Manbearcat
Legend
A lot has been said lately about how little new material is available for 5e and how WotC will not be publishing as much as some people may want. Also that the best option that we have is to rely on the material from previous editions by converting it "easily" to 5e (or to create your own, which is what the 5e´s DMG seems to be all about).
I haven't made any attempt to convert anything so I have no real reference about it. Without taking a deeper look it sounds more simple to convert from 3/3.5/4e to 5e because they are all d20 system and therefore more similar, requiring less conversion. Is this correct?
Are there any guidelines to convert from 1e, 2e, 3/3.5e or 4e to 5e? If this has been asked/answered before please point me in the right direction so I can find it.
Thanks in advance!!!
Hmmmm...
1e:
* Gold for xp.
* Melee needs to be more sticky by itself.
* Brutal SoD traps and magic.
* Non-proficient saves need to scale pretty near to the proficient ones (especially for fighters).
* Warrior classes need to be able to cut through piles of mooks rather than being vulnerable to them.
* All monsters need to be a hell of a lot more dangerous.
* Lessen the impact of HD on the game.
* Roll initiative each round/phases.
* Thieves and Monks need to be nerfed. Then again. Then again. Maybe one more time for good measure.
2e
Everything in 1e except Gold for xp and no Monks. Also...
* Demons and Devils need to be named Bobs and Larries (or something equivalent).
* 50 more elven subraces.
* Use the speed factor stuff.
* Lots of DMPCs.
* The PCs need to be tourists as they take in the DM's rendering of their favorite setting.
* Lots of DM force and random stuff to keep the whole thing together.
3.x
* Melee needs to be filled with quick-set cement.
* Get rid of Concentration and give the Wizard more spells and higher DCs.
* Probably split up Backgrounds to individual "Proficiency Points" that players can spend as Skill Points.
* Going to have to figure out a magic item economy.
* Trade Hit Dice for Wands of Cure Light Wounds.
4e
...errr yeah...this big tent ain't big enough for all of us. Go play your heretical not-D&D elsewhere.