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D&D Older Editions, OSR, & D&D Variants
Attempt at Conversion doc to convert 4E edition monsters to D&D Next - on the fly
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<blockquote data-quote="jamesmanhattan" data-source="post: 6221950" data-attributes="member: 75838"><p>So I tested this. So far, I've run the first encounter in Trollhaunt Warrens because I wanted to start in middle tier. </p><p></p><p></p><p>D&D Next party</p><p>Level 8 - Human Monk, Elf Druid, Human Fighter(maneuver based), Drow Bard</p><p></p><p></p><p>4E Encounter</p><p>There were 5 lvl 9 Brute Trolls, and 1 lvl 10 Oni Mage Elite Lurker. It was a level 11 Encounter, I removed 1 Troll because there were only 4 players not 5. (These are using the latest updated monsters in the Compendium from the "Monster Vault" etc, not from the module itself, because the module is outdated)</p><p></p><p></p><p>The Trolls and Oni Mage got +6 vs AC on melee attacks.</p><p>Troll AC was 12, The Oni Mage AC was 14. All HP were halved.</p><p></p><p></p><p></p><p></p><p>What's somewhat weird, is D&D Next Trolls all get Claw/Claw/Bite and these 4E Trolls only get a single attack every round. So the Fighter who can impose Disadvantage on an attack actually gets a bigger benefit.</p><p></p><p></p><p>In round 1 the Fighter moved up and engaged two trolls. The Bard cast Faerie Fire on three Trolls, which worked beautifully, they all granted Advantage.</p><p></p><p></p><p>The Oni Mage Lurker started off by going invisible. Then it moved closer. </p><p>The next round it managed to catch all the players in a Cone of Cold, which I made into a DC:12 Con saving throw. 2d8+12 dmg , half on a miss. He also caught a wounded Troll and wound up dropping it. All of the players stayed on their feet, as it was early on in the fight. The cone of cold imposed the Slowed (save ends) effect, so I treated just like in 4E.</p><p></p><p></p><p>Later on, the Troll rolled a critical Hit on the Monk, and I got worried he was going to die, but even starting wounded he could take the 3d6+6=24 damage. This "Bloodied" the Monk, which I had to note because the Troll gets a follow up attack on that trigger, but the Troll's follow up attack missed.</p><p></p><p></p><p>I noticed the Fighter couldn't actually tie up that many Trolls as a defender. He only had to hope they attacked him.</p><p></p><p></p><p>A few rounds in, only the Monk went after the Oni Mage, and did some damage but The Oni kept regenerating 5 each round, so I was really worried they wouldn't be able to kill it. So round 3 when it was the Oni Mage's turn and he had more than half its hit points left, it used its Action Point and kept swinging its sword because it wasn't worried enough to go Invisible. It dropped the Monk. </p><p></p><p></p><p>The Bard turned on his song of battle granting everyone a d6 of damage. This changed things drastically. </p><p></p><p></p><p>The Druid gave up its attacks and healed the Monk, then the Fighter used Spring Away (which I thought would never be used) to attack a Troll once, then move over to attack the Oni Mage. The Monk came back up and since he had to stand up, had to use a sling, but did a lot of damage thanks to the Bard Song. A Monk gets screwed when he has to switch to a missile weapon because he only gets one attack, since his extra attacks are tied to his flurry of blows, unlike the other classes.</p><p></p><p></p><p>The Druid came and attacked the Oni Mage with his Flame Blade - I ruled he could attack twice since they get Extra Attack at lvl 8. I wasn't sure about that though. And in 1 round, the Oni Mage went from having over half his HP to dead, and didn't get to use his Lightning Storm.</p><p></p><p></p><p>Resource wise, everyone got very wounded except the Fighter who was only slightly harmed from the Cone of Cold because no one could hit his AC, the Monk dropped once, the Bard used a lvl 1 spell, a level 2 Healing Word, the Druid used lvl 2 Flame Blade, and a lvl 3 Cure Wounds.</p><p>That's not including any spells that would still be needed to heal everyone up.</p><p>That seems like maybe a little too much resources for an "at-level" fight.</p></blockquote><p></p>
[QUOTE="jamesmanhattan, post: 6221950, member: 75838"] So I tested this. So far, I've run the first encounter in Trollhaunt Warrens because I wanted to start in middle tier. D&D Next party Level 8 - Human Monk, Elf Druid, Human Fighter(maneuver based), Drow Bard 4E Encounter There were 5 lvl 9 Brute Trolls, and 1 lvl 10 Oni Mage Elite Lurker. It was a level 11 Encounter, I removed 1 Troll because there were only 4 players not 5. (These are using the latest updated monsters in the Compendium from the "Monster Vault" etc, not from the module itself, because the module is outdated) The Trolls and Oni Mage got +6 vs AC on melee attacks. Troll AC was 12, The Oni Mage AC was 14. All HP were halved. What's somewhat weird, is D&D Next Trolls all get Claw/Claw/Bite and these 4E Trolls only get a single attack every round. So the Fighter who can impose Disadvantage on an attack actually gets a bigger benefit. In round 1 the Fighter moved up and engaged two trolls. The Bard cast Faerie Fire on three Trolls, which worked beautifully, they all granted Advantage. The Oni Mage Lurker started off by going invisible. Then it moved closer. The next round it managed to catch all the players in a Cone of Cold, which I made into a DC:12 Con saving throw. 2d8+12 dmg , half on a miss. He also caught a wounded Troll and wound up dropping it. All of the players stayed on their feet, as it was early on in the fight. The cone of cold imposed the Slowed (save ends) effect, so I treated just like in 4E. Later on, the Troll rolled a critical Hit on the Monk, and I got worried he was going to die, but even starting wounded he could take the 3d6+6=24 damage. This "Bloodied" the Monk, which I had to note because the Troll gets a follow up attack on that trigger, but the Troll's follow up attack missed. I noticed the Fighter couldn't actually tie up that many Trolls as a defender. He only had to hope they attacked him. A few rounds in, only the Monk went after the Oni Mage, and did some damage but The Oni kept regenerating 5 each round, so I was really worried they wouldn't be able to kill it. So round 3 when it was the Oni Mage's turn and he had more than half its hit points left, it used its Action Point and kept swinging its sword because it wasn't worried enough to go Invisible. It dropped the Monk. The Bard turned on his song of battle granting everyone a d6 of damage. This changed things drastically. The Druid gave up its attacks and healed the Monk, then the Fighter used Spring Away (which I thought would never be used) to attack a Troll once, then move over to attack the Oni Mage. The Monk came back up and since he had to stand up, had to use a sling, but did a lot of damage thanks to the Bard Song. A Monk gets screwed when he has to switch to a missile weapon because he only gets one attack, since his extra attacks are tied to his flurry of blows, unlike the other classes. The Druid came and attacked the Oni Mage with his Flame Blade - I ruled he could attack twice since they get Extra Attack at lvl 8. I wasn't sure about that though. And in 1 round, the Oni Mage went from having over half his HP to dead, and didn't get to use his Lightning Storm. Resource wise, everyone got very wounded except the Fighter who was only slightly harmed from the Cone of Cold because no one could hit his AC, the Monk dropped once, the Bard used a lvl 1 spell, a level 2 Healing Word, the Druid used lvl 2 Flame Blade, and a lvl 3 Cure Wounds. That's not including any spells that would still be needed to heal everyone up. That seems like maybe a little too much resources for an "at-level" fight. [/QUOTE]
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Attempt at Conversion doc to convert 4E edition monsters to D&D Next - on the fly
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