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1e, 2e, 3/3.5e or 4e to 5e Conversion guidelines?
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<blockquote data-quote="Tony Vargas" data-source="post: 6650349" data-attributes="member: 996"><p>IMHO, you don't need any sort of precise formulae to convert to 5e. If an adventure has a monster, there's a chance it's already in 5e, if it's not, find a similar one - if necessary, build it from scratch, 5e monsters aren't like 3.x monsters. Same for items and whatever else, use the closest extant 5e analog.</p><p></p><p>For converting actual rules, of course, it gets much more problematic. 5e is fairly arbitrary in it's design, but...</p><p></p><p>1e/2e: AD&D stuff is usually pretty descriptive, it'll tell you exactly what the monster/item/class ability does in more or less natural (if a little quixotic) prose. Just go with that. where numbers come in, compare to something similar in 5e and ballpark it. (Though, personally, I've found that at low levels, you can run 1e monsters in 5e all but unmodified - you do have to invert AC, for instance.)</p><p></p><p>3.x/4e: Don't even bother trying to convert the numbers, use a close analog in 5e and don't try to use or re-create the earlier game version. 4e stuff, in particular, is loaded with keywords and precise rules jargon that, while perfectly clear in that context, won't make any sense in 5e. 3.x is still fairly natural-language, but it's voluminous and designed to interact with the whole system, and to have system mastery rewards and 'trap options' that make it a minefield for players (and even DMs) not familiar with it. So stick with the spirit of the source material, but use 5e-native stats for everything.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6650349, member: 996"] IMHO, you don't need any sort of precise formulae to convert to 5e. If an adventure has a monster, there's a chance it's already in 5e, if it's not, find a similar one - if necessary, build it from scratch, 5e monsters aren't like 3.x monsters. Same for items and whatever else, use the closest extant 5e analog. For converting actual rules, of course, it gets much more problematic. 5e is fairly arbitrary in it's design, but... 1e/2e: AD&D stuff is usually pretty descriptive, it'll tell you exactly what the monster/item/class ability does in more or less natural (if a little quixotic) prose. Just go with that. where numbers come in, compare to something similar in 5e and ballpark it. (Though, personally, I've found that at low levels, you can run 1e monsters in 5e all but unmodified - you do have to invert AC, for instance.) 3.x/4e: Don't even bother trying to convert the numbers, use a close analog in 5e and don't try to use or re-create the earlier game version. 4e stuff, in particular, is loaded with keywords and precise rules jargon that, while perfectly clear in that context, won't make any sense in 5e. 3.x is still fairly natural-language, but it's voluminous and designed to interact with the whole system, and to have system mastery rewards and 'trap options' that make it a minefield for players (and even DMs) not familiar with it. So stick with the spirit of the source material, but use 5e-native stats for everything. [/QUOTE]
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