This is a tool that will quickly allow you to look at a published adventure and make adjustments so that it is compatible to your current gaming system. I've tried to set up this table so that a + always means that the skill is easier. In roll under systems (D100/NWP) this means the modifier is applied to the target number.
20 - ThAC0 = BAB
20 - BAB = ThAC0
20 - Descending AC = Ascending AC
20 - Ascending AC = Descending AC
| D20 (DC) | C&C (CC) | D100 | NWP | ~% BSC | D6 | Difficulty of Task |
| 10 | 0 (-6) | +65% | +4 | 90% | 5 in 6 | Trivial- |
| 11 | 0 (-5) | +60% | +4 | 85% | 5 in 6 | Easy |
| 12 | 0 (-4) | +55% | +3 | 80% | 5 in 6 | Easy |
| 13 | 0 (-3) | +50% | +3 | 75% | 5 in 6 | Easy |
| 14 | 0 (-2) | +45% | +2 | 70% | 4 in 6 | Average |
| 15 | 0 (-1) | +40% | +2 | 65% | 4 in 6 | Average |
| 16 | 0 | +35% | +1 | 60% | 4 in 6 | Average |
| 17 | 1 | +30% | +1 | 55% | 4 in 6 | Average |
| 18 | 2 | +25% | 0 | 50% | 3 in 6 | Average |
| 19 | 3 | +20% | -1 | 45% | 3 in 6 | Difficult |
| 20 | 4 | +15% | -1 | 40% | 3 in 6 | Difficult |
| 21 | 5 | +10% | -2 | 35% | 2 in 6 | Difficult |
| 22 | 6 | +5% | -3 | 30% | 2 in 6 | Difficult |
| 23 | 7 | +0 | -4 | 25% | 2 in 6 | Difficult |
| 24 | 8 | -5% | -5 | 20% | 1 in 6 | Very Difficult |
| 25 | 9 | -10% | -6 | 15% | 1 in 6 | Very Difficult |
| 26 | 10 | -15% | -7 | 10% | 1 in 6 | Very Difficult |
| 27 | 11 | -20% | -8 | 5% | 1 in 6 | Very Difficult |
| 28 | 12 | -25% | -9 | 0% | 0 in 6 | Formidable |
| 29 | 13 | -30% | -10 | -5% | 0 in 6 | Formidable |
| 30 | 14 | -35% | -11 | -10% | 0 in 6 | Impossible+ |
| 31 | 15 | -40% | -11 | -15% | 0 in 6 | Impossible+ |
| 32 | 16 | -45% | -12 | -20% | -1 in 6 | Impossible+ |
| 33 | 17 | -50% | -12 | -25% | -1 in 6 | Impossible+ |
| 34 | 18 | -55% | -13 | -30% | -1 in 6 | Godlike+ |
| 35 | 19 | -60% | -13 | -35% | -1 in 6 | Godlike+ |
Using this table.
So you're reading a module and you come across a DC 22 perception check to locate a trap. This translates to a +5% on a Find Traps or Obeservation roll, or a 2 in 6 chance of locating the trap. Simple, eh?
Playing 2nd edition and want to know if your alchemist can produce alchemist fire? Use that Alchemy NWP at -1 to find out!
Classic D&D is not included for skills. Mostly a determination should be made as to if the character possesses the skill, and then allow success or not based on circumstance.
D20 is any game using skill ranks and a target DC for skills
d100 refers to the modifer applied to the target number on any system using a roll under % system for skills
C&C is the challenge class rating for Castles & Crusades. The odds are calculated assuming primes. If not prime, simply subtract 8 to get the same chance for a non-prime.
NWP is the modifier for the non-weapon proficiency skill check. These modifiers are applied to the target number. (This is the way 2nd edition works, but not 1st)
Approximate % chance of success is for a 1st level character who has the skill in question. For each system this assumes different baselines.
- D20 is 1 rank + 3 class skills + 4 bonus in stat = +8
- C&C assumes 1 level +1 bonus from stat = +2
- D100 assumes 25% mastery at 1st level
- NWP assumes a base stat of 14 in the NWP
If this is useful, I'd be glad to create a printable .pdf. The following information will probably be contained in my Alchemy, Poison, and Herbalism guide.