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4E with 1E Feel: Does that appeal to you?
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<blockquote data-quote="Lanefan" data-source="post: 4499266" data-attributes="member: 29398"><p>All I can offer here is my recently-started experiment in retconning and running 4e's Keep on the Shadowfell adventure in a 1e game. I skipped all the preamble stuff and the Kobolds, as the party had other reasons to go to the main temple-ruin area...and, 2 sessions ago, in they went.</p><p></p><p>So far, their point of furthest advance is about 4 rooms in and the dungeon is winning hands down; they've been driven out twice on two attempts and are currently outdoors again. That said, the party have one big advantage going for them and one big disadvantage going against them: in their favour, they're a big (10 characters) group and thus can sometimes win by sheer force of numbers; in their disfavour, they put the "fun" in disfunctional to the point they can't tie their shoelaces without getting into a sometimes-deadly argument (though one of the main agitators got killed - by the party - last session so the arguments *should* ease off somewhat from here on).</p><p></p><p>Anyway, back on topic...the adventure design itself certainly has a 1e feel to me...it's dangerous, it's a dungeon crawl, not everything makes sense being where it is and why, and so on. But just retconning the opponents is a fair amount of work...I don't want to think what it'd take to retcon the whole 4e system! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>It might almost work better (and be easier!) to go the other way: start with 1e and add in some 4e elements of your choice e.g. sliding-shifting, per-encounter abilities, overnight healing, much shorter duration on sit-out spells, higher starting hit points, etc. as you see fit.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4499266, member: 29398"] All I can offer here is my recently-started experiment in retconning and running 4e's Keep on the Shadowfell adventure in a 1e game. I skipped all the preamble stuff and the Kobolds, as the party had other reasons to go to the main temple-ruin area...and, 2 sessions ago, in they went. So far, their point of furthest advance is about 4 rooms in and the dungeon is winning hands down; they've been driven out twice on two attempts and are currently outdoors again. That said, the party have one big advantage going for them and one big disadvantage going against them: in their favour, they're a big (10 characters) group and thus can sometimes win by sheer force of numbers; in their disfavour, they put the "fun" in disfunctional to the point they can't tie their shoelaces without getting into a sometimes-deadly argument (though one of the main agitators got killed - by the party - last session so the arguments *should* ease off somewhat from here on). Anyway, back on topic...the adventure design itself certainly has a 1e feel to me...it's dangerous, it's a dungeon crawl, not everything makes sense being where it is and why, and so on. But just retconning the opponents is a fair amount of work...I don't want to think what it'd take to retcon the whole 4e system! :) It might almost work better (and be easier!) to go the other way: start with 1e and add in some 4e elements of your choice e.g. sliding-shifting, per-encounter abilities, overnight healing, much shorter duration on sit-out spells, higher starting hit points, etc. as you see fit. Lanefan [/QUOTE]
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