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Night Below
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<blockquote data-quote="Darkness" data-source="post: 2048938" data-attributes="member: 13"><p>For starters, you'll need to tone the monetary rewards down - waaay down. They were necessary in 2e because it required you to use the gp = xp rule so the PCs would advance quickly enough. In 3.5, they'll advance quickly enough anyway and the vast amounts of gold will create campaign problems. (Unless you don't let 'em spend it but if so, why give it to them in the first place?) Cutting most treasure from book II on down to 1/10 the listed value is a start but even that might not suffice.</p><p>Magic items are plentiful as well. You might want to reduce them some, both in numbers and power. They probably were too plentiful for 2e as well, considering the [spoiler]Mordenkainen's disjunction trap in book III.[/spoiler]</p><p></p><p>What's more, much of book II can be skipped by the PCs for the same reason that the treasure needs to be reduced: It's just there so the PCs can get xp.</p><p>That part of Night Below is also a grueling hack-and-slash sequence. If your players are into that kind of thing, they might want to go there anyway. My players lost much interest in the campaign because of that part back when I ran it, though.</p><p></p><p>Also, if you make a direct conversion, some combats might be too hard for the PCs. Specifically, the [spoiler]shadow dragon and the kuo-toa dukes/priest-king[/spoiler] might be a bit hard. You might want to either make them tough but manageable instead.</p><p>Some fights might also be too easy but probably none of the important ones so it's not really an issue.</p><p></p><p>Lastly, 14th level at the end of Night Below when running it in 3.5 is a pessimistic assumption. If you run the adventure mostly as written and they don't skip very many areas, they might be quite a bit higher - perhaps even 18th or so. Which they probably need to to win/survive in this case anyway.</p><p></p><p>I hope that helps.</p></blockquote><p></p>
[QUOTE="Darkness, post: 2048938, member: 13"] For starters, you'll need to tone the monetary rewards down - waaay down. They were necessary in 2e because it required you to use the gp = xp rule so the PCs would advance quickly enough. In 3.5, they'll advance quickly enough anyway and the vast amounts of gold will create campaign problems. (Unless you don't let 'em spend it but if so, why give it to them in the first place?) Cutting most treasure from book II on down to 1/10 the listed value is a start but even that might not suffice. Magic items are plentiful as well. You might want to reduce them some, both in numbers and power. They probably were too plentiful for 2e as well, considering the [spoiler]Mordenkainen's disjunction trap in book III.[/spoiler] What's more, much of book II can be skipped by the PCs for the same reason that the treasure needs to be reduced: It's just there so the PCs can get xp. That part of Night Below is also a grueling hack-and-slash sequence. If your players are into that kind of thing, they might want to go there anyway. My players lost much interest in the campaign because of that part back when I ran it, though. Also, if you make a direct conversion, some combats might be too hard for the PCs. Specifically, the [spoiler]shadow dragon and the kuo-toa dukes/priest-king[/spoiler] might be a bit hard. You might want to either make them tough but manageable instead. Some fights might also be too easy but probably none of the important ones so it's not really an issue. Lastly, 14th level at the end of Night Below when running it in 3.5 is a pessimistic assumption. If you run the adventure mostly as written and they don't skip very many areas, they might be quite a bit higher - perhaps even 18th or so. Which they probably need to to win/survive in this case anyway. I hope that helps. [/QUOTE]
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