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Skip Navigation LinksHigh Fantasy HERO>Conversions>D&D>D&D 3rd Edition>Eight Conversion Steps>Professions
STEP 4: Select Profession Package Deal(s)

D&D 3e to HERO System Conversion Steps

Step 1: Available Points Step 2: Characteristics Step 3: Character Race Step 4: Character
Profession(s)
Step 5: Gear, Followers,
Property
Step 6: Disadvantages Step 7: Finishing
Touches
Step 8: Character
Approval
This conversion resource assumes that each character may have one or more Profession Package Deals, which loosely correlate to the concept of Classes in D&D 3e.
Class Conversion Documents are provided for each of the standard D&D 3e Character Classes. Peruse the ones pertaining to the Classes your Character had levels in.
D&D 3e CLASS CONVERSION DOCUMENTS
Fighters Paladins Rangers Barbarians
Wizards Sorcerers Bards Rogues
Monks Clerics Druids
D&D 3e PROFESSION PACKAGE DEALS
"Generic" Profession Package Deals are provided for each of the basic D&D 3e Character Classes for conversion purposes. However, a large variety of other Profession Package Deals are also provided. 
With GM permission you can either adapt an existing Profession Package or create a custom Profession Package to suit your vision of your character. This subject is described more fully in the Profession Package section. The GM of course always has the final say on what they will permit in their campaign, and if they are going for a "straight" conversion they likely will prefer players to adhere to the "standard" Classes.
STANDARD D&D 3e CLASS PACKAGES
Fighter (3e) Paladin (3e) Ranger (3e) Barbarian (3e)
Wizard (3e) Specialist Wizard (3e) Sorcerer (3e) Bard (3e)
Druid (3e) Cleric (3e) Rogue (3e) Monk (3e)
ADDITIONAL PACKAGE DEALS (GM PERMISSION REQUIRED)
Master List of Profession Packages Profession Links Table
CLASS FEATURES AND THE HERO SYSTEM
Provided below are links to Conversion Documents for each of the Class categories from D&D 3e, covering the various Class Features of each Class and providing recommendations for representing these abilities in the HERO System.
Each Class Conversion Document also contains links to various Profession Package Deals, where topically relevant.
Converting Multi-class Characters
When dealing with Characters with levels in multiple Classes, as a rule of thumb you should make the Class your Character has the most Levels in the "base" Class against which the characters first 125 Character Points minus the cost of Characteristics and Race Package are applied, and then allocate 15 Experience Points per additional Class Level to buy abilities with.
Some Levels of some Classes might take more (in some cases substantially more) points to model equivalents in the HERO System, but in most cases other Class Levels will have a dearth of abilities which evens out the exchange.
EXAMPLE: Shorbal is a Fighter 4/Wizard 2/Rogue 3; per the Levels to Points Chart (from Step 1), as a 9th level character Shorbal rates 120 Experience Points. Shorbal's player selects Fighter as his base, and then allocates 45 Character Points to buy additional Fighter abilities with (three additional Levels of Fighter), 45 Character Points for Rogue abilities (three Levels of Rogue), and 30 Character Points to buy Wizard abilities with (two Levels of Wizard).
MULTI-CLASS POINT OVERAGES
Characters that were heavily Multi-classed might encounter point overages however. This is actually a fairly common occurrence, as selective multi-classing was a very easily abused means of making Characters of above-average potency in D&D 3e and the increased capabilities are reflected by higher point totals in the HERO System. In all such cases confer with your GM to determine whether they want you to water the character down a bit
MULTI-CLASS RESTRICTIONS IN THE HERO SYSTEM
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. Package Deals serve as a means of convenience rather than the artificial restrictions on ability sets defined by "Classes"; they are not straightjackets from which a Character may not stray.
Converting Common Class Abilities
There are some abilities that are common to all or almost all Professions that deserve special mention.
SKILLS AND SKILL LEVELS
The D&D and HERO System Skill Lists line up pretty well, and it should generally be pretty clear what the HERO System equivalent is to a D&D Skill. The Skill Conversion document details how to match up some of the less obvious Skills between the two game systems.
Skill Ranks are harder to convert due to the differences between the d20 linear probability model and the HERO System Bell Curve probability model. In the HERO System the greatest benefit is gained in the first step from an 11- to a 12-.
However, as a rough rule of thumb you can divide the D&D 3e Skill Levels (not counting any stat bonuses) by four (4) and buy that many +1 bonuses with the equivalent Skill in the HERO System. As usual, round in the Character's favor.
D&D RANKS HERO SKILL LEVEL COST*
1-5 Base Skill 3
6-9 Base Skill +1 5
10-13 Base Skill +2 7
14-17 Base Skill +3 9
18-21 Base Skill +4 11
etc ... ...

*These costs reflect standard Skills; some Skills such as Knowledge and Professional Skills have a variant pricing structure.

For D&D Skills that translate into HERO System Skills (rather than some other mechanic) don't take a bonus for the HERO System Skill if the D&D version has five (5) or less Ranks.
The adjoining chart summarizes the typical costs.
D&D SKILL BONUSES TO SKILL LEVELS FORMULA
(Base Skill Bonus-4) / 4 = +1 to HERO System Skill
FEATS
Conversion for Feats are covered in detail in the Feat Conversion document.
BASE ATTACK BONUS
Every Class grants Base Attack Bonuses (BAB) as Characters level up, and it is a crucial statistic in D&D 3e as it both controls how accurate a Character is, and also how many Iterative Attacks the Character gained. The number of Attacks aspect of BAB is determined by other factors in the HERO System (and the Class documents for Classes that had a strong BAB progression discuss means to improve their number of attacks).
However, to model the accuracy aspect of BAB divide your Character's unmodified Base Attack Bonus by five (5), and give the HERO System version of your Character some combination of Combat Skill Levels (CSL's) that make sense for their attack scheme to equal that number, rounded in the Character's favor.
In some cases All Combat Levels (aka 8 point Levels) will be appropriate, but when converting a Character that only uses Ranged Attacks or only uses HtH Attacks it is usually sufficient to give them Ranged or HtH Combat levels (aka 5 point Levels) in order to save points.
BASE ATTACK BONUS TO CSL's FORMULA
Base Attack Bonus (BAB) / 5 = +1 CSL of appropriate type
ARMOR PROFICIENCIES
This conversion resource recommends that Armor require Proficiency to use, and that some penalties for Armor use, which can be offset with Penalty Skill Levels, should be used in Fantasy HERO games. This idea maps directly to the Armor Proficiencies used in D&D 3e, so it should not be a foreign concept for players converting Characters into the HERO System from that game.
The following chart describes the Categories of Armor for purposes of Familiarity, the DEX Roll and DCV Penalties always incurred by wearing that Category of Armor even when proficient, and finally the penalty incurred by characters lacking the appropriate Familiarity for that type of Armor. These penalties are described in more detail following the chart.
CATEGORY PROFICIENT
DEX ROLL PENALTY
PROFICIENT
DCV PENALTY
NON PROFICIENCY PENALTY
LIGHT -0 -0 -2 DEX Rolls, -1 DCV
MEDIUM -1 -1 -4 DEX Rolls, -2 DCV
HEAVY -2 -2 -6 DEX Rolls, -3 DCV
SHIELD, Buckler -0 -0 Standard
SHIELD -1 -0 Standard
SHIELD, Tower -4 -0 Standard
SHIELD PROFICIENCY
Shield Master: AF: Shield
Real Cost: 1 Point
LIGHT ARMOR PROFICIENCY
Light Armor Master: AF: Light Armor
Real Cost: 2 Points
MEDIUM ARMOR PROFICIENCY
Medium Armor Master: AF: Medium Armor
Real Cost: 2 Points
HEAVY ARMOR PROFICIENCY
Heavy Armor Master: AF: Heavy Armor
Real Cost: 2 Points
ALL ARMOR AND SHIELD PROFICIENCIES
Armor Master: AF: All Armors and Shields
Real Cost: 7 Points
NON PROFICIENCY PENALTY
Characters lacking the appropriate Familiarity may still wear Armor, but they suffer penalties as indicated in this column.
DEX ROLL AND DCV PENALTY
Equipment based Armor is cumbersome and imposes penalties upon the wearer. Whenever attempting a DEX Roll or using a DEX Based Skill the Character sufferers the listed penalty; further if the character is taking a physical action which the GM determines is precarious or awkward the Character must make a DEX or Skill Roll at the listed penalties to avoid falling over or otherwise inconveniencing themselves at the GM's discretion. These penalties can be counteracted with the use of Penalty Skill Levels as described later.
EXAMPLE: The warrior Soratosa wears a suit of Full Plate, a Heavy Armor. He is proficient, but he still suffers a -2 to DEX Rolls and a -2 DCV while wearing his Armor. Soratosa later acquires a squire named Jared and kits the lad out in a suit of training plate, a Medium Armor; Jared is not proficient with Medium Armor yet and suffers -4 to DEX Rolls and -2 DCV until he is. After weeks of training Jared becomes proficient with Medium Armor and thenceforth takes only a -1 to DEX Roll and -1 DCV while wearing Medium Armor.
ARMOR BOUGHT AS A POWER AND MAGIC ARMOR
Magic or ostensibly mundane Armor built as a Power and paid for with Character Points do not suffer these penalties normally, unless the Real Armor Limitation is applied.
EXAMPLE 1: The warrior princess Vasalia was blessed at birth with a mystical Gift of Aegis defined as Armor 8 PD 8 ED; the player has paid 24 Character Points for their character to have this ability and did not take the Real Armor limitation (or a Focus for that matter) on this ability. Thus Vasalia does not need an Armor Proficiency for this ability and does not suffer the listed penalties for using it.
EXAMPLE 2: Later the warrior princess Vasalia is given a suit of Chainmail as a gift from another nation's ruler. Vasalia must wear the Armor during a diplomatic event out of courtesy, but she never bothered to learn how to wear Armor correctly since she doesn't need it. Chainmail is Medium Armor and Vasalia is Non Proficient, and thus she suffers -4 to DEX Rolls and -2 DCV while wearing the bulky suit of Armor.
EXAMPLE 3: Years later the warrior princess Vasalia discovers a suit of magical Armor while on a quest. The Armor is designed mechanically as Armor 10 PD 5 ED, Hardened (+1/4), OIF (-1/2), Independent (-2). The Real Armor Limitation was not taken, so Vasalia would suffer no penalties if she chose to wear the Armor. Part of it's magic makes it unrestrictive and easy to wear.
ARMOR PENALTY SKILL LEVELS
A character can purchase Penalty Skill Levels (PSL's) to offset the DEX and DCV Penalties of wearing Armor. The character can purchase the 1.5 point Single Penalty Levels vs. either DEX or DCV, or the 2 point Tight Group levels vs. both DEX and DCV, at their discretion. It is almost always more efficient to purchase the Tight Group levels and it is assumed in the listing below that characters opt to do so.
ARMOR PENALTY SKILL LEVEL OPTIONS
SHIELD PSL
Shield DEX Offset: PSL: +1 to Offset DEX Penalty of Shield
Real Cost: 1.5 Point each
ARMOR DCV PSL
Armor DCV Offset: PSL: +1 to Offset DCV Penalty of Armor
Real Cost: 1.5 Point each
ARMOR DEX PSL
Armor DEX Offset: PSL: +1 to Offset DEX Penalty of Armor
Real Cost: 1.5 Point each
ARMOR FULL OFFSET PSL
Armor Total Offset: PSL: +1 to Offset DEX and DCV Penalties of Armor
Real Cost: 3 Points each
WEAPON PROFICIENCIES
Almost all Classes in D&D 3e give some assortment of Weapon Feats. In the HERO System this concept maps directly into Weapon Familiarities.
In general terms the D&D 3e "Simple Weapon Group" doesn't quite correspond to the Common Melee or Common Missile Weapon Groups in the HERO System, so for convenience sake this conversion resource recommends a couple of custom Weapon Familiarity Groups that match the Simple Weapon List of D&D 3e.
Since practically all D&D 3e Characters have proficiency with Simple Weapons, it is recommend that these Familiarities be considered "Everyman" Skills, costing no points.
SIMPLE WEAPON PROFICIENCY
Simple Melee: WF: Simple Weapon Melee (Gauntlets & Fist Loads, Unarmed strike, Daggers, Maces, Sickle, Club, Morningstar, Spears, Quarterstaff)
Simple Missile: WF: Simple Weapon Missile (Darts, Javelins, Slings, Crossbows)
Total Real Cost: 0 Points
CUSTOM WEAPON GROUPS
The D&D selection of weapons granted to a particular Class are sometimes all over the place and don't necessarily fit nicely into the HERO System categories. This occasionally leads to the odd situation where in some cases it can cost more points to buy Familiarities in the HERO System with fewer actual weapons for some of the non-martial Classes than it does to buy entire groups of weapons for the martial Classes due to the way Weapon Familiarity Groups are categorized.
To prevent this logical inconsistency it is recommended that GM's permit players to define custom Weapon Groups for 2 Character Points that correspond to their Classes' Weapon List, or even the handful of weapon types their Character actually uses with any regularity. Between three and five weapons and no more than two Uncommon weapons should be grouped like this, and these custom Weapon Groups should not invalidate existing HERO System Weapon Groups (such as Common Melee Weapons).
An example Custom Weapon Group for Druids follows.
CUSTOM WEAPON PROFICIENCY GROUP
Druid Group: WF: Druid Group (Staff-sling, Sickle, Scimitar)
Real Cost: 2 Points
After selecting the appropriate Profession Package(s), add the Package Cost(s) to the Character's Point Total and move on to Step 5.
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