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1e, 2e, 3/3.5e or 4e to 5e Conversion guidelines?
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<blockquote data-quote="Manbearcat" data-source="post: 6650510" data-attributes="member: 6696971"><p>Hmmmm...</p><p></p><p>1e: </p><p></p><p>* Gold for xp.</p><p>* Melee needs to be more sticky by itself.</p><p>* Brutal SoD traps and magic.</p><p>* Non-proficient saves need to scale pretty near to the proficient ones (especially for fighters).</p><p>* Warrior classes need to be able to cut through piles of mooks rather than being vulnerable to them.</p><p>* All monsters need to be a hell of a lot more dangerous.</p><p>* Lessen the impact of HD on the game.</p><p>* Roll initiative each round/phases.</p><p>* Thieves and Monks need to be nerfed. Then again. Then again. Maybe one more time for good measure.</p><p></p><p>2e</p><p></p><p>Everything in 1e except Gold for xp and no Monks. Also...</p><p></p><p>* Demons and Devils need to be named Bobs and Larries (or something equivalent).</p><p>* 50 more elven subraces.</p><p>* Use the speed factor stuff.</p><p>* Lots of DMPCs.</p><p>* The PCs need to be tourists as they take in the DM's rendering of their favorite setting.</p><p>* Lots of DM force and random stuff to keep the whole thing together.</p><p></p><p>3.x</p><p></p><p>* Melee needs to be filled with quick-set cement.</p><p>* Get rid of Concentration and give the Wizard more spells and higher DCs.</p><p>* Probably split up Backgrounds to individual "Proficiency Points" that players can spend as Skill Points.</p><p>* Going to have to figure out a magic item economy.</p><p>* Trade Hit Dice for Wands of Cure Light Wounds.</p><p></p><p>4e</p><p></p><p>...errr yeah...this big tent ain't big enough for all of us. Go play your heretical not-D&D elsewhere.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6650510, member: 6696971"] 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. [/QUOTE]
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