These notes document conversions used when adapting D&D material into Ninefold. They are adaptation guidance, not active play rules.
The D&D source cache contains 450 D&D 2024 SRD 5.2.1 records for editorial normalization into the shared Item Compendium:
| Source class | Records |
|---|---|
| Standard weapons | 38 |
| Armor | 13 |
| Adventuring gear | 91 |
| Tools, gaming sets, and instruments | 37 |
| Poisons | 14 |
| Magic items | 257 |
The non-playable source cache is dnd_item_import.json. Canonical Items may merge rank-only variants, use general names, and retain links to the corresponding D&D Free Rules only in provenance. Six headings about sentient-item rules were excluded because they are rules text rather than items.
Standard D&D weapons establish the first-stage Ninefold damage baseline. Cyberpunk weapons then select the nearest D&D weapon and inherit that converted baseline; Cyberpunk DPS does not replace it.
Item mechanics are decomposed into the shared Effect Mechanics Compendium and linked directly from their host Items. There is no separate effect-application compendium. A source item with only descriptive text, such as ordinary travel clothing, needs no mechanical link.
The reusable item mechanisms include damage, recovery, conditions, defenses, mobility, critical changes, action changes, transformation, creation or summoning, effect invocation, storage capacity, task enablement, and fixed-attribute replacement. D&D saves, AC, ability scores, advantage, timing, charges, and durations remain import evidence until converted into Ninefold contested rolls, percentages, ticks, and resources.
A D&D source action is normalized to a 2-tick Ninefold candidate action. A D&D source reaction is normalized to a 1-tick candidate reaction. A Bonus Action becomes a 1-tick combo addition. These are conversion assumptions for imported D&D material, not shared player-system timing rules. An explicit converted effect may define another duration.
A spell-derived effect candidate pays 1 Stamina for every occupied action tick, plus Stamina equal to the source spell level. This follows the ordinary action-resource rule and adds spell complexity as a separate cost.
Stamina cost = occupied ticks + source spell level
An ordinary action occupies 2 ticks, so a level 3 effect costs 5 Stamina. A level 3 reaction occupies 1 tick and costs 4 Stamina. A cantrip is level 0 and therefore pays only its occupied-tick cost. Explicit timing overrides the default action or reaction duration.
D&D movement is listed as feet per six-second round. Convert it to Ninefold feet per second with:
Ninefold movement in ft/s = D&D movement in ft/round ÷ 6 seconds
For example:
30 ft/round ÷ 6 seconds = 5 ft/s
Keep a useful decimal when the result is not whole. For example, 40 ft/round becomes approximately 6.7 ft/s.
Every imported Mind-side candidate is assigned to a named conversion branch. Playable trained skills sit beneath five named root families. Arcane owns magical training, spells, spell repertoires, metamagic, magical spatial manipulation, magical telepathy, supernatural auras, and other explicitly magical effects. These entries must not be placed under general Virtual Manipulation merely because a particular campaign presents magic through a virtual world.
| Named branch |
|---|
| Knowledge and Technical Skills |
| Social Skills |
| Healing and Condition Manipulation |
| Perception and Information |
| Communication |
| Crafting |
| Fortune and Rerolls |
| Resources and Recovery |
| Action Enhancements and Combos |
| Cross-Domain Conversion |
| Embodiment Upgrades |
| Quarantine |
| Arcane |
These five families are independent root nodes containing actual separately trained skills, not D&D clauses that grant generic proficiency or Expertise.
| Family | Skills |
|---|---|
| Awareness and Investigation | Perception, Investigation, Insight |
| Knowledge | History/Lore, Nature, Religion |
| Social Interaction | Animal Handling, Deception, Intimidation, Performance, Persuasion |
| Movement and Coordination | Acrobatics, Athletics, Sleight of Hand, Stealth, Pilot/Drive |
| Fieldcraft and Care | Medicine, Survival |
| Combat and Weapons | Melee Weapons, Ranged Weapons |
Arcana belongs to the dedicated Arcane group. Generic “gain proficiency,” Expertise, Reliable Talent, saving-throw training, and similar source features are not skills. They must become a specific skill purchase, an action enhancement, or a quarantined conversion record.
The named Mind branches organize general conversion work. Physical embodiment upgrades are Items purchased with Embodiment Points, never Skills purchased with Skill Points. Quarantined source clauses are not playable. Arcane source powers become virtual or real-world Items; only mental training used to control those Items belongs in the Skill tree. The D&D Skill Import Catalogue is a source-review ledger rather than a public compendium.
A source feat, class feature, item, or other package is a compound grant, not a node in this tree. Import it by splitting its text into reusable benefits:
Prerequisites describe what must already be learned, not merely which source package grants a benefit. Every non-root skill therefore links to at least one enabling skill. Equipment techniques require the relevant equipment training, resource spenders require their resource, state benefits require the state, and upgrades require the feature they improve. The branch foundation skills are the only nodes allowed to have no prerequisite.
This makes one source feature a small tree of benefits and allows the same benefit to be granted by several unrelated sources without duplicating its rule.
The D&D Slasher feat is broken into separate candidate nodes rather than treated as one packaged skill:
Melee Weapons
└── Slashing Weapons
├── Hamstring Strike
└── Crippling Critical
Physical Attribute Development
└── Strength or Dexterity Increase
These are candidate nodes derived from the source. Their skill-point costs, advancement thresholds, and final game effects remain to be designed.
The D&D 2024 feat index is a reference catalogue. The Slasher feat provides this first example: it increases Strength or Dexterity, allows a slashing hit to reduce a target's speed, and makes a target hit by a slashing critical less effective at attacking.
Each feat's clauses are being split into independent candidate effect skills. A source feat may therefore point to leaves in several branches. D&D rest limits, Proficiency Bonus scaling, and spell rules are source details to review during adaptation, not assumed Ninefold Wheel rules.
| Source feat | Effect leaves |
|---|---|
| Crafter | Artisan Tool Training; Bargain Buying; Quick Gear Crafting |
| Source feat | Effect leaves |
|---|---|
| Tavern Brawler | Enhanced Unarmed Strike; Unarmed Damage Reroll; Improvised Weapon Training; Unarmed Push |
| Source feat | Effect leaves |
|---|---|
| Alert | Initiative Proficiency; Initiative Swap |
| Savage Attacker | Savage Damage Choice |
| Tough | Toughness |
All 22 common Origin feats listed by the source have now been reviewed.
All 35 Origin feats on the source index have now been reviewed and decomposed into candidate effect leaves.
All 13 Fighting Style feats have been reviewed and their individual combat effects mapped as candidate nodes.
All 15 Common Epic Boon feats have now been reviewed and decomposed into candidate effect leaves.
| Source feat | Effect leaves |
|---|---|
| Boon of Siberys | Any Stat Increase; Aberrant Spell Access; Prepared Aberrant Spell; Component-Free Casting; Renewable Aberrant Casting |
All 32 Epic Boon feats on the source index have now been reviewed and decomposed into candidate effect leaves.
Standard Dragonmarks separate trained checks, direct mark abilities, granted spell access, and the Mark spell list into distinct candidate nodes.
All 13 standard Dragonmark feats have now been decomposed into candidate effect leaves.
All 14 Greater and Potent Dragonmark feats have now been reviewed and decomposed into candidate effect leaves.
All 9 Planar Pact feats have been decomposed. D&D level gates are retained only as source context and do not create level prerequisites in this tree.
All 9 Dark Gift feats have been decomposed. Beneficial and adverse clauses remain separate candidate effects for system design.
All 60 Common General feats have been reviewed.
All 13 Faerûn General feats on the source index have now been reviewed.
All 83 General feats on the source index have now been reviewed and decomposed into candidate effect leaves. All feat families in the source catalog have now been reviewed and decomposed into candidate effect leaves.
Class packages follow the same compound-grant model as feats: each textual bonus points to a reusable benefit node, while source levels and scaling stay as adaptation context. Wrapper grants such as subclass selection, Ability Score Improvement, and Epic Boon select separate packages and do not duplicate their benefits here.