Myrhdraak
Explorer
Now, if you create a port of some 5e module into 4e, then the question might be more like how much is it reliant on skilled play and how much is a story-based adventure? I'd guess that most of the 5e adventures are pretty close to 4e in that sense, and not so much like 1e. I base this on the number of character options you get at start in 5e and the way 5e's rules generally work. Its not a game where you'd want to die from a stray arrow and roll a new character.
When 4th Edition hit the shelves I started playing it straight as written in published adventures (with some story changes and monster upgrades to the higher Damage output levels), and I must say that the party has been near death much fewer times than in my old 1st to 3.5 Edition game play. Yet we love the strategic battles, don't get me wrong - but I feel that I might not want to turn every battle into strategic combat - and I want to see that fear of death in my players eyes a little more often.
So when I tried to return to my old campaign and upgrade it to 4th Edition I started looking into what aspects of the game I could tweak in order to make it play a little different.
- Reduced combat length (solved with less monster and PC HP)
- Make it a little dealier (Reduced HP increases impact of chance)
- Allow me to mix strategic battles (2 hours sessions) with small skirmish battles (½ hour session) that still had some tangible impact on following battles
I really like the new adventure arcs that are coming our from WotC (wish they had done it from the start in 4th Edition as well), but I am interested in being able to more easily take 5th Edition material and add it to my old campaign without major rework. I am also interested in trying out bounded accuracy just to see what flexibility it allows me as a DM when building encounters.