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Converting 1st/2nd Edition Modules to 4th Edition
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<blockquote data-quote="senorcoo" data-source="post: 4469301" data-attributes="member: 33977"><p>My PC's are currently going through T1-4 Temple of Elemental Evil (designed for levels 4-7 or 5-8), but only the Temple part of it. You have to group encounters in a way that makes sense. The old AD&D method of "fight in this room, but the bad guys next door don't hear us" doesn't work in 4E. Look at how the encounters could be grouped and put them together in a way that makes sense, yet stays true to the good old days. E.G. The harpy encounter on level one has 2 Harpies and some undead that arrive from the adjacent rooms. It's about a 4-5 room encounter sequence in the old module condensed into one encounter.</p><p></p><p>As an aside, the thing I love about the old modules is the in-depth room description, a characteristic that seems to be SORELY lacking in the 4E pre-made modules. My players went through KotS and just doing the entrance section of the temple left them with a sense of awe from the description alone. That is probably the most noticeable feature from the old TSR modules that the new stuff is missing - and probably the reason we all love the vintage stuff so much. There are areas to explore in the older adventures that don't just have encounters. In pre-made 4E adventures, every encounter area has a fight. This is the largest departure from previous editions and a feature that is going to have me doing additional updating of past modules.</p><p></p><p>It took me quite a while to get ToEE ready for 4E. Putting the encounters together, culling down the treasure to fit the total amount from the parcels (not actual parcels, but making sure the TOTAL amount fits as I like the scattered trinkets), and re-designing encounter areas with terrain features took some work, but it will be worth it.</p><p></p><p>I have included an attachment describing the encounter areas only (the maps have been hand drawn so are not included). Also, you can ignore some of the descriptions of the obstacles as they were done before I had read up on how to implement them. A couple of custom monsters in there from these boards as well as a one of my own design (Colon Golem - designed as a joke because of a player comment, but lethal) and a fightable version of big Z. Let me know what you think!</p></blockquote><p></p>
[QUOTE="senorcoo, post: 4469301, member: 33977"] My PC's are currently going through T1-4 Temple of Elemental Evil (designed for levels 4-7 or 5-8), but only the Temple part of it. You have to group encounters in a way that makes sense. The old AD&D method of "fight in this room, but the bad guys next door don't hear us" doesn't work in 4E. Look at how the encounters could be grouped and put them together in a way that makes sense, yet stays true to the good old days. E.G. The harpy encounter on level one has 2 Harpies and some undead that arrive from the adjacent rooms. It's about a 4-5 room encounter sequence in the old module condensed into one encounter. As an aside, the thing I love about the old modules is the in-depth room description, a characteristic that seems to be SORELY lacking in the 4E pre-made modules. My players went through KotS and just doing the entrance section of the temple left them with a sense of awe from the description alone. That is probably the most noticeable feature from the old TSR modules that the new stuff is missing - and probably the reason we all love the vintage stuff so much. There are areas to explore in the older adventures that don't just have encounters. In pre-made 4E adventures, every encounter area has a fight. This is the largest departure from previous editions and a feature that is going to have me doing additional updating of past modules. It took me quite a while to get ToEE ready for 4E. Putting the encounters together, culling down the treasure to fit the total amount from the parcels (not actual parcels, but making sure the TOTAL amount fits as I like the scattered trinkets), and re-designing encounter areas with terrain features took some work, but it will be worth it. I have included an attachment describing the encounter areas only (the maps have been hand drawn so are not included). Also, you can ignore some of the descriptions of the obstacles as they were done before I had read up on how to implement them. A couple of custom monsters in there from these boards as well as a one of my own design (Colon Golem - designed as a joke because of a player comment, but lethal) and a fightable version of big Z. Let me know what you think! [/QUOTE]
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