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5E: Converting Monsters from White Dwarf Magazine for Fifth Edition
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<blockquote data-quote="Cleon" data-source="post: 8459427" data-attributes="member: 57383"><p>The latest version also has its Strength adjusted up to 15 (+2). Why is that?</p><p></p><p>I think they're fine with Strength 13 (+1) like the previous version.</p><p></p><p>They are a foot shorter than Bugbears, so needn't match them in muscle.</p><p></p><p>A 5E Wight may have Strength 15 like a Bugbear, but they're also higher CR than we're aiming for.</p><p></p><p>Besides, Strength 13 is good enough for 5E Ghouls.</p><p></p><p></p><p></p><p>Okay by me, it doesn't make much difference to the Con 10 or 11 (+0) and HD 6d8 (27 hp) alternative I suggested.</p><p></p><p></p><p></p><p>Where are you getting the idea "they're not supposed to be such good spellcasters" from?</p><p></p><p>The original monster could cast one 1st-level spell per day. That's the same as a 1st-level cleric can manage in 1E AD&D unless they have a high Wisdom (Wis 13 gives them two 1st-level spells per day, 14+ gives them three).</p><p></p><p>Admittedly, unlike most editions druids in 1E get more spells/day than clerics and a 1st-level druid gets two 1st-level spells per day (plus bonuses for high Wisdom as above), but one 1st-level spell isn't exactly trivial in 1E.</p><p></p><p>In any case, I think you'd be better off giving one set of spells/cantrips as a default and if you want to offer alternative spellcasting options put the suggestions in the description.</p><p></p><p>Basically, I'd use something like this:</p><p></p><p style="margin-left: 20px"><strong>Spellcasting</strong> The pine kindred is a 1st-level spellcaster that used Wisdom as its spellcasting ability (spell save DC ##; +# to hit with spell attacks). Pine kindred cast spells from the druid's spell list.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Cantrips (at will):</strong> <em>one cantrip</em></p> <p style="margin-left: 20px"><strong>1st level (1 slot):</strong> <em>one spell</em></p><p></p><p>Speaking of spellcasting, doesn't it need to, well, be able to speak intelligibly to cast spells with verbal components?</p><p></p><p>Surely that implies they have normal language use rather than "understands the languages it knew in life but can't speak" in the current version's Languages.</p><p></p><p>Let's see, Ghouls have "<strong>Languages</strong> Common" and Wights have "<strong>Languages</strong> the languages it knew in life" so perhaps give the Pine Kindred one of those two?</p><p></p><p>No, scrub that. How about "<strong>Languages</strong> Druidic, Sylvan" to emphasize their inhumanity and ties to the woods?</p></blockquote><p></p>
[QUOTE="Cleon, post: 8459427, member: 57383"] The latest version also has its Strength adjusted up to 15 (+2). Why is that? I think they're fine with Strength 13 (+1) like the previous version. They are a foot shorter than Bugbears, so needn't match them in muscle. A 5E Wight may have Strength 15 like a Bugbear, but they're also higher CR than we're aiming for. Besides, Strength 13 is good enough for 5E Ghouls. Okay by me, it doesn't make much difference to the Con 10 or 11 (+0) and HD 6d8 (27 hp) alternative I suggested. Where are you getting the idea "they're not supposed to be such good spellcasters" from? The original monster could cast one 1st-level spell per day. That's the same as a 1st-level cleric can manage in 1E AD&D unless they have a high Wisdom (Wis 13 gives them two 1st-level spells per day, 14+ gives them three). Admittedly, unlike most editions druids in 1E get more spells/day than clerics and a 1st-level druid gets two 1st-level spells per day (plus bonuses for high Wisdom as above), but one 1st-level spell isn't exactly trivial in 1E. In any case, I think you'd be better off giving one set of spells/cantrips as a default and if you want to offer alternative spellcasting options put the suggestions in the description. Basically, I'd use something like this: [INDENT][B]Spellcasting[/B] The pine kindred is a 1st-level spellcaster that used Wisdom as its spellcasting ability (spell save DC ##; +# to hit with spell attacks). Pine kindred cast spells from the druid's spell list. [B]Cantrips (at will):[/B] [I]one cantrip[/I] [B]1st level (1 slot):[/B] [I]one spell[/I][/INDENT] Speaking of spellcasting, doesn't it need to, well, be able to speak intelligibly to cast spells with verbal components? Surely that implies they have normal language use rather than "understands the languages it knew in life but can't speak" in the current version's Languages. Let's see, Ghouls have "[B]Languages[/B] Common" and Wights have "[B]Languages[/B] the languages it knew in life" so perhaps give the Pine Kindred one of those two? No, scrub that. How about "[B]Languages[/B] Druidic, Sylvan" to emphasize their inhumanity and ties to the woods? [/QUOTE]
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