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<blockquote data-quote="Zardnaar" data-source="post: 7619207" data-attributes="member: 6716779"><p>With extra ability scores I would have to go through and rewrite a lot of stuff that is compatible. That is not gonna happen lol. My feats would have to be revised as they are for a different game but I think a few can be used as is.</p><p></p><p>Some critters, I think I have 20 odd maybe 50 IDK. I wouldn't use the minion rule from 4E (at least that term anyway) but you can functionally make them minions by lowering the HP down. Obviously some tougher version can be done. From the other thread a lot of fiddly modifier will be dumped so +2, +1d4 and advantage/disadvantage would be used instead. The +2 flanking rule from 4E can be used for example (the 5E one is terrible). .</p><p></p><p> Encounter powers that target NADs could just be redone to dex saves or even advantage to hit. Its basically the same effect maybe even better if an encounter power (slide it in) grants advantage to hit. Ima bit sick this week so are off work so could theoretically have something playable in a day or two with preconstructed characters. Should early monster design just be the ones in LMoP? Or is there a free adventure on the guild one could bang out a quick adaption for?</p><p></p><p> Said characters would be level 1 precons but it would test out the basic stuff and use 5E engine (round structure etc). </p><p></p><p>Goblin 1/4</p><p>Small Humanoid LE</p><p>Initiative +1 Senses Perception +3; darkvision 60'</p><p>HD 1d6-1</p><p>HP 3</p><p>AC 14</p><p>Abilities Str 8 Dex 13 Con 9 Int 10 Wis 9 Cha 8</p><p>Saves Fortitude +3, Reflex +3 Will +1</p><p>Speed 30'</p><p>SQ: Bushwhacker, Sneaky, Stealthy</p><p>Alignment Lawful Evil Languages Common, Goblin</p><p>Skills Stealth +3</p><p>Equipment spear, short bow, small shield, leather armor, 10 arrows</p><p>Bushwhacker: During the first round of combat, the goblin has advantage on attack rolls against any target that has a lower initiative.</p><p>Sneaky: The goblin can attempt to hide at the end of a move as a bonus action</p><p>Stealthy Goblins have advantage on stealth checks</p><p></p><p>Hobgoblin CR 1/4</p><p>Medium Humanoid</p><p>Initiative +0 Senses Perception +4; darkvision 60'</p><p>HD 1d8+1 hp 6</p><p>AC 15</p><p>Saves Fortitude +5, Reflex +3 Will +2</p><p>Abilites Str 13 Dex 12 Con 12 Int 10 Wis 10 Cha 13</p><p>Speed 30'</p><p>Attack: Melee +3 Dmg 1d8+1 (longsword) or</p><p>+3 ranged damage 1d8+1 (longbow)</p><p>Alignment LE Languages Common, Goblin</p><p>Skills: Perception +2, Stealth +3</p><p>Equipment: longsword, large wooden shield, studded leather, longbow, </p><p> </p><p>Traits</p><p>Phalanx: Hobgoblins gain +2 AC when fighting adjacent to another creature with this ability.</p><p> </p><p>Disciplined: The hobgoblin chooses a creature within its reach. The next attack roll made against that target by a friendly creature that also has this trait has advantage.</p><p></p><p> Just checked I have 22 critters but they need revised a bit as they are from an earlier draft and have not been 5E so much. Mostly just number checking, a few are not OGL or even from D&D (Giaks, Helghast). </p><p></p><p>Kobold CR 1/8</p><p>Small Humanoid LE</p><p>Initiative +2 Senses Perception -1 darkvision 60'</p><p>HD 1d6-1 Hp 3</p><p>AC 12</p><p>Abilites Str 8 Dex 14 Con 9 Int 9 Wis 8 Cha 10</p><p>Saves Fortitude +3 Reflex +5 Will +1</p><p>Speed 30'</p><p>Attack Melee +4 Dagger Dmg 1d4-1 or</p><p>Ranged +4 Sling Dmg 1d4</p><p>SQ: Shifty</p><p>Trap Sense The Kobold gains a +2 bonus to all defenses against traps.</p><p>Alignment Lawful Evil Languages Common, Draconic</p><p>Skills Stealth+4, Thievery +4</p><p>Equipment 3 javelins</p><p>Traits</p><p>Shifty (bonus action) The Kobold moves 5’ and doesn’t provoke attacks of opportunity. </p><p>Light Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7619207, member: 6716779"] With extra ability scores I would have to go through and rewrite a lot of stuff that is compatible. That is not gonna happen lol. My feats would have to be revised as they are for a different game but I think a few can be used as is. Some critters, I think I have 20 odd maybe 50 IDK. I wouldn't use the minion rule from 4E (at least that term anyway) but you can functionally make them minions by lowering the HP down. Obviously some tougher version can be done. From the other thread a lot of fiddly modifier will be dumped so +2, +1d4 and advantage/disadvantage would be used instead. The +2 flanking rule from 4E can be used for example (the 5E one is terrible). . Encounter powers that target NADs could just be redone to dex saves or even advantage to hit. Its basically the same effect maybe even better if an encounter power (slide it in) grants advantage to hit. Ima bit sick this week so are off work so could theoretically have something playable in a day or two with preconstructed characters. Should early monster design just be the ones in LMoP? Or is there a free adventure on the guild one could bang out a quick adaption for? Said characters would be level 1 precons but it would test out the basic stuff and use 5E engine (round structure etc). Goblin 1/4 Small Humanoid LE Initiative +1 Senses Perception +3; darkvision 60' HD 1d6-1 HP 3 AC 14 Abilities Str 8 Dex 13 Con 9 Int 10 Wis 9 Cha 8 Saves Fortitude +3, Reflex +3 Will +1 Speed 30' SQ: Bushwhacker, Sneaky, Stealthy Alignment Lawful Evil Languages Common, Goblin Skills Stealth +3 Equipment spear, short bow, small shield, leather armor, 10 arrows Bushwhacker: During the first round of combat, the goblin has advantage on attack rolls against any target that has a lower initiative. Sneaky: The goblin can attempt to hide at the end of a move as a bonus action Stealthy Goblins have advantage on stealth checks Hobgoblin CR 1/4 Medium Humanoid Initiative +0 Senses Perception +4; darkvision 60' HD 1d8+1 hp 6 AC 15 Saves Fortitude +5, Reflex +3 Will +2 Abilites Str 13 Dex 12 Con 12 Int 10 Wis 10 Cha 13 Speed 30' Attack: Melee +3 Dmg 1d8+1 (longsword) or +3 ranged damage 1d8+1 (longbow) Alignment LE Languages Common, Goblin Skills: Perception +2, Stealth +3 Equipment: longsword, large wooden shield, studded leather, longbow, Traits Phalanx: Hobgoblins gain +2 AC when fighting adjacent to another creature with this ability. Disciplined: The hobgoblin chooses a creature within its reach. The next attack roll made against that target by a friendly creature that also has this trait has advantage. Just checked I have 22 critters but they need revised a bit as they are from an earlier draft and have not been 5E so much. Mostly just number checking, a few are not OGL or even from D&D (Giaks, Helghast). Kobold CR 1/8 Small Humanoid LE Initiative +2 Senses Perception -1 darkvision 60' HD 1d6-1 Hp 3 AC 12 Abilites Str 8 Dex 14 Con 9 Int 9 Wis 8 Cha 10 Saves Fortitude +3 Reflex +5 Will +1 Speed 30' Attack Melee +4 Dagger Dmg 1d4-1 or Ranged +4 Sling Dmg 1d4 SQ: Shifty Trap Sense The Kobold gains a +2 bonus to all defenses against traps. Alignment Lawful Evil Languages Common, Draconic Skills Stealth+4, Thievery +4 Equipment 3 javelins Traits Shifty (bonus action) The Kobold moves 5’ and doesn’t provoke attacks of opportunity. Light Sensitivity: While in sunlight, the kobold has disadvantage on attack rolls. [/QUOTE]
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