&{template:default} {{name= Active Result}} {{Proficiency = [[ ((?{Stat} + ?{Proficient})/4)t[Proficiency] ]] }} {{Ability= [[ (((?{Stat} + ?{Proficient})%4)/2)t[Ability] ]] }} {{Boost = [[ (?{Other Mods}/2)t[Boost] ]]}}
! ?{Stat| Strength, @{selected|strength_mod}| Dexterity, @{selected|dexterity_mod}| Constitution, @{selected|constitution_mod}| Intelligence, @{selected|intelligence_mod}| Wisdom, @{selected|wisdom_mod}| Charisma, @{selected|charisma_mod}} + ?{Proficient| Yes, @{selected|pb}| No, 0| Expertise, @{selected|pb}*2 } + ?{Other Mods|0}
&{template:default} {{name= Resist Result}} {{Challenge = [[ ((?{Stat} + ?{Proficient})/4)t[Challenge] ]] }} {{Difficulty= [[ (((?{Stat} + ?{Proficient})%4)/2)t[Difficulty] ]] }} {{Setback= [[ (?{Other Mods}/2)t[Setback] ]]}}
! gm ?{Difficulty|0} + ?{Challenge|0} + ?{Setbacks|0}
&{template:default} {{name= Resist Result}} {{Challenge = [[ ?{Challenge}t[Challenge] ]]}} {{Difficulty = [[ (?{Difficulty}-?{Challenge})t[Difficulty] ]]}} {{Setback = [[ ?{Setbacks}t[Setback] ]]}}
/w gm &{template:default} {{name= Dis Boi Stats}} {{Soak & Wounds Bonus = [[@{selected|constitution_mod}]]}} {{Strain Bonus = [[@{selected|wisdom_mod}]]}} {{Wounds Base = [[@{selected|hitdieroll}]]}} {{Defense = [[ floor((@{selected|ac}-(10+@{selected|dexterity_mod}))/3) ]]}}
/w gm Remember hit die scaling is: 4, 6, 8, 10, 12, 20 /w gm Usually you pick the "mirrored" number for strain and actual for base wounds.
/w gm &{template:default} {{name= Dis Boi Stats}} {{Soak & Wounds Bonus = [[@{selected|constitution_mod}]]}} {{Strain Bonus = [[@{selected|wisdom_mod}]]}} {{NPC HP Formula = [[@{selected|npc_hpformula}]]}} {{NPC Defense = [[floor((@{selected|npc_ac}-(10+@{selected|dexterity_mod}))/3)]]}}
If you have a barbarian, your base wounds (hit die) is 12, BUT your base strain would then be 6 ("opposite" value of hit die). A fighter would have 10 wounds and 8 strain, a druid 8 wounds and 10 strain. Etc. 4 and 20 are typically only seen on NPCs, if at all given NPC stats are subject to DM discretion. #### "What's the plain English of the conversion?"
(Stat Mod + Prof Mod) / 4 = Proficiency or Challenge Dice, any leftovers are divided by 2 and rounded up to give ability or difficulty dice. Any other modifiers such as +weapons, cover, flanking, advantage or disadvantage(+4 / -4), are added after and divided by 2 to give boost and setback die. For DC checks, just compare it 1-1 with Genesys, DC 5 is "Easy", DC 15 is "Hard", DC 25 is "Formidable", etc. Every 5 DC should give another difficulty die. Wound Bonus = Con Mod, Soak = Con Mod. Strain Bonus = Wis Mod. Defense = (AC - (10 + Dex Mod))/3. You want to remove everything that isn't armor and we scale it down a bit, 20+ AC is pretty much 5e max so that becomes the 4 maximum Defense in Genesys.
Sure, feel free to allow players to pick up a Talent from Genesys instead of a normal feat for ASIs where Tier = Level / 4 rounded up. For damage, again think about d4, d6, d8, d10, d12, d20. Each has a value from 1-6. That is the damage value of the weapon or attack and you multiply it by the number of damage dice. IE a great sword is 2d6 = +4, fireball is 8d6 = +16, a greataxe is 1d12 = +5. Damage bonuses from modifiers, magical bonuses, and elsewhere can translate as-is. I recognize Defense is favored here in how I did stats, but you can feel free to split the total value from AC between defense and bonus soak at DM discretion. Magic can be kept as-is OR the DM can decide that spell slots cost strain = level. Likewise we don't have the Cunning stat, you can make it 1/2 Cha Mod + 1/2 Wis Mod to get a close-enough value if needed. #### "Why is there 0 in front of Advantage and Threat items?" R20 will count numbers in tables to our macros, we want to know success/fail at a glance and we can count threats and advantages after by hovering over the item.