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<blockquote data-quote="Tormyr" data-source="post: 6348820" data-attributes="member: 6776887"><p>The conversion includes swapping out creatures, named NPCs, magic items, and DCs of traps and checks as well as balancing encounters.</p><ul> <li data-xf-list-type="ul">Where a 5e monster already exists, I just use that. Otherwise, I use the 3.5 version, keep its ability scores and equipment for the most part, assign traits, attacks, armor, resistances and vulnerabilities all based on what it had in 3.5. Then I bump the hit dice by about 2. Then I select a CR and XP that feels right. I have a feeling this will be much easier when Basic is updated on August 8.</li> <li data-xf-list-type="ul">Named NPCs are created using character creation rules.</li> <li data-xf-list-type="ul">Magic items are adjusted to fit the playtest/starter set feel of items. Wands only have 7 charges and recharge each day. A rope of climbing or handy haversack is mostly unchanged. A potion of bull's strength or cat's grace only gives +2 to an ability instead of +4, resulting in a +1 instead of +2 modifier, to fit better in bounded accuracy. At first I made all masterwork items +1's, but I now realize that was a mistake because there are just too many of them. I would now say all masterwork items are just regular items.</li> <li data-xf-list-type="ul">Traps and check DCs are lowered to the Easy = 10, Hard = 20 scale.</li> <li data-xf-list-type="ul">Each area has an encounter level. I have taken that level, looked at the 5e encounter building guidelines for the Party level, and added monsters accordingly. As an example, a room has a 3.5 encounter level of 4. Encounter Level described a moderate difficulty encounter for a party of 4 of that level. In the 5e version, the EL 4 room gets 150xp worth of creatures per character. This helps keep the difficulty higher for the Age of Worms encounters that are scaled far beyond the party's level. In 5e encounter building table, the moderate difficulty at a higher encounter level translates into a harder difficulty at the party's level.</li> </ul><p>Once all the core books are out, this process will be much easier because there will be less guess work, and the monster manual will have most of the creatures I will need. Many more magic items will most likely be spelled out. Project: Morningstar will have a character builder that could be used for named NPCs. If a DM has the time and willingness to do a bit of guesswork, I could say to start such a campaign now. Otherwise, the final of the core books comes out in only 3.5 months. A DM could easily run Tyranny of Dragons and then pick up a project like this when Tyranny of Dragons was complete.</p><p></p><p>Once all of the core books come out I will go back start working on a conversion kit for Age of Worms. Things that are in the core books will be referenced by page number, and custom stuff will be written up with a conversion. I will probably post this to here and Paizo's forums.</p><p></p><p>We are finishing up chapter two in about 2 weeks. It will have taken us 2 months per chapter so far. We meet every Wednesday for about 3-3.5 hours with one week of playing a different game at chapter breaks. At this rate, we will finish in April of 2016 after around 340 hours of game time. I originally found out about Age of Worms because someone sent me a scanned pdf of all of the relevant stuff from the dungeon issues. I have been purchasing the pdfs from Paizo as I prep each chapter, so the cost has been spread out. Each chapter only costs $5 ($3 during their sale), and lasts for about 28 hours. One of the things I love about this hobby is that it can cost less than $1 a session for a great evening of entertainment for a group of friends.</p><p></p><p>EDIT: The other thing that is probably going to have to change is going from leveling up based on XP to levelling up at set points in the story. Leveliling up by XP given by the encounter building worked up through the getting to level 4 by halfway through chapter two, but I don't see how they will get to level 5 by the end of chapter two through experience. So it is probably going to be better to just forget about it.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6348820, member: 6776887"] The conversion includes swapping out creatures, named NPCs, magic items, and DCs of traps and checks as well as balancing encounters. [LIST] [*]Where a 5e monster already exists, I just use that. Otherwise, I use the 3.5 version, keep its ability scores and equipment for the most part, assign traits, attacks, armor, resistances and vulnerabilities all based on what it had in 3.5. Then I bump the hit dice by about 2. Then I select a CR and XP that feels right. I have a feeling this will be much easier when Basic is updated on August 8. [*]Named NPCs are created using character creation rules. [*]Magic items are adjusted to fit the playtest/starter set feel of items. Wands only have 7 charges and recharge each day. A rope of climbing or handy haversack is mostly unchanged. A potion of bull's strength or cat's grace only gives +2 to an ability instead of +4, resulting in a +1 instead of +2 modifier, to fit better in bounded accuracy. At first I made all masterwork items +1's, but I now realize that was a mistake because there are just too many of them. I would now say all masterwork items are just regular items. [*]Traps and check DCs are lowered to the Easy = 10, Hard = 20 scale. [*]Each area has an encounter level. I have taken that level, looked at the 5e encounter building guidelines for the Party level, and added monsters accordingly. As an example, a room has a 3.5 encounter level of 4. Encounter Level described a moderate difficulty encounter for a party of 4 of that level. In the 5e version, the EL 4 room gets 150xp worth of creatures per character. This helps keep the difficulty higher for the Age of Worms encounters that are scaled far beyond the party's level. In 5e encounter building table, the moderate difficulty at a higher encounter level translates into a harder difficulty at the party's level. [/LIST] Once all the core books are out, this process will be much easier because there will be less guess work, and the monster manual will have most of the creatures I will need. Many more magic items will most likely be spelled out. Project: Morningstar will have a character builder that could be used for named NPCs. If a DM has the time and willingness to do a bit of guesswork, I could say to start such a campaign now. Otherwise, the final of the core books comes out in only 3.5 months. A DM could easily run Tyranny of Dragons and then pick up a project like this when Tyranny of Dragons was complete. Once all of the core books come out I will go back start working on a conversion kit for Age of Worms. Things that are in the core books will be referenced by page number, and custom stuff will be written up with a conversion. I will probably post this to here and Paizo's forums. We are finishing up chapter two in about 2 weeks. It will have taken us 2 months per chapter so far. We meet every Wednesday for about 3-3.5 hours with one week of playing a different game at chapter breaks. At this rate, we will finish in April of 2016 after around 340 hours of game time. I originally found out about Age of Worms because someone sent me a scanned pdf of all of the relevant stuff from the dungeon issues. I have been purchasing the pdfs from Paizo as I prep each chapter, so the cost has been spread out. Each chapter only costs $5 ($3 during their sale), and lasts for about 28 hours. One of the things I love about this hobby is that it can cost less than $1 a session for a great evening of entertainment for a group of friends. EDIT: The other thing that is probably going to have to change is going from leveling up based on XP to levelling up at set points in the story. Leveliling up by XP given by the encounter building worked up through the getting to level 4 by halfway through chapter two, but I don't see how they will get to level 5 by the end of chapter two through experience. So it is probably going to be better to just forget about it. [/QUOTE]
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