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General Tabletop Discussion
*Dungeons & Dragons
Adapting Old Modules: Question About Level Ranges
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<blockquote data-quote="CapnZapp" data-source="post: 6819929" data-attributes="member: 12731"><p>I honestly believe you're overthinking it.</p><p></p><p>If five PCs of 10th level run that Quest... module, they might find it a tad easy (because they have the precise amount of levels suggested, and because each level of 5E character is slightly more capable than a level of AD&D character as per the above)...</p><p></p><p>...or, you run it for five 5th level characters, who should find it a real challenge, pulling out all the stops to come out on top.</p><p></p><p>Either way, after a VERY rough guesstimate, factors specific to each party take over: such as how well do your players cooperate, how well do the characters synergize, and how sturdy are the individual characters. Not to mention pure, unadulterated chance. And then there's... You. Meaning, the DM and his or her gamesmastering style.</p><p></p><p>The hard truth is that one group of ten 10th level characters can bungle the same scenario another group of five 5th level characters makes short work of.</p><p></p><p>So once you've established you have the right tier, there's really not much to be gained by further analysis - instead, it's time to play!</p><p></p><p>Once you have a couple of modules under your belt, you will know how your specific party holds up, and then you will be eminently capable of knowing exactly what you can throw at those specific players and characters.</p><p></p><p>But we won't have that information, and so involving us will ultimately be of limited utility.</p><p></p><p>TL;DR: Try the module! Worst case scenario - everybody dies! Then, assuming you have mature gamers that trust you, just try again - you (and they) will never make that same mistake again! [emoji3]</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6819929, member: 12731"] I honestly believe you're overthinking it. If five PCs of 10th level run that Quest... module, they might find it a tad easy (because they have the precise amount of levels suggested, and because each level of 5E character is slightly more capable than a level of AD&D character as per the above)... ...or, you run it for five 5th level characters, who should find it a real challenge, pulling out all the stops to come out on top. Either way, after a VERY rough guesstimate, factors specific to each party take over: such as how well do your players cooperate, how well do the characters synergize, and how sturdy are the individual characters. Not to mention pure, unadulterated chance. And then there's... You. Meaning, the DM and his or her gamesmastering style. The hard truth is that one group of ten 10th level characters can bungle the same scenario another group of five 5th level characters makes short work of. So once you've established you have the right tier, there's really not much to be gained by further analysis - instead, it's time to play! Once you have a couple of modules under your belt, you will know how your specific party holds up, and then you will be eminently capable of knowing exactly what you can throw at those specific players and characters. But we won't have that information, and so involving us will ultimately be of limited utility. TL;DR: Try the module! Worst case scenario - everybody dies! Then, assuming you have mature gamers that trust you, just try again - you (and they) will never make that same mistake again! [emoji3] [/QUOTE]
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Adapting Old Modules: Question About Level Ranges
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