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Superheroic Abilities in d20 Terms

This paper is a brief primer in how d20 (D&D 3rd Edition) statistics can be used to describe wildly inhuman
abilities, such as would be seen in comic-book type superheroes or, presumably, deity-level entities.
Fortunately, the D&D Player's Handbook provides an excellent starting place on p. 142 with Table 9-1, "Carrying
Capacity", which shows a geometrically increasing maximum load as the Strength ability increases (the text notes that
maximum load is the same as maximum dead-lift, the amount a character can lift over his or her head). Each +10
Strength connotes a x4 increase in maximum load; so, each +5 Strength indicates a x2 increase in max. load; and for a
perfectly smooth interpolation, each +1 Strength means a x1.1487 increase in max. load. Note that this progression
breaks down at the lowest level; if it were perfectly consistent, the max. loads at the bottom end would be something like
Str 0 = 25 lb./ Str 1 = 30 lb./ Str 2 = 35 lb./ Str 3 = 40 lb./ Str 4 = 45 lb. (as opposed to Str x10 lb. as it officially stands).
Further note that the actual carrying capacity is also proportional to a creature's size, according to the text; for example, a
Colossal creature can lift x16 the weight that a man-sized creature with the exact same Strength ability score could.

Conversion from Marvel Super Heroes to D&D


The abbreviated table for d20 Strength below includes the Marvel Super Heroes game rank indicated for each
approximate block of Strength scores. (Keep in mind that very large creatures listed with a certain lift capacity will in reality
have a lower actual Strength score, as noted above.) Using this as a basis allows us to convert any of the Marvel Super
Heroes abilities into approximate D&D-style statistics. It seems sensible to convert MSH abilities in the following way:
Fighting = Base Attack Bonus (according to "modifier" on the table below); Strength = Strength; Agility = Dexterity;
Endurance = Constitution; Reason = Intelligence; Intuition = Wisdom; and Psyche = Charisma. The notable systemic
changes in this regard would be that in MSH, Agility is the basis for ranged attacks (in D&D, BAB modified by Dex), and
Intuition provides the modifier to initiative rolls (in D&D, it's Dex, not Wis).
(Note also that the chart below has had some smoothing performed on it, since the official MSH strength
categories are quite irregular. By the book, the categories would convert to the following Strength values: Feeble:5,
Poor:10, Typical:15, Good:20, Excellent:25, Remarkable:32, Incredible:48, Amazing:60, Monstrous:63, Unearthly:65.)
Superheroic characters, of course, will also have a variety of Special Abilities as listed in the D&D Dungeon
Master's Guide p. 71-83. Of particular note will be things like rays, regeneration, resistance to energy, cold and fire,
incorporeality, invisibility, and so forth. Damage reduction ("body armor" in the MSH system) should be analyzed with an
eye toward being able to protect against a blow with a Strength modifier of the same rank (as shown below). Most MSH-
style magicians will be Sorcerers in the D&D system.

D&D Tremendous Strength (Abbreviated)


As per D&D 3rd Edition PH p. 142 (Table 9-12)

Dead Lift/ Marvel Super Heroes


Strength Modifier Max. Load Equivalent Rank
10 0 100 lb.
15 +2 200 lb. Typical
20 +5 400 lb. Good
25 +7 800 lb.
30 +10 1,600 lb. Excellent
35 +12 1 tons Remarkable
40 +15 3 tons
45 +17 6 tons Incredible
50 +20 12 tons Amazing
55 +22 25 tons
60 +25 50 tons Monstrous
65 +27 100 tons Unearthly
70 +30 200 tons
75 +32 400 tons Shift X
80 +35 800 tons Shift Y
85 +37 1,600 tons
90 +40 3,200 tons Shift Z
95 +42 6,400 tons Class 1000
100 +45 12,800 tons

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