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View Full Version : Reverse conversion guidelines- from 5e to JRPG feedback requested



Dark_Ansem
2023-06-02, 08:13 AM
I know that this is unusual, but I was wondering if I could get your feedback on these guidelines I developed for converting d&d creatures to a JRPG system. I picked FF10 because I like it more than others.

Proficiency Bonus Calculation:
If not given, use table:

CR 0-4: Proficiency Bonus = +2
CR 5-8: Proficiency Bonus = +3
CR 9-12: Proficiency Bonus = +4
CR 13-16: Proficiency Bonus = +5
CR 17-20: Proficiency Bonus = +6
CR 21-24: Proficiency Bonus = +7
CR 25-28: Proficiency Bonus = +8
CR 29-30: Proficiency Bonus = +9
Record this value for future reference.

CR to AP:
Use CR * Proficiency Bonus as AP.
Record this value for future reference.

HD to Level:
Add (CR/2) and HD, multiply result by 3/2 to use as a temporary level.
Record both the original HD and the temporary level for future reference.

XP:
If given, keep XP the same.
If not given, calculate as (Level * CR * 50) using the level calculated in the previous step.
Record this value for future reference.

HP Conversion:
Multiply the maximum possible rolls from every HD provided (number of dice * maximum roll on the dice, per each dice provided) by the "+" given value flat bonus.
Record both the original HP and the temporary FF10 HP for future reference.

Immunities, weaknesses and resistances:
List them as they are, including for conditions. Weaknesses are damage x 3/2.

Absorption:
If listed, leave as it is.
Record this value for future reference.

Armor Reduction:
Calculate as the sum of STR, DEX, and CON modifiers + proficiency bonus.
Record this value for future reference.

Magic Reduction:
Calculate as the sum of INT, WIS, and CHA modifiers + proficiency bonus.
Record this value for future reference.

Base ATK to Accuracy:
Use Base ATK as Accuracy.

Attribute Scores Conversion:
Convert all D&D 5e attribute scores to FF10 scores by multiplying the score by a scaling factor.

Use these converted attribute scores in the following calculations.

Temporary Attack = ((STR * 0.75) + (DEX * 0.25)) * Scaling Factor
Temporary Defense = ((STR * 0.25) + (CON * 0.75)) * Scaling Factor
Temporary Agility = ((DEX * 0.75) + (CON * 0.25)) * Scaling Factor
Temporary Magic Attack =((INT * 0.75) + (CHA * 0.25))* Scaling Factor
Temporary Magic Defense = ((WIS * 0.75) + (INT * 0.25)) * Scaling Factor
Temporary Luck = ((CHA * 0.75) + (WIS * 0.25)) * Scaling Factor

The scaling factor varies depending on the type of enemy:
Normal Enemy: 4.25 (i.e., 255/60) PROVARE /90
Strong Enemy: 5.1 (i.e., 255/50)
Storyline Boss: 6.375 (i.e., 255/40)
Superboss: 8.5 (i.e., 255/30)

AC to Evasion and Defense:
Divide AC by 2 and allocated one half to defense and one half to evasion. Add this defense value to the Temporary Defense calculated previously. Record the original AC, the temporary evasion, and the temporary defense for future reference.

MP Calculation:
Calculate MP as (((INT + CHA + WIS) * Level) / 2). If the creature has spellcasting abilities, add the highest spell level it can cast multiplied by the number of spells it can cast at that level to the MP. Record this value for future reference.

Ability Save DC to Status Infliction Chance:
For every ability, assign a tier according to the values below. Then calculate the base infliction chance as (Base DC * 2.5). Then adjust the infliction chance according to the DC tier assigned previously:

Very easy (DC 5): Subtract 30% from the base infliction chance.
Easy (DC 10-14): Subtract 15% from the base infliction chance.
Medium (DC 15-19): No adjustment.
Hard (DC 20-24): Add 25% to the base infliction chance.
Very hard (DC 25-29): Add 50% to the base infliction chance.
Nearly impossible (DC 30 and above): Add 75% to the base infliction chance.
If the adjusted infliction chance is below 0%, set it to 0%. If it is above 254%, set it to 254%.
Record this value for future reference with the corresponding ability name.

Disadvantages:
If the creature has disadvantage on a specific type of roll, it could be understood as a debuff to the corresponding FF10 score. For example, disadvantage on attack rolls could translate to a debuff to the Temporary Attack score. Alternatively, disadvantage could also translate to a reduction in MaxMP or MaxHP, representing the creature's hindered performance. Provide a brief description of disadvantages as they are listed.

Advantage:
Provide advantages as described for the purpose of considering them buffs.

Legendary Actions:
When a creature with this ability is hit by an attack, it can immediately respond with a counterattack. This could be a basic attack, or it could be a special attack that the creature can only use as a counterattack. The counterattack should be automatic and not require a roll to hit. However, to keep the game balanced, the creature should only be able to use this ability a limited number of times per battle.

Legendary Resistance:
Allow the creature to automatically evade a certain number of attacks per battle. This would represent the creature's ability to avoid potentially harmful situations.

Lair Actions:
The creature could activate environmental hazards in its lair, such as causing a cave-in, releasing a flood of water, or triggering a trap. These hazards could damage player characters or change the layout of the battlefield.

Rounding: IF NECESSARY, round values to the nearest whole number to prevent stats from becoming inflated. This should be done only at the end of all calculations and only if required to keep stats manageable. Record these final values.

Final Stat Block:
Provide the final stat block separately following the 5e stat block layout.

I'd love to hear constructive criticism.

Old Harry MTX
2023-06-03, 02:36 AM
Let me guess, you have used this with ChatGPT? I use a similar formatting.

Have you got examples of statblocks?