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Advise wanted for running 3.5 TOEE
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<blockquote data-quote="airwalkrr" data-source="post: 3295024" data-attributes="member: 12460"><p>I think that conversion is for 3.0.</p><p></p><p>I have run <em>some</em> of TOEE in 3.5 and it works out fine at the low levels. You have to understand that 1e and 3e are different beasts. In 1e, a fight with a lot of mooks was challenging and not too hard to run unless your DM loaded you down with magic. In 3e, creatures just stop getting challenging when they are 2 or 3 CRs below your level and they become a huge hassle to keep track of. A lot of what works in 1e bogs down the game in 3e. There are a few ways to control this if you want to run TOEE basically as written.</p><p></p><p>1) Be as straightforward in treasure conversion as in monster conversion. If the PCs do not find +5 armor, they can't have it.</p><p>2) Cut out item creation feats (other than Scribe Scroll, Brew Potion, and Craft Wand) or raise the caster level prerequisites. If the PCs are not able to have exactly the item that they want, low-level mooks remain as challenging as single high-CR opponents.</p><p>3) Put overwhelming numbers of bandits on the road to prevent lengthy sojourns to large cities where the PCs could purchase better equipment. Force them to survive using what they buy in Hommlet and Nulb and what they loot from the temple. This is reasonable if you use an apocalyptic kind of rationale behind the temple's return. As the temple grows, more and more evil folk are attracted to the place.</p><p>4) Try to emphasize creative solutions to difficult encounters. 1e is full of tricks and traps. Try to focus on that rather than combat. It is hard with the 3e mentality, but it can be done.</p><p>5) Simplify creatures a bit by standardizing equipment statistics. TOEE has lots of rooms where among 12 bugbears there are five or six different kinds of weapons and three different kinds of armor. Don't worry about the exact weapons and armor of the creatures in question. Just use the same stats for each one. Feel free to let the PCs scrounge up the same equipment as listed in the adventure since they will likely never know the difference. Even if they do realize that the bugbear in leather has the same AC as the bugbear in scale, that can be passed off as saying the bugbears have different feats (like Improved Natural Armor).</p><p></p><p>Overall, I would not worry about the challenge level. If you would feel guilty about not tailoring a campaign to the PCs, simply warn them that determining whether or not they are sufficiently equipped and trained to deal with an encounter is going to be up to them and part of the game. Make certain they are aware of the fact that some encounters will be pushovers while others will be overwhelming if they are not careful about leaving escape routes. When I played TOEE, we ran many a time.</p><p></p><p>The best way to do it though is to just run it in 1e. It isn't that hard to learn.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3295024, member: 12460"] I think that conversion is for 3.0. I have run [i]some[/i] of TOEE in 3.5 and it works out fine at the low levels. You have to understand that 1e and 3e are different beasts. In 1e, a fight with a lot of mooks was challenging and not too hard to run unless your DM loaded you down with magic. In 3e, creatures just stop getting challenging when they are 2 or 3 CRs below your level and they become a huge hassle to keep track of. A lot of what works in 1e bogs down the game in 3e. There are a few ways to control this if you want to run TOEE basically as written. 1) Be as straightforward in treasure conversion as in monster conversion. If the PCs do not find +5 armor, they can't have it. 2) Cut out item creation feats (other than Scribe Scroll, Brew Potion, and Craft Wand) or raise the caster level prerequisites. If the PCs are not able to have exactly the item that they want, low-level mooks remain as challenging as single high-CR opponents. 3) Put overwhelming numbers of bandits on the road to prevent lengthy sojourns to large cities where the PCs could purchase better equipment. Force them to survive using what they buy in Hommlet and Nulb and what they loot from the temple. This is reasonable if you use an apocalyptic kind of rationale behind the temple's return. As the temple grows, more and more evil folk are attracted to the place. 4) Try to emphasize creative solutions to difficult encounters. 1e is full of tricks and traps. Try to focus on that rather than combat. It is hard with the 3e mentality, but it can be done. 5) Simplify creatures a bit by standardizing equipment statistics. TOEE has lots of rooms where among 12 bugbears there are five or six different kinds of weapons and three different kinds of armor. Don't worry about the exact weapons and armor of the creatures in question. Just use the same stats for each one. Feel free to let the PCs scrounge up the same equipment as listed in the adventure since they will likely never know the difference. Even if they do realize that the bugbear in leather has the same AC as the bugbear in scale, that can be passed off as saying the bugbears have different feats (like Improved Natural Armor). Overall, I would not worry about the challenge level. If you would feel guilty about not tailoring a campaign to the PCs, simply warn them that determining whether or not they are sufficiently equipped and trained to deal with an encounter is going to be up to them and part of the game. Make certain they are aware of the fact that some encounters will be pushovers while others will be overwhelming if they are not careful about leaving escape routes. When I played TOEE, we ran many a time. The best way to do it though is to just run it in 1e. It isn't that hard to learn. [/QUOTE]
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