D&D 3E/3.5 City of the spider queen 3.0/3.5

mrjam4u

Explorer
Hello, excuse me for the bad english, but i'm italian.

I would run this module, but my players are 3.5 players. I can convert the module, but it's boring and loooong (converting, not the module). So, a question: can i run the module without converting it and use monster manual 3.0, players handbook 3.5, DM guide 3.5 and an hybrid spell system (3.0 for monster and NPC, 3.5 for PCs)?
 
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I'm just started running it under 3.5 rules. Converting is not such a big hassle... What I do:

- Fix DR and resistance for creatures. Mostly easy... most creatures are referred directly to the MM anyway.

- Check that special class abilities are OK for NPCs... very easy usually, as most NPCs are Fighters, Rogues and Magicians.

- Check for changes in magical items (just a few), particularly because the PCs will be getting them after defeating the baddies.

- Don't care much about changes in Skills/Feats unless I believe they will be relevant in the combat.

I'd avise against using 3.0 spells, as players will notice and probably won't like it... specially when they get hold of their enemies' spell books, wands and scrolls and expect them to work the same for them. Particularly, most casters in CSQ use Haste to cast offensive spells faster... that won't go unnoticed.
 

wocky said:
I'm just started running it under 3.5 rules. Converting is not such a big hassle... What I do:

- Fix DR and resistance for creatures. Mostly easy... most creatures are referred directly to the MM anyway.

- Check that special class abilities are OK for NPCs... very easy usually, as most NPCs are Fighters, Rogues and Magicians.

- Check for changes in magical items (just a few), particularly because the PCs will be getting them after defeating the baddies.

- Don't care much about changes in Skills/Feats unless I believe they will be relevant in the combat.

I'd avise against using 3.0 spells, as players will notice and probably won't like it... specially when they get hold of their enemies' spell books, wands and scrolls and expect them to work the same for them. Particularly, most casters in CSQ use Haste to cast offensive spells faster... that won't go unnoticed.

There's another problem: CR. Demon, devil, etc... have CR and statistic very different in 3.5 (exemple balor: 110 ht in 3.0, 290 in 3.5, vrock CR 13 in 3.0, 9 in 3.5). I must change many encounter and encounter table if i use the MM 3.5!
 
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Alternatives:

1) Just go along with the 3.0 versions, presenting them as 'inferior' or 'advanced' versions of the demons and devils a-la 'Savage Species'. Player's should expect most orcs, goblins or horses to fall along certain averages, but I don't see why that should be expected of completely alien infernal creatures.

2) Switch demons/devils to match CRs.
 

There are a lot of borderline issues on converting, from 3.0 to 3.5.

First Rule: Do whatever you feel like, you are the GM.

What am I doing? I'm going with what fits the story and the adventure as much as possible. i.e. A Balor is a Balor. I'm not removing the monster just because he has a few more hit points in 3.5. Balors were always supposed to be the most powerful demon of them all (short of a Demon Prince such as Orcus).

CRs follow a different system in 3.0/3.5 and at least half of the encounters in the module have a different CR under 3.5. Most of the CR differences fall into a +/- 4 range. Either the creatures are weaker (Vrocks), more powerful (Balors), or the CR went up but the creature remain unchanged (advanced creatures), or the CR went down but the creature remains unchanged (creatures with character classes that don't stack with their normal abilities).

I'm not interested in trying to keep the CRs the same as they originally were for this module. Instead, I try to keep the monsters basically the same and award whatever exp the encounter is now worth (i.e. the Balor is worth more, the Vrocks are worth less).

I have made various minor changes to the Drow NPCs. I have removed some of the spells and various other abilities that no longer exist for my NPCs (Haste, while still common, isn't a must for every NPC; Scry skill; etc.). Various other minor changes to improve the story.
 
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