Tony Vargas
Legend
Quite apart from how you translate them (I'd just pull the closest thing from the 5e MM, there's little point to 'designing' or 'converting' monsters), just sheer numbers count for so much under Bounded Accuracy. If there's 20 monsters, it's going to be a problem, it doesn't much matter what they are. Either an AE can automatically wipe them all out, or they're going to add up to some pain.Mmmmm, yeah, that is a point. Its like 4e minions can be trivial or a real menace, but if you translate weak monsters into 5e they always come down on the 'menace' side of the coin.
That'd help tremendously.While its true that high level 5e monsters work OK as a sort of 'solo' in some respects things get pretty skewed with the weaker ones, particularly for low level PCs. I really think that KotS would be best approached as being a level 3 adventure in 5e.
If it were a 5e adventure, it'd simply have fewer kobolds at the waterfall, fewer just within, and more and more detailed warrens that conveniently cut the kobolds up into manageable pieces, both in terms of the stystem and the party's capabilities.I'm not sure what you do about things like the kobold lair. I guess the only really viable answer is that the players have to be given some sort of tool that short-circuit the whole fight.
SCs were definitely under-utilized in the early 4e modules, yes.Something that will scare away most of the kobolds, or fool them into leaving the area, or allowing you to sneak past, etc. Amusingly the 4e version of the module would have been better if an SC had been provided to allow for that sort of thing as well, so its not like really a totally 5e issue, just that 5e has a unique way of manifesting it.
Of course, KotSf was horrible, even in 4e. Twisting Halls, OTOH, was OK, even with Essentials characters, and just as big a disaster as KotSf run in 5e. 5e's just not up to the range of challenges and degrees of challenge you could do with 4e. Price of 'fast combat' and bounded accuracy and classic feel.
As a DM: Because you got tired of player 'builds' incorporating magic items, because it's nostalgic, because it gives you unlimited license to just make up magic items, because you can use that to adjust the balance among players and move that spotlight around by placing just the right item, because you can use the lure of items as plot hooks, because it gives you more 'control' over the implied setting/world...Quite so - I should feel excited about this (as either a player or a GM) why, exactly?
As a Player: you..er... um...like being surprised? Have no other outlets for latent masochistic tendencies? IDK, I'm not much drawn to 5e as a player. 3.5 & 4e are much more appealing to me from that side of the screen.
Last edited: