D&D 5E Converting from PF1

Reynard

Legend
I am not sure if this belongs here or in another forum. Mods please move as necessary.

I have decided to convert Iron Gods to 5E, both because I have always wanted to run it and because I want to get more proficient at prepping in Fantasy Grounds.

My question is more general tho: what are things to keep in mind when converting from Pathfinder 1E to 5E? Obviously there will be a lot of eyeballing things that just can't be slotted in with the 5E thing, but are there other considerations? Are there PF assumptions that carry over even after replacing creatures and traps with CR appropriate equivalents?

Thanks.
 

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Reynard

Legend
I'd take advantage of any online material you can like this thread over at Paizo. Oh, and this one here at EN World.
Some of that is helpful. Thanks. I like the simplicity of the DC conversion math. Hopefully it works out. I think I am mostly going to reskin and tweak existing creatures for the monsters, but since I have a bunch of monster books, including sci-fi ones, for FG it should be easy to find replacement creatures.

There's a lot more art than science in this, it seems, and I am going to err on the side of making things work with 5E over strictly adhering to the modules or trying to emulate the PF rules.
 

payn

He'll flip ya...Flip ya for real...
Some of that is helpful. Thanks. I like the simplicity of the DC conversion math. Hopefully it works out. I think I am mostly going to reskin and tweak existing creatures for the monsters, but since I have a bunch of monster books, including sci-fi ones, for FG it should be easy to find replacement creatures.

There's a lot more art than science in this, it seems, and I am going to err on the side of making things work with 5E over strictly adhering to the modules or trying to emulate the PF rules.
YW. I ran this half way with PF1. I added a few fun things for the crew like a battery operated 4x4 for getting around. I might not be a good resource for mechanical conversion, but if you have ideas about the plot and adventure material itself, let me know.
 

FallenRX

Adventurer
Its pretty easy, simply find monsters or create new monsters that function to the stat blocks in pathfinder.
Magic Items are pretty easy to convert to 5E Rules directly really.(if it has a unique spell make it a unique ability in the weapon itself)

And you can directly convert any Pathfinder DC in the books by simply dividing the DC in pathfinder then adding 5(Example. Converting a DC32 in pathfinder would be 32/2=16, 16+5=21. So DC21 in Pathfinder, after that just pick a 5e skill that works with it.
 

Reynard

Legend
Its pretty easy, simply find monsters or create new monsters that function to the stat blocks in pathfinder.
Magic Items are pretty easy to convert to 5E Rules directly really.(if it has a unique spell make it a unique ability in the weapon itself)

And you can directly convert any Pathfinder DC in the books by simply dividing the DC in pathfinder then adding 5(Example. Converting a DC32 in pathfinder would be 32/2=16, 16+5=21. So DC21 in Pathfinder, after that just pick a 5e skill that works with it.
What's weird is I was about to say "the DC conversion I saw was halve whatever is over 10" but I am pretty sure that gives the same number. Lol.
 

toucanbuzz

No rule is inviolate
It's the same as 3rd edition conversions. As a cheat sheet:

Skill Checks = 1/2 + 5. Use your best judgment what ability score or skill fits the situation best as per 5E rules.

Monsters = bosses find a comparable CR from any D&D book (and make them interesting with lair, legendary, bonus or reaction powers, or changes in the battlefield, but not all at once unless you want to wipe the party). My suggestion is to add 3 features for a solo boss. Also, while the CR on bosses translates somewhat well, the # of enemies doesn't due to action economy. Solution, add very low level cannon fodder.

Minions, look for ones with comparable hit points, not CR. For example, a Pathfinder bandit with 11hp is a CR 1/2 creature; in D&D a bandit with 11hp is a CR 1/8. Oddly, low level adventures translate pretty well in #s of enemies. As levels go up, not so much. 5 trolls in PF1 is far different than 5 trolls in 5E. Experience will tell you what your PCs can handle.

Treasure = reduce gold piece gain to 10%. Magic items will be your biggest labor because they were part of level advancement in PF1 but not 5E. Remove all "+" items and don't hand out magic items like candy. Consumables like potions and scrolls translate well.
 

Personally I don't try to convert monsters and traps if I can. Instead of converting a gnoll or a demon etc, I just try to find a 5E creature that fits the same theme and is CR appropriate.

The big thing is magic items and treasure. PF has lots and lots of magic items, and both used by NPCs and as treasure. So much magic in 5E can ruin a campaign, or atleast make the party fight way above their level.
 

Some of that is helpful. Thanks. I like the simplicity of the DC conversion math. Hopefully it works out. I think I am mostly going to reskin and tweak existing creatures for the monsters, but since I have a bunch of monster books, including sci-fi ones, for FG it should be easy to find replacement creatures.
You should be able to find 5e stats for most of the creatures, homebrew if not in the official stuff. They may differ significantly in CR, but you can usually fix that by adjusting the numbers.
There's a lot more art than science in this, it seems,
Definitely. But I would say the same goes for converting 5e adventures to work in 5e!
 

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