zadmar" data-source="post: 6249722" data-attributes="member: 6700109"><p>One of the more important things the conversion will need to deal with is the Difficulty Class for skill checks and saving throws. In D&D you get a flat bonus, so progression is linear, but Savage Worlds primarily uses different die types.</p><p></p><p>The approach that most Savages would suggest is to ignore the DC entirely, read the flavour text for the task you're trying to achieve, and come up with a fast Savage Worlds solution - and if you're confident enough with both systems, you can certainly do that, and ignore the rest of this post.</p><p></p><p>But some people may be new to Savage Worlds, or they might not be familiar with D&D (e.g., experienced Savage Worlds GMs who only buy WotBS because they want to run a conversion), or the flavour text might be a bit vague. So I think it's worth coming up with a simple rule of thumb, and this is mine:</p><p></p><p><strong>DC 5: </strong>You get a +1 bonus to the roll. </p><p><strong>DC 10: </strong>No modifier. </p><p><strong>DC 15: </strong>You get a -1 penalty to the roll. </p><p><strong>DC 20: </strong>You get a -2 penalty to the roll. </p><p><strong>DC 25: </strong>You get a -3 penalty to the roll. </p><p><strong>DC 30: </strong>You get a -4 penalty to the roll. </p><p></p><p>However the approach I personally favour is to change the Target Number (TN) instead of applying a modifier. Normally only Fighting and damage rolls are made against a variable TN, with everything else rolled against TN 4, but variable TNs are useful for any situation in which you don't want the player to know if their roll has succeeded or failed (such as Notice rolls).</p><p></p><p><strong>DC 5: </strong>TN 3</p><p><strong>DC 10: </strong>TN 4</p><p><strong>DC 15: </strong>TN 5</p><p><strong>DC 20: </strong>TN 6</p><p><strong>DC 25: </strong>TN 7</p><p><strong>DC 30: </strong>TN 8</p><p></p><p>This works particularly well for the various Knowledge rolls in WotBS, where players can roll to see how much they know about the Knights of the Aquiline Cross, the Warfarers, the Inquisitors, etc - because the result isn't a simple matter of success and failure; the higher you roll, the more you discover.</p><p></p><p>The following are the chances of success for a Wild Card in Savage Worlds (results based on 10 million rolls):</p><p></p><p><strong><span style="font-family: 'courier new'">[CODE] d4-2 d4 d6 d8 d10 d12 d12+1 d12+2 </span></strong></p><p><strong><span style="font-family: 'courier new'">+2 62.52% 95.83% 97.22% 97.91% 98.32% 98.60% 98.61% 98.61% TN 2</span></strong></p><p><strong><span style="font-family: 'courier new'">+1 49.99% 83.33% 88.90% 91.65% 93.31% 94.45% 98.61% 98.61% TN 3 </span></strong></p><p><strong><span style="font-family: 'courier new'">+0 32.27% 62.48% 74.97% 81.25% 84.98% 87.50% 94.44% 98.61% TN 4</span></strong></p><p><strong><span style="font-family: 'courier new'">-1 27.06% 49.98% 55.58% 66.69% 73.32% 77.77% 87.50% 94.45% TN 5</span></strong></p><p><strong><span style="font-family: 'courier new'">-2 19.26% 32.29% 30.54% 47.94% 58.34% 65.26% 77.77% 87.49% TN 6</span></strong></p><p><strong><span style="font-family: 'courier new'">-3 16.68% 27.08% 30.52% 37.52% 50.00% 58.33% 65.26% 77.77% TN 7</span></strong></p><p><strong><span style="font-family: 'courier new'">-4 12.63% 19.26% 25.84% 24.63% 39.72% 49.75% 58.30% 65.27% TN 8</span></strong></p><p><strong><span style="font-family: 'courier new'">-5 8.50% 16.67% 20.99% 22.23% 28.88% 40.73% 49.77% 58.33% TN 9</span></strong></p><p><strong><span style="font-family: 'courier new'">-6 4.29% 12.61% 15.95% 18.35% 17.49% 31.25% 40.72% 49.77% TN 10</span></strong></p><p><strong><span style="font-family: 'courier new'">-7 4.29% 8.51% 10.80% 14.39% 15.00% 21.27% 31.24% 40.77% TN 11</span></strong></p><p><strong><span style="font-family: 'courier new'">-8 3.46% 4.29% 5.47% 10.38% 11.50% 10.89% 21.29% 31.24% TN 12[B][FONT=Courier New][/CODE]</span></strong>[/FONT][/B]</p><p></p><p>Shane Hensley (author of Savage Worlds) once wrote a d20 conversion document, in which he suggested the following guideline for skills:</p><p></p><p>D&D skill 1-3 = d4</p><p>D&D skill 4-6 = d6</p><p>D&D skill 7-9 = d8</p><p>D&D skill 10-13 = d10</p><p>D&D skill 14-16 = d12</p><p>D&D skill 17-20 = d12+1</p><p></p><p>That would put starting D&D characters at d4 in most skills, d6 in their specialties, and d4-2 in skills they've not trained at all. In Savage Worlds, d6 tends to be average for an attribute, and a skill at d6 indicates reasonable training.</p><p></p><p>A D&D character with +4 has a 100% chance at DC 5, 75% chance at DC 10, 50% chance at DC 15 and 25% chance at DC 20. </p><p></p><p>A SW character with d6 has an 88.9% chance at +1, 75% chance at +0, 55.6% chance at -1 and 30.54% at -2. </p><p></p><p>I think that's a passably close middle point. However it's important to remember that a character in Savage Worlds can start with d12 (sometimes even d12+2) in a skill if they heavily specialise. In D&D terms, it's like having characters pick all the skills for their entire career (up to level 20) in advance.</p></blockquote><p></p>
[QUOTE="Zadmar, post: 6249722, member: 6700109"] One of the more important things the conversion will need to deal with is the Difficulty Class for skill checks and saving throws. In D&D you get a flat bonus, so progression is linear, but Savage Worlds primarily uses different die types. The approach that most Savages would suggest is to ignore the DC entirely, read the flavour text for the task you're trying to achieve, and come up with a fast Savage Worlds solution - and if you're confident enough with both systems, you can certainly do that, and ignore the rest of this post. But some people may be new to Savage Worlds, or they might not be familiar with D&D (e.g., experienced Savage Worlds GMs who only buy WotBS because they want to run a conversion), or the flavour text might be a bit vague. So I think it's worth coming up with a simple rule of thumb, and this is mine: [B]DC 5: [/B]You get a +1 bonus to the roll. [B]DC 10: [/B]No modifier. [B]DC 15: [/B]You get a -1 penalty to the roll. [B]DC 20: [/B]You get a -2 penalty to the roll. [B]DC 25: [/B]You get a -3 penalty to the roll. [B]DC 30: [/B]You get a -4 penalty to the roll. However the approach I personally favour is to change the Target Number (TN) instead of applying a modifier. Normally only Fighting and damage rolls are made against a variable TN, with everything else rolled against TN 4, but variable TNs are useful for any situation in which you don't want the player to know if their roll has succeeded or failed (such as Notice rolls). [B]DC 5: [/B]TN 3 [B]DC 10: [/B]TN 4 [B]DC 15: [/B]TN 5 [B]DC 20: [/B]TN 6 [B]DC 25: [/B]TN 7 [B]DC 30: [/B]TN 8 This works particularly well for the various Knowledge rolls in WotBS, where players can roll to see how much they know about the Knights of the Aquiline Cross, the Warfarers, the Inquisitors, etc - because the result isn't a simple matter of success and failure; the higher you roll, the more you discover. The following are the chances of success for a Wild Card in Savage Worlds (results based on 10 million rolls): [B][FONT=courier new][CODE] d4-2 d4 d6 d8 d10 d12 d12+1 d12+2 +2 62.52% 95.83% 97.22% 97.91% 98.32% 98.60% 98.61% 98.61% TN 2 +1 49.99% 83.33% 88.90% 91.65% 93.31% 94.45% 98.61% 98.61% TN 3 +0 32.27% 62.48% 74.97% 81.25% 84.98% 87.50% 94.44% 98.61% TN 4 -1 27.06% 49.98% 55.58% 66.69% 73.32% 77.77% 87.50% 94.45% TN 5 -2 19.26% 32.29% 30.54% 47.94% 58.34% 65.26% 77.77% 87.49% TN 6 -3 16.68% 27.08% 30.52% 37.52% 50.00% 58.33% 65.26% 77.77% TN 7 -4 12.63% 19.26% 25.84% 24.63% 39.72% 49.75% 58.30% 65.27% TN 8 -5 8.50% 16.67% 20.99% 22.23% 28.88% 40.73% 49.77% 58.33% TN 9 -6 4.29% 12.61% 15.95% 18.35% 17.49% 31.25% 40.72% 49.77% TN 10 -7 4.29% 8.51% 10.80% 14.39% 15.00% 21.27% 31.24% 40.77% TN 11 -8 3.46% 4.29% 5.47% 10.38% 11.50% 10.89% 21.29% 31.24% TN 12[B][FONT=Courier New][/CODE][/FONT][/B][/FONT][/B] Shane Hensley (author of Savage Worlds) once wrote a d20 conversion document, in which he suggested the following guideline for skills: D&D skill 1-3 = d4 D&D skill 4-6 = d6 D&D skill 7-9 = d8 D&D skill 10-13 = d10 D&D skill 14-16 = d12 D&D skill 17-20 = d12+1 That would put starting D&D characters at d4 in most skills, d6 in their specialties, and d4-2 in skills they've not trained at all. In Savage Worlds, d6 tends to be average for an attribute, and a skill at d6 indicates reasonable training. A D&D character with +4 has a 100% chance at DC 5, 75% chance at DC 10, 50% chance at DC 15 and 25% chance at DC 20. A SW character with d6 has an 88.9% chance at +1, 75% chance at +0, 55.6% chance at -1 and 30.54% at -2. I think that's a passably close middle point. However it's important to remember that a character in Savage Worlds can start with d12 (sometimes even d12+2) in a skill if they heavily specialise. In D&D terms, it's like having characters pick all the skills for their entire career (up to level 20) in advance. [/QUOTE]
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