[3E < 4E] How hard is it going to be to reverse engineer modules?

Yeah, I hear you.

To the OP, I'd say start them at level 3. 4E assumes high starting hp, every class can heal, and minion rules, all things you probably won't bother adding to your 3E rules just to make KotS fit.
I had a similar thought. "Common" MM Kobolds can stand in for Minions.
Kobold Skirmishers => Kobold Rogue 1-2
Kobold Soldier (Dragonshield) => Kobold Fighter 1-2
Kobold Artillery (Slinger?) => Ranger with Slings
Kobold Controller (Wyrmpriest) => Sorcerer (optionally: Give them "Bless" or a similar "Leader" spell, possibly giving him access to some divine spells, since the Wyrmpriest is a Controller (Leader).)

Similar Conversions can be done for the Goblins and Hobgoblins. You might want add Warrior levels to the Goblins and Hogboblin commons/minions.

I would ensure that the group gets a Wand of Cure Light Wounds early - but that's what we did always in 3E, anyway.

You might want to restrict the starting equipment to normal 1st level gear, though, to ensure that the lower attack values of the NPCs still work, though I am not certain that the 2.700 gp for 3rd level PCs really make such a big difference.
 

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I'm finding the exhortations to play 4e rather creepy.
Eh? Converting anything involves changing some input into some other kind of output. If you've got no idea what the input is, how are you going to end up with good output?

Most of the time when people want to convert an old module, it's because they've actually played that module and the system they're converting to. If the guy's converting the quick-start module for 4E, it stands to reason that he hasn't played 4E. It's not so much a suggestion to start drinking the Kool-Aid as it is to have some idea what you're doing before you start fiddling.
 

I had a similar thought. "Common" MM Kobolds can stand in for Minions.
Kobold Skirmishers => Kobold Rogue 1-2
Kobold Soldier (Dragonshield) => Kobold Fighter 1-2
Kobold Artillery (Slinger?) => Ranger with Slings
Kobold Controller (Wyrmpriest) => Sorcerer (optionally: Give them "Bless" or a similar "Leader" spell, possibly giving him access to some divine spells, since the Wyrmpriest is a Controller (Leader).)
I think this is good advice. Minions are standard 3e kobolds. Standard 4e kobolds are leveled 3e kobolds.

I'd avoid PC classes, though. Use experts, warriors, and adepts where reasonable (don't force things). 4e has the basic assumption that most fights should involve equal numbers of PCs and foes. That sort of parity is murder in 3e, unless you use lower CRs. NPC classes let you do that pretty well.
 

I may be derailing this, so be warned...

Translating things from any system to 3E is a lot of work. Its just the way that game is. Building and statting things takes a while using the system as written. Its actually less work to create something from scratch IMO, and unless the adventure from another system is a classic it generally isn't worth the effort. I don't know that I'd call KotS a classic. Some people claim they can create things for 3E with little effort or on the fly, but I would assume those people don't really need advice from a thread like this.

The point of a published module is to save yourself work. Translating things to 3E kind of defeats that purpose.

**Edition Wars Warning**

This may be in bad taste, but I feel the need to post this anyway. Its far easier to translate things into other versions of D&D(2E and 4E for example) than it is for 3E. I have been running the original Dragonlance modules, and are currenty at the seventh of 12. The modules were written for 1st edition, but I was converting it to 2E on the fly. When 4E was released, we translated all of the characters to 4E, limited the game to 5-6 active characters(out of the 8-11 person parties the game gives you), and continued with translating the game on the fly. If I put more than 1.5 hrs of prep into this game per week, I'd be surprised.
 

Its far easier to translate things into other versions of D&D(2E and 4E for example) than it is for 3E.
I definitely agree. I've also mentioned this in a thread discussing a new setting with 3E stats, where someone complained because it didn't have 4E stats.

I think currently it's actually a better idea to release supplements and adventures with 3E stats because creating 3E stats is hard work and translating things to 4E is easy or even trivial (unless you're trying to convert every detail instead of translating just concepts).

If you're publishing supplements for 4E they'll probably only be of interest to the 4E players.
3E material has a better chance of being interesting for both 3E and 4E players.

It's a pity that WotC doesn't allow anyone to publish material with stats for both systems, since that would be ideal.
 

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