D&D General [BECMI & 5E] X4 Master of the Desert Nomads: character levels/numbers

I'm looking at X4 Master of the Desert Nomads, plus X5 Temple of Death, and want to run it using 5E rules. The book states that "This module is designed for 6-8 characters from 6th to 9th level in experience, with about 50 levels total for the party."

How do character levels compare between BECMI and 5e? I'm fairly sure that a 5e character is more powerful than a BECMI one of the same level, but what's the approximate disparity? Even a rough estimate could work.
 

log in or register to remove this ad

I'm looking at X4 Master of the Desert Nomads, plus X5 Temple of Death, and want to run it using 5E rules. The book states that "This module is designed for 6-8 characters from 6th to 9th level in experience, with about 50 levels total for the party."

How do character levels compare between BECMI and 5e? I'm fairly sure that a 5e character is more powerful than a BECMI one of the same level, but what's the approximate disparity? Even a rough estimate could work.

Depending on the adjustments you make, 4-6 characters of 5th level should be able to handle X4.

Unless you want TPK, in which case ... 4 characters of 3rd level should do fine.
 

You'd probably have to convert the encounters to 5e and see what kind of CRs you're getting out of them I think.

D&D to AD&D conversions had levels equal to each other up to level 12. But levels don't really convert well from AD&D to 3e, and I'm not really familiar with 5e's power levels. So that's why I think you'd have to at least try to estimate what the equivalent CRs would be in 5e.

And keep in mind that in D&D, clerics didn't start gaining spells until level 2, so they have a slower spell progression. Also, they only have a d6 for hp. There's some 9th level clerics in the Temple, but if their spell lists only go to level 4, you can knock off a level, and they'll probably have the same power in 5e. The Master himself is 14th level, but if he only goes up to level 6 spells in X5, you can get away with making him only 12th level.
 
Last edited:

You'd probably have to convert the encounters to 5e and see what kind of CRs you're getting out of them I think.

That's not really going to work, because:

1. D&D / AD&D didn't use CRs.

2. You can't get a feel for the module from "CR" given that so many base assumptions (healing, save or die, etc.) are different.

Assumedly, if someone is running these modules, they are doing so because they want some of the old school flavor they bring as well, not just mechanically matching CRs; I could be wrong.

(My guesstimate, above, was from running these on the fly, but a lot of this will change depending on a) the types of conversions you are doing for traps, etc. and b) the types of players you have. But 4-6 of 5th level should be good for X4, IMO. The healing curve is just so out-of-whack in 5e compared to prior editions that, unless you are instituting gritty healing rules etc, the players should be fine.)
 

I'm looking at X4 Master of the Desert Nomads, plus X5 Temple of Death, and want to run it using 5E rules. The book states that "This module is designed for 6-8 characters from 6th to 9th level in experience, with about 50 levels total for the party."

How do character levels compare between BECMI and 5e? I'm fairly sure that a 5e character is more powerful than a BECMI one of the same level, but what's the approximate disparity? Even a rough estimate could work.
There isn't a direct mapping. Some encounters are much harder in 5e, some are much easier. I would work backwards - start by converting some key wouldn't-want-to-change encounters to 5e, work out the 5e CR, and hence find level of party they are suitable for. Once you have a target level you can modify the less important encounters to match.
 

Remove ads

Top