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<blockquote data-quote="Tormyr" data-source="post: 6804245" data-attributes="member: 6776887"><p>1. No, no, my party is not so mundane as to only fire missiles into combat (which they do). I am talking about fireballs, lightning bolts, etc. Like the time the paladin was covered in worms and "cleansed" with a fireball. The time the cleric was surrounded by zombies 10 feet away and the mage put up a <em>wall of fire</em> facing outward to protect the cleric. The zombies walked through the wall of fire and pounded on the cleric, protected and obscured from the rest of the party by the tall flames. The time the eldritch knight fired a fireball while in magical darkness at where she thought the dragon was and hit the dragon on the side facing the party, catching most of the party in the fireball's radius. That kind of friendly fire. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>2. This rogue is level 15. It is when the class feature that makes ability checks that have proficiency have a minimum of 10 on the die roll.</p><p></p><p>4. XP progression and level thresholds are quite different in 3.5 and 5e. You can use XP in the first chapter, but it kind of falls apart in the 2nd chapter and onward. I would recommend using milestone levelling where they basically gain a level at the start of a new chapter and partway through the chapter. When a new character comes in bring them in at the level they "should" be. It just works more smoothly.</p><p></p><p>5. The weapon list is even more strict than that. If you do not have a swim speed, the only weapons that work are a dagger, javelin, shortsword, spear, or trident. War picks, lances, rapiers, and morningstars are some piercing weapons that have disadvantage underwater.</p><p></p><p>11. I am not quite sure about your last question here. I don't make any rolls for the DMs in this conversion. Any treasure I list is what does not have a version in the DMG. I only include what needs to be changed usually. In some cases, the changes are so drastic that it is useful to have a treasure roll to spice things up a bit and have me need to do less converting. I also have the players make these rolls most of the time. It does mean that the bad guy did not get to use the super special thing, but that is okay for me.</p><p></p><p>14. You might want to take a look at my spell card generator. <a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1119" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1119</a> You enter the spell information in the spreadsheet and do a mail merge to print your spell cards. I place them in trading card protectors that have nine slots to a page, and all of my spellcaster's spells are all together at my fingertips.</p><p></p><p>16. I don't list that mage armor has been cast because it is possible that they catch him without it. Also, most NPCs listed in the MM and adventure books do not show it spent, so I am following convention. </p><p></p><p>18. Most spells that affect creatures once per round give the creature the opportunity to escape the area of affect.</p><p></p><p>22. I made more terrain back then, so there were some interesting encounters. the walls in Hextor's arena were 2 inches high, and part of Erythnul's cavern was a 3 level set with rope bridge that dissassemble so you could progress through the high, medium and low portions. The maze was done with a few dozen 1 inch squares. The party could only see what they could see at the time. I took away squares that were out of their field of vision. It freaked the players out.</p><p></p><p>Chapter 4's dungeon is some old thing under the city where the bad guy moved in. The thing is, even the observatory is a "dungeon."</p><p></p><p>Anyway, I am glad everything went well!</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6804245, member: 6776887"] 1. No, no, my party is not so mundane as to only fire missiles into combat (which they do). I am talking about fireballs, lightning bolts, etc. Like the time the paladin was covered in worms and "cleansed" with a fireball. The time the cleric was surrounded by zombies 10 feet away and the mage put up a [I]wall of fire[/I] facing outward to protect the cleric. The zombies walked through the wall of fire and pounded on the cleric, protected and obscured from the rest of the party by the tall flames. The time the eldritch knight fired a fireball while in magical darkness at where she thought the dragon was and hit the dragon on the side facing the party, catching most of the party in the fireball's radius. That kind of friendly fire. :) 2. This rogue is level 15. It is when the class feature that makes ability checks that have proficiency have a minimum of 10 on the die roll. 4. XP progression and level thresholds are quite different in 3.5 and 5e. You can use XP in the first chapter, but it kind of falls apart in the 2nd chapter and onward. I would recommend using milestone levelling where they basically gain a level at the start of a new chapter and partway through the chapter. When a new character comes in bring them in at the level they "should" be. It just works more smoothly. 5. The weapon list is even more strict than that. If you do not have a swim speed, the only weapons that work are a dagger, javelin, shortsword, spear, or trident. War picks, lances, rapiers, and morningstars are some piercing weapons that have disadvantage underwater. 11. I am not quite sure about your last question here. I don't make any rolls for the DMs in this conversion. Any treasure I list is what does not have a version in the DMG. I only include what needs to be changed usually. In some cases, the changes are so drastic that it is useful to have a treasure roll to spice things up a bit and have me need to do less converting. I also have the players make these rolls most of the time. It does mean that the bad guy did not get to use the super special thing, but that is okay for me. 14. You might want to take a look at my spell card generator. [url]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1119[/url] You enter the spell information in the spreadsheet and do a mail merge to print your spell cards. I place them in trading card protectors that have nine slots to a page, and all of my spellcaster's spells are all together at my fingertips. 16. I don't list that mage armor has been cast because it is possible that they catch him without it. Also, most NPCs listed in the MM and adventure books do not show it spent, so I am following convention. 18. Most spells that affect creatures once per round give the creature the opportunity to escape the area of affect. 22. I made more terrain back then, so there were some interesting encounters. the walls in Hextor's arena were 2 inches high, and part of Erythnul's cavern was a 3 level set with rope bridge that dissassemble so you could progress through the high, medium and low portions. The maze was done with a few dozen 1 inch squares. The party could only see what they could see at the time. I took away squares that were out of their field of vision. It freaked the players out. Chapter 4's dungeon is some old thing under the city where the bad guy moved in. The thing is, even the observatory is a "dungeon." Anyway, I am glad everything went well! [/QUOTE]
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