Builder's Manual · Chapter 6

Multi-System Adaptation Manuals

This project includes five complete system conversion guides in Reference/ for bringing existing campaigns, characters, and bestiaries into the Daggerheart engine:

  1. @Missing file — High-fantasy d20 conversion (Ability Scores to 6 Traits, CR to Tier 1–4 Adversary roles, Spell Slots to Domain Loadouts).
  2. @Missing file — Grim & perilous d100 conversion (Careers to Experiences, Fortune/Fate to Hope & Scars, Toughness Bonus & Armor Points to Damage Thresholds, Winds of Magic & Chaos Corruption to Stress/Fear).
  3. @Missing file — Step-dice Namegivers & Adepts conversion (Disciplines to Classes/Subclasses, Karma to Hope, Thread Weaving to Tiered Equipment Upgrades, Horrors to Solo/Leader Adversaries).
  4. @Missing file — Continent dark-fantasy conversion (Cechy to 6 Traits, Wyparowanie to Tier 1 Armor Thresholds, Witcher Signs & Elixirs to Domain Cards/Stress, Monster Hunting to Countdown Clocks).
  5. @Missing file — Dark-future chrome & neon conversion (Roles to Classes/Experiences, Humanity & Cyberpsychosis to Stress/Scars, Stopping Power to Armor Thresholds, Netrunning to Scene Clocks).

The Universal Conversion Principle

Translate the dramatic intent and stakes, not the raw arithmetic. A stat block ported number-for-number plays poorly in Daggerheart; instead, map every mechanic to Daggerheart's core levers (2d12 Duality Dice, 6 Traits, Experiences (+2), Hope & Fear, Stress, and Major/Severe Damage Thresholds).

Cross-System Quick Reference

Source ConceptDaggerheart Equivalent
Ability Scores / Characteristics / Cechy / STATsSix traits: Agility, Strength, Finesse, Instinct, Presence, Knowledge (+2, +1, +1, +0, +0, −1 at Level 1)
Skills, Careers, Talents, Feats, RolesExperiences (+2 each; spend 1 Hope to add to an Action or Reaction Roll)
Target Numbers / DCs / % Modifiers / Step NumbersDifficulty: Easy 10 · Average 15 · Hard 20 · Very Hard 25
Saving Throws / Resistance Tests / Rzuty obronneReaction Rolls (2d12 + Trait; generates no Hope or Fear)
Advantage / Fortune / Karma / Luck+1d6 Advantage die (−1d6 Disadvantage) or Hope spends
Initiative & Turn OrdersSpotlight Combat (players act until a failure, a roll with Fear, or a GM Fear spend)
Grid Squares / Meters / YardsRange Bands: Melee · Very Close (5–10 ft) · Close (10–30 ft) · Far (30–100 ft) · Very Far (100–300 ft)
Bloated HP Pools / Wound ProfilesCompact HP Slots (1–12) gated by Major / Severe Damage Thresholds and Armor Slots
Legendary Actions / Villain Economy / Threat PoolsFear Features, Relentless (X), and GM Fear spends (Party.fear)
Spell Slots / Mana / Pula Mocy / StrainDomain Cards (5-card active Loadout) fueled by Hope, Stress, and Recall Cost

Post-Conversion Sanity Audit

After converting any adventure or stat block, scan your files for legacy system terms: "to hit", "AC", "saving throw", "spell slot", "bonus action", "CR", "Toughness Bonus", "Step", "Wyparowanie", or "Stopping Power". Each should resolve cleanly to an Attack Bonus (+X), a Difficulty, a Reaction Roll, a Hope or Stress cost, a Range Band, an Experience, or Major/Severe Thresholds.

Manual updated Oct 19, 2026.