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D&D 5E Is it houseruling to let a torch set fire to things?

Is it houseruling to allow a burning torch to set fire to another torch?

  • Yes

    Votes: 6 3.6%
  • No

    Votes: 162 96.4%

Umbran

Mod Squad
Staff member
Supporter
Referring to Gygax's DMG as a basis for play today is kind of like requiring backwards compatibility for 30+ years.

So, are you still using Windows 3.11 as well?

This isn't to say folks can't prefer what they prefer. But expecting guidlelines from a very old game to still hold in the present editions doesn't seem reasonable.
 

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Sadras

Legend
Referring to Gygax's DMG as a basis for play today is kind of like requiring backwards compatibility for 30+ years.

So, are you still using Windows 3.11 as well?

This isn't to say folks can't prefer what they prefer. But expecting guidlelines from a very old game to still hold in the present editions doesn't seem reasonable.

Agree. I'm not sure why Pemerton decided to justify his position using Gygax's DMG when 4e was just around the corner.
 


Tony Vargas

Legend
Referring to Gygax's DMG as a basis for play today is kind of like requiring backwards compatibility for 30+ years.
I don't know if it's a requirement, but I've run 1e AD&D modules in 5e prettymuch unmodified but for approximately inverting ACs. I'd say we have that backwards compatibility.
 


Tony Vargas

Legend
Well,saying that the only thing you need to do is "approximately invert the ACs" is not correct IME.
"prettymuch the only thing," the only thing I found the need to do, consistently, with every critter. Specific stats/saves/skills/etc often don't come up, for instance... and, if they did in 1e, I'd be looking them up or making them up, anyway, so I don't really consider that a conversion of the module. ;)

1. Monsters- the ACs have to be changed. Monsters don't have stat blocks (or statistics), so you have to approximate what their stats would be for everything from "to hit" bonuses to saving throws.
1e stats can be very brief, AC, hps, d/a, &c, yes. AC's the one I see a consistent need to change. Filling in blanks like attack bonuses you can do, or not, depending on how consistent and 'fair' you're intent on being.

2. Effects. Again, there are a number of save or die mechanics (must modify).
If a monster's poisonous, you can use the poisoned condition, if you like.

3. Treasure. I assume you're not handing out 1e treasure, right? Right?
I barely hand out treasure, at all. ;P When I run a 1e (or Basic, I run In Search of the Unknown now and then - different every time, of course) module, it's usually a one-off adventure, the players won't get experience and play the PCs again, they're typically pre-gens that go back in my folder. If there is treasure that's a highlight of the module or a McGuffin item, sure they'll find it, but it has no bearing outside the context of the module.

Now, conversions can be easy (either on the fly, or by subbing in 5e monsters for the 1e equivalent).
Where short stat blocks aren't provided in an old module, just pulling up the 5e stats is usually fine, at lower levels, anyway, they're not often far off in terms of CR.
 


Tony Vargas

Legend
Now, since monsters don't have stat blocks (I mean that they don't have ability scores) in 1e, then determining a monster's abilities becomes relevant in almost every combat/encounter, given the ability-dependent nature of 5e.
Some of them might. The 1e module stat blocks (if any) didn't provide a lot of information compared to the 1e MM stats, either. If something came up, you either winged it or looked it up in the MM. I guess 'winging it' (or even cracking the MM) just doesn't feel like 'converting' to me - it's what I'd've been used to doing, anyway, if I were running under 1e instead of 5e.

Well, that and the +1 longsword in every room.
Not in the module's I've been running, though I do recognize the stereotype and that it's not entirely unfounded. ;) The Empty Room and the 10x10 corridor that just leads to other 10x10 corridors, OTOH, maybe a little too prevalent in some of 'em. ;P
 


Tony Vargas

Legend
I'm trying to get this one (really!). So, in 1e, you had the monsters HD = (for example) their save. Now, just about every DM had the ubiquitous DM screen with the saving throws.
I had a paperclip marking the page with the tables in my DMG. Early on I lost part of my old DM screen, and never replaced it. ;( The short 1e blocks didn't always or even often, have HD. It might be something like ...(AC 6, 1-6/1-4x2, 11,9,9,9,7,5)... They didn't always provide even that, sometimes they /just/ listed hps, or nothing at all. At that point, what am I converting? Nothing.

Now, in every combat, there are spells (because 5e) and often saves, which are no longer dependent on "level" (HD), but abilities, which don't exist for monsters in 1e.
Uh-huh, OTOH, it's not inconvenient to roll a save and only worry about guessing-at/looking-up an exact stat if it's in doubt. Then there's Sleep which doesn't even need a save, and save:1/2 spells where 1/2 damage will still kill the little buggers.

I'm not disagreeing with you- but I'd say that this is the single biggest issue for conversion, on the fly or otherwise. Not AC (which is pretty simple, once you decide on a method). There are trickier aspects for balance, but this comes up all the time.
Like I said, it just doesn't feel like a conversion. It's not something in the module, that I'm running through a formula to get a deterministic result. Inverting AC is. It's about the only thing.

One other necessary conversion did occur to me, though: You've got to adjust the lower-level-undead encounters. Classic D&D assumes you always had a Cleric, thus Undead would always face some Turning, so those encounters are often too big, as presented.
 

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