Conversion Project Classes



This is a work in progress and may edited continuously. For now the project may contain multiple options in details and will provide some explanations and commentary as notes.

In an eventual version this can change into one set of core rules, with options for DM’s with pros and cons.

Comments, questions and suggestions are very welcome.

(Version 0.1)

Chapter 2 Character Progression

  • 2.1 Deconstructed classes
    • Benefits in a point based system
  • 2.2 Starting proficiencies
    • First level bonuses (saves, skills and other proficiencies)
    • Optional rule for hit points and stamina
  • 2.3 Character Level
    • Psionic Power Points
    • Ability Scores, Feats and Wild Talents
  • 2.4 Main Class
  • 2.5 Mixing classes
    • Simple method: Subclass
    • Variant method: Bundle
    • Variant method: Primary and Secondary levels
  • 2.6 Advanced options
    • Multiclassing and variants
    • Conversion of old editions
    • Starting level and Character Creation
    • Progression
    • High level characters and Advanced Beings

Chapter 2 Quick Rules

2.1 Deconstructed Classes

To convert a class, first divide its benefits into generic ones and those exclusive to one of five core classes:

  • Warrior (Fighter)
  • Expert (Rogue)
  • Arcane Spellcaster (Mage)
  • Divine Spellcaster (Priest)
  • Psion

These can then later be recombined.

2.2 Starting proficiencies ("0th level")

A character gains 8 points worth of proficiencies (2 saves, 2 skills and 4 others) some of which function as prerequisites to the main class. These are not gained again when multiclassing or gaining a subclass. See below for an optional change to hit points.

2.3 Character Level

Each character level gives one point to spend freely (to increase an Ability Score or saved to buy a two point feat). A few variants are possible depending on preference and setting. The proficiency bonus is also independent of class (+2, increasing every four character levels).

Regardless of class, one gains an increasing number of Power Points (PP) per level(more details below). Spell slots for Divine and Arcane Caster progression subtract from this pool. The remaining PP can be used for psionic powers, that still need to be bought as Wild Talent or with levels in Psion.

2.4 Main class

Each character level one also gains a level in a main class. One can multiclass if one meets the requirements, abandoning the previous class or alternating them.

Each level in a class will give two feats (or four points) worth of benefits: a fixed class ability and an option. Each of the core classes will be detailed in a separate chapter.

2.5a Simple method: Subclass

Each character level one can choose one class ability of another class. For some class abilities one needs to meet requirements or gain DM’s permission. This adds half a level in this secondary class that stack with previous subclass levels and with main class levels for multiclass characters.

2.5b Variant method: Bundle

A DM can make bundled classes that are a specific combination of 4 main levels and 2 subclass levels, and possibly set some choices as fixed. These bundles can then be combined like prestige classes.

This may be faster and simpler for newer players.

2.5c Variant method: Primary and Secondary levels

This method gives the subclass a separate xp progression. With the added value of a character level, a primary level is worth about double that of a secondary class. This is balanced with one secondary level every two primary levels. One or both levels could be multiclasses to resemble a more mixed class like ranger or monk.

This is recommended for advanced players and higher level campaigns.

2.6 Advanced options

These rules focus on a basic progression up to level 12, with 6 levels in subclasses. A brief overview of high and epic level mechanics will be detailed here. Also some other options for DM’s to consider.