About a year ago I tried a one-shot with my D&D group to run a session of D&D using "Feng Shui" rules and converted characters. I pretty much eyeballed most everything, but here's a few things to consider: Feng Shui stats are roughly on a 10-point scale and D&D characters can kinda-sorta be thought of as on a 20-point scale (3 to 18, close enough). So you can sometimes get away with D&D stat divided by 2. Body = (Average of STR + CON) / 2 Move = 6 for average human, 4 for demihuman or small creature Strength = STR/2 Constitution = CON/2 Toughness = use Constitution or eyeball upwards for high HP or DR Chi = 0 for most races, 6/7/8 for supernatural creatures (use Tranimals to eyeball) Fortune = 0 or Action Points/2 (most monsters = 0, named villains = GM Fiat) Fu = 0, or 7 if they have Monk levels/abilities Magic = 0 or 8 if they have any spellcasting abilities Mind = (Average of INT + WIS) / 2 Charisma = CHA/2 Intelligence = INT/2 Perception = WIS/2 or Mind + Spot Check/2 (Int bonus + skill ranks) Willpower = WIS/2 Reflexes = DEX/2 Agility = DEX/2 (or use STR/2 or adjust for high BAB if you prefer) Dexterity = DEX/2 Speed = DEX/2 (increase for Improved Initiative) Burning Shaolin mentions that a starting Feng Shui character is roughly the equivalent of a 7th level character in D&D. (It's actually quite a treat to read through... there's a number of jabs poking fun at "typical" D&D players.) For Fighters and Rangers, use the Weapon Schticks from Golden Comeback and Killer or Ex-Special Forces archetypes as guides. Barbarians are a little tougher... I had to create a "Rage" unique schtick, but I wasn't entirely happy with it and I don't recall how it was supposed to work. For Wizards and Sorcerers, use the Sorcerer archetype (obviously), but you may have to tweak the Sorcery Schticks a bit to match the spells they are used to... with the caveat that anything below a Lightning Bolt spell is going to seem underpowered in Feng Shui (Ray of Frost as a Blast = 10 damage? Ok...) and anything over Lightning Bolt is going to seem overpowered. For Rogues, use the Ninja, Thief, Smuggler, Spy or Techie archetype. Clerics and Druids are Magic Cops with some different Sorcery Schtick restrictions. For Druids, I gave them a Nature Schtick that combined Weather (which was underpowered anyway) with Animalism (from Thorns of the Lotus) and any Plant effect that already didn't fit under Fertility. Druids got a +1 AV for any Nature Sorcery and -1 AV for any other sorcery (similar to the Taoist from Thorns). Something similar for Clerics might work (+1 to Healing and/or Summoning, -1 to Blast). Bards... didn't have any bards to convert, but I'd probably use a Scrappy Kid with some Influence Sorcery and another non-Blast schtick. Paladin would be a Magic Cop with more restrictive Sorcery Schticks than the Cleric (Healing and Summoning). Monks would be Martial Artists, Ninjas, Ex-Special Forces, or Tranimals. Avoid Old Masters, the archetype is a bit unbalanced.
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