jamesmanhattan
Explorer
This is my ultra-quick (little work as possible), while running the 4E monsters almost exactly as they are written, and not changing the way 4E works too much, attempt at an on-the-fly conversion to D&D Next. You're going to be mixing 4E effects with D&D Next effects. i.e. Your players could become Weakened, your monsters could become Frightened. This keeps ongoing 5 (save ends) etc.
4E players start with much more HP. So to handle what a level 1 4E player can handle; a D&D Next player has to start at level 3. See level translation chart below.
To translate 4E monster to D&D Next monster.
1. Leave damage for all monsters unchanged.
2. Cut all monster's HP in half. Easy, since you can just use the Bloodied value that is already printed.
3. Divide the 4E Level by 5, rounded normally. You'll use this for a few things. Its like the Proficiency bonus.
4. AC = Level/5+12 (Add+2 for Soldier, -2 for Brutes)
5. Attack bonus = Level/5 +4 (add+2 for Artillery and Soldiers)
6. Saving Throw DC's for monster's powers = Level/5+10
7. The Stats: STR,DEX,CON etc. keep as they are. (The cap is roughly 30 for extremely high level 4E monsters so it should work out).
The problem is you'll have to work out what the bonuses are since 4E adds half-level to all the printed bonuses. You can subtract half-level from the printed bonus.
8. Minion HP should be (4E Level+5) Example: A level 16 Minion will have 21HP
You'll have to decide which of the powers that originally targeted Fort,Ref,Will to change into either targeting AC, or forcing players to make a saving throw. Maybe split them by area effect or single target.
The other weird things are monsters that require Combat Advantage for certain powers to trigger or to deal Sneak Attack. Advantage is a little harder to come by than flanking in 4E was, and it's a little stronger so you want to give it out less. You might want to treat everything that requires Combat Advantage like a D&D Next Rogue, they get to trigger the power that requires Advantage if an enemy is adjacent to the target, but don't get any bonuses to the attack roll.
Marking, you might want to keep as "Target has -2 on all attacks that don't include the marker"
For example: if the 4E Adventure was written for level 1 players, you should run level 3 D&D Next players through it. with adjustments from above.
[TABLE="class: grid, width: 60"] [TR] [TD]4E
Level[/TD] [TD]D&D
Next
Level[/TD] [/TR] [TR] [TD="align: center"]1[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD="align: center"]2[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD="align: center"]3[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD="align: center"]5[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD="align: center"]6[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD="align: center"]7[/TD] [TD="align: center"]6[/TD] [/TR] [TR] [TD="align: center"]8[/TD] [TD="align: center"]7
[/TD] [/TR] [TR] [TD="align: center"]9[/TD] [TD="align: center"]7[/TD] [/TR] [TR] [TD="align: center"]10[/TD] [TD="align: center"]8[/TD] [/TR] [TR] [TD="align: center"]11[/TD] [TD="align: center"]9
[/TD] [/TR] [TR] [TD="align: center"]12[/TD] [TD="align: center"]9[/TD] [/TR] [TR] [TD="align: center"]13[/TD] [TD="align: center"]10[/TD] [/TR] [TR] [TD="align: center"]14[/TD] [TD="align: center"]10[/TD] [/TR] [TR] [TD="align: center"]15[/TD] [TD="align: center"]11[/TD] [/TR] [TR] [TD="align: center"]16[/TD] [TD="align: center"]12[/TD] [/TR] [TR] [TD="align: center"]17[/TD] [TD="align: center"]13
[/TD] [/TR] [TR] [TD="align: center"]18[/TD] [TD="align: center"]13[/TD] [/TR] [TR] [TD="align: center"]19[/TD] [TD="align: center"]14[/TD] [/TR] [TR] [TD="align: center"]20[/TD] [TD="align: center"]14[/TD] [/TR] [TR] [TD="align: center"]21[/TD] [TD="align: center"]15[/TD] [/TR] [TR] [TD="align: center"]22[/TD] [TD="align: center"]16[/TD] [/TR] [TR] [TD="align: center"]23[/TD] [TD="align: center"]16[/TD] [/TR] [TR] [TD="align: center"]24[/TD] [TD="align: center"]17[/TD] [/TR] [TR] [TD="align: center"]25[/TD] [TD="align: center"]18[/TD] [/TR] [TR] [TD="align: center"]26[/TD] [TD="align: center"]18[/TD] [/TR] [TR] [TD="align: center"]27[/TD] [TD="align: center"]19[/TD] [/TR] [TR] [TD="align: center"]28[/TD] [TD="align: center"]19
[/TD] [/TR] [TR] [TD="align: center"]29[/TD] [TD="align: center"]20[/TD] [/TR] [TR] [TD="align: center"]30[/TD] [TD="align: center"]20[/TD] [/TR] [TR] [TD="align: center"]31[/TD] [TD="align: center"]
[/TD] [/TR] [TR] [TD="align: center"]32[/TD] [TD="align: center"]
[/TD] [/TR] [TR] [TD="align: center"]33[/TD] [TD="align: center"]
[/TD] [/TR] [TR] [TD="align: center"]34[/TD] [TD="align: center"]
[/TD] [/TR] [TR] [TD="align: center"]35[/TD] [TD]
[/TD] [/TR] [/TABLE] Doing this should allow D&D Next players to handle the 4E combats, the only thing that still needs be handled differently is how often the players get to rest, since I'm not sure how many resources will be drained by all the combats.
4E players start with much more HP. So to handle what a level 1 4E player can handle; a D&D Next player has to start at level 3. See level translation chart below.
To translate 4E monster to D&D Next monster.
1. Leave damage for all monsters unchanged.
2. Cut all monster's HP in half. Easy, since you can just use the Bloodied value that is already printed.
3. Divide the 4E Level by 5, rounded normally. You'll use this for a few things. Its like the Proficiency bonus.
4. AC = Level/5+12 (Add+2 for Soldier, -2 for Brutes)
5. Attack bonus = Level/5 +4 (add+2 for Artillery and Soldiers)
6. Saving Throw DC's for monster's powers = Level/5+10
7. The Stats: STR,DEX,CON etc. keep as they are. (The cap is roughly 30 for extremely high level 4E monsters so it should work out).
The problem is you'll have to work out what the bonuses are since 4E adds half-level to all the printed bonuses. You can subtract half-level from the printed bonus.
8. Minion HP should be (4E Level+5) Example: A level 16 Minion will have 21HP
You'll have to decide which of the powers that originally targeted Fort,Ref,Will to change into either targeting AC, or forcing players to make a saving throw. Maybe split them by area effect or single target.
The other weird things are monsters that require Combat Advantage for certain powers to trigger or to deal Sneak Attack. Advantage is a little harder to come by than flanking in 4E was, and it's a little stronger so you want to give it out less. You might want to treat everything that requires Combat Advantage like a D&D Next Rogue, they get to trigger the power that requires Advantage if an enemy is adjacent to the target, but don't get any bonuses to the attack roll.
Marking, you might want to keep as "Target has -2 on all attacks that don't include the marker"
For example: if the 4E Adventure was written for level 1 players, you should run level 3 D&D Next players through it. with adjustments from above.
[TABLE="class: grid, width: 60"] [TR] [TD]4E
Level[/TD] [TD]D&D
Next
Level[/TD] [/TR] [TR] [TD="align: center"]1[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD="align: center"]2[/TD] [TD="align: center"]3[/TD] [/TR] [TR] [TD="align: center"]3[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD="align: center"]4[/TD] [TD="align: center"]4[/TD] [/TR] [TR] [TD="align: center"]5[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD="align: center"]6[/TD] [TD="align: center"]5[/TD] [/TR] [TR] [TD="align: center"]7[/TD] [TD="align: center"]6[/TD] [/TR] [TR] [TD="align: center"]8[/TD] [TD="align: center"]7
[/TD] [/TR] [TR] [TD="align: center"]9[/TD] [TD="align: center"]7[/TD] [/TR] [TR] [TD="align: center"]10[/TD] [TD="align: center"]8[/TD] [/TR] [TR] [TD="align: center"]11[/TD] [TD="align: center"]9
[/TD] [/TR] [TR] [TD="align: center"]12[/TD] [TD="align: center"]9[/TD] [/TR] [TR] [TD="align: center"]13[/TD] [TD="align: center"]10[/TD] [/TR] [TR] [TD="align: center"]14[/TD] [TD="align: center"]10[/TD] [/TR] [TR] [TD="align: center"]15[/TD] [TD="align: center"]11[/TD] [/TR] [TR] [TD="align: center"]16[/TD] [TD="align: center"]12[/TD] [/TR] [TR] [TD="align: center"]17[/TD] [TD="align: center"]13
[/TD] [/TR] [TR] [TD="align: center"]18[/TD] [TD="align: center"]13[/TD] [/TR] [TR] [TD="align: center"]19[/TD] [TD="align: center"]14[/TD] [/TR] [TR] [TD="align: center"]20[/TD] [TD="align: center"]14[/TD] [/TR] [TR] [TD="align: center"]21[/TD] [TD="align: center"]15[/TD] [/TR] [TR] [TD="align: center"]22[/TD] [TD="align: center"]16[/TD] [/TR] [TR] [TD="align: center"]23[/TD] [TD="align: center"]16[/TD] [/TR] [TR] [TD="align: center"]24[/TD] [TD="align: center"]17[/TD] [/TR] [TR] [TD="align: center"]25[/TD] [TD="align: center"]18[/TD] [/TR] [TR] [TD="align: center"]26[/TD] [TD="align: center"]18[/TD] [/TR] [TR] [TD="align: center"]27[/TD] [TD="align: center"]19[/TD] [/TR] [TR] [TD="align: center"]28[/TD] [TD="align: center"]19
[/TD] [/TR] [TR] [TD="align: center"]29[/TD] [TD="align: center"]20[/TD] [/TR] [TR] [TD="align: center"]30[/TD] [TD="align: center"]20[/TD] [/TR] [TR] [TD="align: center"]31[/TD] [TD="align: center"]
[/TD] [/TR] [TR] [TD="align: center"]32[/TD] [TD="align: center"]
[/TD] [/TR] [TR] [TD="align: center"]33[/TD] [TD="align: center"]
[/TD] [/TR] [TR] [TD="align: center"]34[/TD] [TD="align: center"]
[/TD] [/TR] [TR] [TD="align: center"]35[/TD] [TD]
[/TD] [/TR] [/TABLE] Doing this should allow D&D Next players to handle the 4E combats, the only thing that still needs be handled differently is how often the players get to rest, since I'm not sure how many resources will be drained by all the combats.
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