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General Tabletop Discussion
*Dungeons & Dragons
Adapting Old Modules: Question About Level Ranges
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<blockquote data-quote="feartheminotaur" data-source="post: 6819863" data-attributes="member: 6801354"><p>I've converted quite a few modules. I DM'ed a party from 1st to 8th before it petered out with just old 1e modules. I noticed a few things about levels and which ones to pick:</p><p></p><p>1. I'd add +1 to any magic heavy 5e party to approximate the magic expected in 1e. So a 1st level 5e party is akin to a 2nd level 1e party. 1e magic users and clerics had less magic overall - less spells, less slots, etc. A "modern" D&D party can circumvent a lot of expected challenges simply with the sheer number of spells available. We did the Sinister Secret of Saltmarsh for levels 1-3. The expectation was the MU had 3 spells (2 1st, 1 2nd) per day. A 5e wizard has 4/2 plus cantrips. The (spoiler, I guess) gnolls hidden in the basement were wiped out in less than two rounds. The BBG wizard had ONE second level spell prepped (invisibility) as a 4th level illusionist. Not much of a challenge either.</p><p></p><p>2. I'd also say add +1 to your 5e party level since there are lot of "save or die" effects that inflate the level rating. Once it's converted to damage, 5e style, it makes the challenge less dangerous (or at least lowers the level expectation for a successful save versus percentage). A 1st level 5e party can survive those effects easier than a 1st level 1e party could. I'll stick with Saltmarsh - there's a planted assassin in the house. His assassinate ability can kill a PC w/ one hit, regardless of damage done. In 5e, he may hit with an Assassinate crit, but not kill the PC outright - making him far less deadly. His 'envenomed dagger' is more of same. </p><p></p><p>3. The party size also affects the class rating, but not as much as it seems. Bigger parties meant more resources, but still less at 6-8 than a 4-6 person 5e party. A 5e party with one wizard has as many spells per day available as a 1e party with 2 magic users - and that's not including cantrips. Although, 1e modules loved mobs...but if you're tweaking the encounters based on 5e XP guidelines, shouldn't be a problem. </p><p></p><p>Overall, I'd say it's worked out to be 5e party level +2 = 1e party level. I'd add another +1 for more than 6 PCs.</p><p></p><p>So, Against the Giants is Levels 8-12, I'd say it would be 6-10 in 5e; 5-9 if you have 6+ PCs.</p></blockquote><p></p>
[QUOTE="feartheminotaur, post: 6819863, member: 6801354"] I've converted quite a few modules. I DM'ed a party from 1st to 8th before it petered out with just old 1e modules. I noticed a few things about levels and which ones to pick: 1. I'd add +1 to any magic heavy 5e party to approximate the magic expected in 1e. So a 1st level 5e party is akin to a 2nd level 1e party. 1e magic users and clerics had less magic overall - less spells, less slots, etc. A "modern" D&D party can circumvent a lot of expected challenges simply with the sheer number of spells available. We did the Sinister Secret of Saltmarsh for levels 1-3. The expectation was the MU had 3 spells (2 1st, 1 2nd) per day. A 5e wizard has 4/2 plus cantrips. The (spoiler, I guess) gnolls hidden in the basement were wiped out in less than two rounds. The BBG wizard had ONE second level spell prepped (invisibility) as a 4th level illusionist. Not much of a challenge either. 2. I'd also say add +1 to your 5e party level since there are lot of "save or die" effects that inflate the level rating. Once it's converted to damage, 5e style, it makes the challenge less dangerous (or at least lowers the level expectation for a successful save versus percentage). A 1st level 5e party can survive those effects easier than a 1st level 1e party could. I'll stick with Saltmarsh - there's a planted assassin in the house. His assassinate ability can kill a PC w/ one hit, regardless of damage done. In 5e, he may hit with an Assassinate crit, but not kill the PC outright - making him far less deadly. His 'envenomed dagger' is more of same. 3. The party size also affects the class rating, but not as much as it seems. Bigger parties meant more resources, but still less at 6-8 than a 4-6 person 5e party. A 5e party with one wizard has as many spells per day available as a 1e party with 2 magic users - and that's not including cantrips. Although, 1e modules loved mobs...but if you're tweaking the encounters based on 5e XP guidelines, shouldn't be a problem. Overall, I'd say it's worked out to be 5e party level +2 = 1e party level. I'd add another +1 for more than 6 PCs. So, Against the Giants is Levels 8-12, I'd say it would be 6-10 in 5e; 5-9 if you have 6+ PCs. [/QUOTE]
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