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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
5e: dialing it to 4e
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<blockquote data-quote="jodyjohnson" data-source="post: 6489057" data-attributes="member: 5590"><p>Running 4e characters in 5e:</p><p></p><p>Hit Points: Once 4e characters get beyond 1st level they closely track the 5e versions. d6 classes get 4 per level. d8 get 5, d10 get 6, and d12 get 7. However 4e frontloads all your hit points from con rather than doling out possibly immense amounts over the course of 20-30 levels of play.</p><p>If you think fights took a little too long in 4e go with Con+average per level with no con bonuses. You start high and then gain hp slower.</p><p>If you think fights were fine use 4e hp (Con+Class at 1st then x/level).</p><p>For wanting short and quick go with the 5e amounts.</p><p></p><p>Abilities: bonuses haven't changed since 3.0. However capping is a return to older editions.</p><p>4e: no cap, do the 4e ability boosts as written in 5e. Possibly lower the point buy so high scores max at 16-17 after racials.</p><p>Alternately: For the less epic feel, cap scores at 19 until Paragon then no cap (you can still use the character builder).</p><p></p><p>Use 4e feats, powers, and races. Swap the half-level thing for the 5e Proficiency bonus on attacks and defenses. Switch saves to defenses or defenses to saves. If you are using the Character Builder all your numbers will be wrong but the powers will be fine. Instead of getting 2[W] at Epic give it out at Paragon for At-Wills and Basic attacks.</p><p></p><p>Use 5e armor and AC values but with modified prices. 1500gp versus 50gp plate is noteable.</p><p></p><p>Use the 4e Action economy. It is close but not quite the same as 5e.</p><p></p><p>Use 4e skill system unless you don't like the 4e system, then use the 5e system.</p><p>If you don't like that use the 3.x/PF system.</p><p></p><p>For opponents use 5e creatures, elites have Max hp and an Inspiration, solos have double max hp plus 3 inspiration (minions get minimum hp). If they aren't tough enough add their Con (double for Elite, and x4 for solo). For defenses consider adding Prof (or half prof) to defenses especially if magic items are common. Generally defenses are 10+stat+1/2 prof (-2 for brute, +2 for soldier).</p><p></p><p>Healing uses the DMG surge variant. Or just use 4e surges. Same for death rules.</p><p></p><p>Everyone uses the 4e classes, no mixing is part of the 4e feel.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6489057, member: 5590"] Running 4e characters in 5e: Hit Points: Once 4e characters get beyond 1st level they closely track the 5e versions. d6 classes get 4 per level. d8 get 5, d10 get 6, and d12 get 7. However 4e frontloads all your hit points from con rather than doling out possibly immense amounts over the course of 20-30 levels of play. If you think fights took a little too long in 4e go with Con+average per level with no con bonuses. You start high and then gain hp slower. If you think fights were fine use 4e hp (Con+Class at 1st then x/level). For wanting short and quick go with the 5e amounts. Abilities: bonuses haven't changed since 3.0. However capping is a return to older editions. 4e: no cap, do the 4e ability boosts as written in 5e. Possibly lower the point buy so high scores max at 16-17 after racials. Alternately: For the less epic feel, cap scores at 19 until Paragon then no cap (you can still use the character builder). Use 4e feats, powers, and races. Swap the half-level thing for the 5e Proficiency bonus on attacks and defenses. Switch saves to defenses or defenses to saves. If you are using the Character Builder all your numbers will be wrong but the powers will be fine. Instead of getting 2[W] at Epic give it out at Paragon for At-Wills and Basic attacks. Use 5e armor and AC values but with modified prices. 1500gp versus 50gp plate is noteable. Use the 4e Action economy. It is close but not quite the same as 5e. Use 4e skill system unless you don't like the 4e system, then use the 5e system. If you don't like that use the 3.x/PF system. For opponents use 5e creatures, elites have Max hp and an Inspiration, solos have double max hp plus 3 inspiration (minions get minimum hp). If they aren't tough enough add their Con (double for Elite, and x4 for solo). For defenses consider adding Prof (or half prof) to defenses especially if magic items are common. Generally defenses are 10+stat+1/2 prof (-2 for brute, +2 for soldier). Healing uses the DMG surge variant. Or just use 4e surges. Same for death rules. Everyone uses the 4e classes, no mixing is part of the 4e feel. [/QUOTE]
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