D&D 5E New DM Starting 5e. . . go with adapted RotRL or HotDQ?

One question regarding that choice would be where to go from after that module? The players love the idea of working all the way to high level play and I only have time to run a pregen.

At that point both you and your players should have a better handle on the system, which should open up your options somewhat. I might suggest grabbing "Red Hand of Doom" then, or perhaps even the old GDQ series.

Though you could perhaos adapt HotDQ, skipping some of the more problematic (mostly early) episodes and jumping to the "good stuff" later on - and then into "Rise of Tiamat". Though I'm hesitant to recommend that even so; I really didn't care for that Path.
 

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This is all fantastically helpful info, thanks very much! I admittedly did assume that Phandelver wouldn't be as rich in detail as other modules simply because it's a starter but will certainly pick it up to check it out.

One question regarding that choice would be where to go from after that module? The players love the idea of working all the way to high level play and I only have time to run a pregen. Should I jump over to HotDQ after Phandelver?

There are tons of great, though differing, opinions here. I think I was pretty enamored with RotTL because I'm very familiar with it and still haven't dismissed it as an option. But I certainly need to see what else is out there for 5e, it seems.

If you go with Phandelver, you can absolutely roll right into HotDQ after...Where exactly you jump in will be up to you. If you start at the beginning, you may want to adjust the first encounters a bit because the characters will be higher level, and part 1 is designed to scare the crap out of 1st level characters...it's supposed to be very difficult/dangerous for them.
 

At that point both you and your players should have a better handle on the system, which should open up your options somewhat. I might suggest grabbing "Red Hand of Doom" then, or perhaps even the old GDQ series.

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I was going to suggest exactly that - start with Lost Mine and then plant enough seeds to segue into Red Hand of Doom, which is widely regarded as one of the very best modules written for 3rd edition. It, just like HotDQ, deals with Tiamat. If you poke around online you might even be able to find a monster conversion for Red Hand.
 

If you go with Phandelver, you can absolutely roll right into HotDQ after...Where exactly you jump in will be up to you. If you start at the beginning, you may want to adjust the first encounters a bit because the characters will be higher level, and part 1 is designed to scare the crap out of 1st level characters...it's supposed to be very difficult/dangerous for them.

OTOH, throwing 5th level characters straight into the first encounter of HotDQ with the expectation to "kill everything!" could be equally scary, just in a different way.
 

First off, this community is fantastic, thanks again for all the help. If I were to go with an earlier edition module after Phandelver, how would I go about converting it? Any tips? I'm not familiar with the mechanics of earlier editions and still getting familiar with 5e. Are there conversion resources out there? Many thanks again to all!
 

First off, this community is fantastic, thanks again for all the help. If I were to go with an earlier edition module after Phandelver, how would I go about converting it? Any tips? I'm not familiar with the mechanics of earlier editions and still getting familiar with 5e. Are there conversion resources out there? Many thanks again to all!

I'm not sure about actual conversion mechanics for past editions. I guess I have enough hands on experience to kind of eyeball it and get a rough estimate. If, for example, you wanted to run Red Hand of Doom a lot of the monsters are going to drag and drop, but it will get a little trickier dealing with "leveled" monsters that have class levels to make them tougher. 5th edition also handles "tougher" with "more numerous", so that's another factor. So instead of a 5th level gnoll fighter, you might have just 3 regular gnolls. Sorry, that's probably not much help. :(
 

Thanks for the tips. Can I ask how you adapted it, Inchoroi, and most specifically how you changed loot tables and treasure? Pathfinder relies on the pc's having access to so much more gold and magic items than in 5e, my concern is maintaining balance.

And where encounters are concerned, did you simply substitute monsters from the 5e MM for those in RotRL or did you create entirely new stat blocks for them? I'm way too new and don't yet have a grasp of either system to be able to adapt in that way.

Thanks!

My players are big fans of randomness, especially letting the dice fall where they may, so I used the random loot tables in the DMG; you don't need to really worry too much about it, though, save making sure they have enough money to live on. I try to keep things interesting, though, by sprinkling magic items in the game. I would never recommend, however, going by what's presented, unless its absolutely plot-required, like the chime of opening in the second chapter.

As for encounters, I tended to err on the side of theme rather than specifics; the first half of chapter one isn't hard. The goblins are good for 1st-3rd level characters; I did have to create the warchanter, but its as simple as adding a level or two of bard to the goblin, and tweaking Charisma up a bit. I actually borrowed both Tsuto Kaijitsu and Malfeshnekor from another conversion over on Giant in the Playground; he's about equal with me now as far as my conversion goes.

Its actually fairly easy to make the monsters if you have the DMG; just use the table, pick a few extra things, get the CR in the ballpark, and you'll be good. I'd stay with three levels up and down of the group's level for CR, just to keep it from getting crazy.
 

First off, this community is fantastic, thanks again for all the help. If I were to go with an earlier edition module after Phandelver, how would I go about converting it? Any tips? I'm not familiar with the mechanics of earlier editions and still getting familiar with 5e. Are there conversion resources out there? Many thanks again to all!
The best resources are the 5e core books.

You can't go too wrong with just running old adventures as written (5 orcs over here, 1 ogre over there, etc.), just using the 5e monster stats. I have found this to result in much easier encounters, though. My advice is to do the math for encounter building (there's a spreadsheet for that somewhere around here). See what difficulty it gives you, ask yourself if that's the difficulty you want for that encounter, and adjust from there.

For monsters that aren't in 5e, it gets a little trickier. Whenever you can, base new monsters on existing monsters. A gibberling is basically a goblin. An aranaea is basically a giant spider.

Keep in mind that 5e monsters are a lot simpler than 3e-family monsters. If you see an NPC in RotRL that's like a half-orc fighter/barbarian with a million feats or whatever, you can probably just go ahead and use "orc" from the Monster Manual, and adjust the stats for the target Challenge rating. There's a page in the Dungeon Master's Guide that shows baseline stats for monsters of all levels. The players won't know the difference (or care). The MM also has basic NPC stats, and the DMG makes it easy to add monster races to them. If you really want to make it difficult for yourself, you can build NPCs using the Player's Handbook.

For everything other than monster stats, just make it up on the fly. Have the player roll whatever. They have to hit 10 to do something easy, 15 for something medium, or 20 for something hard. Done.

As for mechanics of earlier editions:
  • Old-school editions (1970s-1990s) are mostly compatible with each other, and "d20" editions (D&D 3e, 3.5, and Pathfinder) are mostly compatible with each other. 4e and 5e are not directly compatible with each other, or anything else. They're both based on the d20 kernel, but 4e went in a totally different direction, and 5e is trying to have an old-school feel. If you see a D&D thing that looks like it was printed before Microsoft Word was invented, it's probably old-school.
  • In most old-school editions, a "turn" means 10 minutes, and a "round" is 1 minute. Ever since 3e, a "minute" means 1 minute, and a "round" is about 6 seconds.
  • Saves have different names; it shouldn't be too hard to figure out which one to use.
  • Numbers (AC, hit points, etc.) do not directly correspond; you have to use 5e-specific values. Notably, in old-school rules, AC goes down (so a negative AC translates to a really high AC), and distance is measured in tabletop inches (which represent something different if you're indoors or outdoors; just ignore it if you value your sanity).
  • Don't get too caught up with rules. Just try to figure out what the important things are, and try to represent that as simply as possible.
  • Most published adventures suck, so don't be afraid to discard stuff and come up with something better.
 
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I actually borrowed both Tsuto Kaijitsu and Malfeshnekor from another conversion over on Giant in the Playground; he's about equal with me now as far as my conversion goes.
Oh, that's the conversion I found with Google. You're working on a different one? Is it available anywhere?
 

I finished LMoP a month ago and we restarted for HotDQ. While my players didn't initially like the idea, by the time we finished LMoP, the whole group were eager to try new ideas, now that they had a better handle on the rules. So you might find that the group will be ok with rebooting after the starter set. And HotDQ has been fine. I added a political theme (where other forces were attempting to use the threat of the cult to gain power) and made sure every character had a backstory that I could connect to a villain. So far they've really enjoyed it.
 

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