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1e, 2e, 3/3.5e or 4e to 5e Conversion guidelines?
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<blockquote data-quote="aramis erak" data-source="post: 6650357" data-attributes="member: 6779310"><p>In general...</p><p></p><p>For OD&D, BX/BECMI/Cyclopedia, AD&D 1 or 2 ... </p><p></p><p>Characters keep class and level, and attributes. Hit points and abilities refigure. </p><p></p><p>Multiclass should probably convert as it did for 3E: highest plus half of each of the others for total levels, round up, then keep the proportions similar. So Fighter/Thief 8/5 wold be total 11 levels, probably 6 & 5. A 6/5/4 Th/F/MU would be 6+2.5+2=10.5 total - 4/4/3 is probably the best fit, but maybe 5/4/2, depending upon the build.</p><p></p><p>Monsters: </p><p>The above mentioned editions ballanced by total HD, with HD=TPL being the point where a death is well within the possibilities... but noting that TPL counted second and third classes as only half value... And anything between +1 and +4 as 1/2 a HD, with +5 to +8 being equal to a full HD. </p><p>So, some stable figures: The average party level is the midpoint of the stated level range, and the expected characters is 4 or the midpoint, whichever is more, provided that the expected characters isn't bigger than the maximum for the module. So, 3-7 characters of levels 5-9 would be 5 of 7th level... or 35 HD as the "deadly line." We also work the budget for 5@7th... 5 x 1700 = 8500. So, take the total HD of the encounter, divide by the total party level, and multiply the resulting fraction by 8500 to figure the budget, and use the closest thing to the item named, and get the Difficulty Value around there. (See the DMG or DMBR for how to multiply the XP value for number of badguys.)</p><p></p><p></p><p>That's a slow, but very close to best fit method, and for ones where most of the monsters and NPC's are represented in the MM and PHB, it's also going to preserve the relative difficulty.</p><p></p><p>If I came up with a fractional midpoint, say levels 5-10, that would be 7.5, so I'd average the 7th and 8th level XP values. Likewise for fractional player - just multiply by half.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 6650357, member: 6779310"] In general... For OD&D, BX/BECMI/Cyclopedia, AD&D 1 or 2 ... Characters keep class and level, and attributes. Hit points and abilities refigure. Multiclass should probably convert as it did for 3E: highest plus half of each of the others for total levels, round up, then keep the proportions similar. So Fighter/Thief 8/5 wold be total 11 levels, probably 6 & 5. A 6/5/4 Th/F/MU would be 6+2.5+2=10.5 total - 4/4/3 is probably the best fit, but maybe 5/4/2, depending upon the build. Monsters: The above mentioned editions ballanced by total HD, with HD=TPL being the point where a death is well within the possibilities... but noting that TPL counted second and third classes as only half value... And anything between +1 and +4 as 1/2 a HD, with +5 to +8 being equal to a full HD. So, some stable figures: The average party level is the midpoint of the stated level range, and the expected characters is 4 or the midpoint, whichever is more, provided that the expected characters isn't bigger than the maximum for the module. So, 3-7 characters of levels 5-9 would be 5 of 7th level... or 35 HD as the "deadly line." We also work the budget for 5@7th... 5 x 1700 = 8500. So, take the total HD of the encounter, divide by the total party level, and multiply the resulting fraction by 8500 to figure the budget, and use the closest thing to the item named, and get the Difficulty Value around there. (See the DMG or DMBR for how to multiply the XP value for number of badguys.) That's a slow, but very close to best fit method, and for ones where most of the monsters and NPC's are represented in the MM and PHB, it's also going to preserve the relative difficulty. If I came up with a fractional midpoint, say levels 5-10, that would be 7.5, so I'd average the 7th and 8th level XP values. Likewise for fractional player - just multiply by half. [/QUOTE]
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