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Converting 2e and 1e adventures
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<blockquote data-quote="Jan van Leyden" data-source="post: 4856853" data-attributes="member: 20307"><p>Typically, 4e characters need some space to maneuver in order to fully use their powers. What about changing the size of the rooms: make single rooms big enough for the group of PCs, while other rooms in which the monsters wait, are rather small. So the PCVs should be inclined to move through the tomb after they have triggered a monsters and they might just trigger a trap on the way. Some traps could be re-designed as encounter hazards in this way.</p><p></p><p>One or two important traps could be handled as skill challenges. The players know about the trap's existence and they try to find a way to disable or circumvent it. If they fail the skill challenge, the trap is triggered.</p><p></p><p>Or make the whole exploration of and movement inside the tomb a skill challenge. With each success they move closer to their goal, each failure leads them to a combat or a trap. This might work well if the task is not to explore the tomb to the last square inch, but to reach a definite goal, like slaying the restless dead within the tomb or retreive some treasure.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 4856853, member: 20307"] Typically, 4e characters need some space to maneuver in order to fully use their powers. What about changing the size of the rooms: make single rooms big enough for the group of PCs, while other rooms in which the monsters wait, are rather small. So the PCVs should be inclined to move through the tomb after they have triggered a monsters and they might just trigger a trap on the way. Some traps could be re-designed as encounter hazards in this way. One or two important traps could be handled as skill challenges. The players know about the trap's existence and they try to find a way to disable or circumvent it. If they fail the skill challenge, the trap is triggered. Or make the whole exploration of and movement inside the tomb a skill challenge. With each success they move closer to their goal, each failure leads them to a combat or a trap. This might work well if the task is not to explore the tomb to the last square inch, but to reach a definite goal, like slaying the restless dead within the tomb or retreive some treasure. [/QUOTE]
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