While d20pro is natively a 3.5 product, it can also "play nicely" with 4th Edition by making just a few changes.
To get started, you should first replace the core ruleset with a 4E one. Basically, this means copying over new text files for classes, skills, feats, and spells. Download the files below and paste them into your
folder. Note that you need to overwrite the default ones, which handle 3.5 D&D. You should make a backup of your old ones just in case. Your d20pro folder is usually located in your
folder.
Just put in armor & shield bonuses and add 1/2 of the creature's
level as an unnamed bonus. 4E doesn't use size modifiers for AC
anymore, so you can either offset the size modifier (if applicable) or
simply make all of your creatures Medium sized for numerical simplicity
(recommended).
Defenses are actually very well supported as of version 1.14. d20pro
allows the GM to set up to 3 global custom ACs, so you can set these to
Fort, Ref, and Will. These custom ACs then show up under attacks,
effects, and attack resolution windows, fully integrated into the
system. Effects can even modify these custom ACs, so powers like
Priest's Shield can actually be simulated by applying a +1 bonus to AC
and Reflex for 1 round.
Custom Defenses are set in the Options panel. Click the Start icon, then Options, then Judge section.
See more info here.
Class
In d20pro, classes determine Base Attack Bonus and Spells. This is
problematic if you use the default class style, since 3.5 classes
progressed much faster in terms of BAB than 4E. Fortunately, we have
put together a replacement classes.txt file. Just grab it below and
copy them to your
d20pro\judge\campaign\____\res\ManuallySpecified folder (where ____ is the campaign name). You might want to make a backup of the original files first.
Note: you should
right-click on the links below and choose
Save Link As or
Save Target As, or your browser will try to display the txt file instead of downloading it.
Initiative
As of version 1.13,
initiative now has an override checkbox. You will use this for every
4E creature after 1st level, since creatures add +1/2 of their level to
initiative checks.
Attacks Tab
Unlike previous versions of D&D, you will want to put much more
here than just your basic attacks. Since all of your attack powers are
tied to attacks with a d20 roll now, it's natural that you would want
to place them in the attacks tab. Naming conventions become VERY
important if you want to stay organized. Fortunately, d20pro has you
covered with almost everything. Lets look at each column in turn.
- TO HIT:
If you use the class file above, then d20pro will automatically
calculate your attack bonus for level + your ability score modifier, so
you need to enter the rest here. In the example to the right, the
fighter has a +4 bonus with his sword over a general Strength attack:
+3 for the sword proficiency and +1 for his fighter class feature. His
opportunity attack is +8 because he adds his +2 Wisdom modifier and +2
for his Blade Opportunist feat.
- NAME: VERY important for organizing your attacks.
- The example character shown uses a dash (-) before At Will
powers and asterisks (*) before consumable powers. His encounter
powers use two and his daily uses three. Notice that his Cleave power
has been broken into two attacks - a primary and secondary. The
secondary does 1d1 (minimum) -1, plus strength. That will work out to
dealing strength damage only. The attack bonus for the secondary
attack doesn't matter since the GM can make any attack automatically
hit or miss - depending on how the first attack resolved.
- For attacks that hit a group of foes, like Burning Hands, you should create a single attack, then use the Copy function to duplicate it for several attacks. Remember that d20pro will group adjacent copies into Attack Sets.
- DAMAGE: Pretty basic, but
remember to leave out the ability score modifier - d20pro does that for
you! For powers that deal no damage, just use a 1d1 (since d20pro
currently requires a die for damage) - but the GM can negate any damage
with a single click on an attack. So go ahead and enter your Sleep
spell - it will make your life a bit easier. Just remember to apply
None for the ability score modifying damage.
- Crit: Leave this alone - the GM can modify damage to be maximum if a critical hit occurs.
- Type: You can choose which ability score is used for to hits and which is used for damage. Woohoo!
- Vs: Yes, you can specify which defense the attack will target - including custom ACs like Fort, Ref, and Will.
- +6/+1: Set all of these to NO
- Style: Keep it as 1-handed
Feats & Skills Tabs
One
of our users has generously submitted his modified text files for feats
& skills. Grab them below and copy them to your
d20pro\judge\campaign\____\res\ManuallySpecified folder. You might want to make a backup of the original files first.
Note: you should
right-click on the links below and choose
Save Link As or
Save Target As, or your browser will try to display the txt file instead of downloading it.
Ability Tab
At will, per encounter, and daily powers have found new support in
1.13. You can now create special abilities for creatures in their
ability tab. Double-click on the creature icon and then choose
Abilities under their portrait. Keep in mind that, because this is a
3.5 product, special abilities are not tied to attacks. Many powers
will be resolved in the Attack section. Only use these for tracking
uses or effects that have a duration.
For example, let's say that you are playing a Warlock and your powers are:
- At Will: Eldritch Blast, Eyebite
- Per Encounter: Witchfire
- Per Day: Curse of the Dark Dream
Here is what you could do for each:
- Eldritch Blast: Simple at will power. Program the attack
into the Attack tab on the creature character sheet. Make it a ranged
attack that deals 1d10 magic damage, CHA to hit and damage, vs Ref.
Don't put it in the ability tab.
- Eyebite: Eyebite deals 1d4+cha psychic damage and makes you
invisible to the target. For this, I would also make a basic attack in
the attack tab, make it ranged, magic, and CHA/CHA vs Will. The
invisibility can easily be remembered mentally. You could also just
send a tell in the OOC channel to help you remember.
- Witchfire: Since this is an Encounter power, you might want
to make a Special Ability for it. Here is where you might be tempted to
put the damage in. Don't, since you need to roll to hit with it and
that's an attack. Instead, input an effect that gives -4 to hit for 1
round and be done. Now add an attack that deals 2d6 fire damage,
CHA/CHA vs Will. Now when you use your witchfire, use the attack to
determine hit and damage, then the DM can burn through your ability and
apply the effect to the target if you hit.
- Curse of the Dark Dream: same as witchfire, above. Program
an attack into the character sheet, then make a Daily power in the
abilities tab. The power doesn't really need an effect - but you might
consider changing the target's team color just to make the unit border
different (and easy to spot).

Additional Game Mechanics
Here are a mix of other game mechanics, plus suggestions on how to implement them with d20pro.
Healing Surges, Second Wind, and Action Points
Track these with the Abilities tab.
- Healing Surges: just set it as a Per Day ability with X / X
charges (where X is how many healing surges you get. You could apply a
healing effect to them, but you could just burn them and manually heal
the PCs with the H key if you want.
- Second Wind: Use a Per Init power that heals the appropriate amount and that grants +2 to AC and Fort, Ref, Will defenses for 1 round.
- Action Points: Use items, or even a Special Ability with
charges (1/1). If you get more than 1 action point, just manually edit
the ability to read higher - like 2/1 or 3/1. That way, when you
Rest, the action points default back to 1/1.
Hunter's Quarry & Warlock's Curse
Easy.
Use the Sneak Attack option in the attack selection window. It lets
you add more dice of any size and modifiers to any attack. Just ignore
the Sneak Attack message in the game log. Note that this supports not
only d6's but also d8s and even additional damage on Quarry, etc.
Marking
Use
Teams to assign border colors to creatures that are marked. Our Ranger
uses Cyan, our Fighter uses Black, and our Warlock uses Red.
Movement & Measurement
Actually we suggest that you keep the 3.5 movement math, as that's what
d20pro uses and it's more mathematically accurate. 4th Edition changed
movement counting to simplify things, but d20pro does a better job of
simplifying. On that note, you CAN change all measurements to be in
squares by choosing
Natural Units in the
Options Panel.