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D&D Older Editions, OSR, & D&D Variants
Converting 3.5/PF to 5e
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<blockquote data-quote="Tormyr" data-source="post: 6385665" data-attributes="member: 6776887"><p>I am running Age of Worms since April. We started under the September play test rules and converted to Basic when it came out and then the PHB when it came out. I do not use any particular conversion guidelines that are posted anywhere. I just kind of do my own thing.</p><p></p><p>Monsters: Use something from the MM when available. The MM comes out this Friday at WPN stores and 9/30 for the rest of us. When the MM does not have a creature or NPC, choose the closest equivalent you can based on CR level. A CR4 creature in this case would be CR4 in 5e. Find a creature or NPC that is close, change the ability scores to match 3.5, change equipment to match a 5e version, and recalculate AC, hp, to hit modifier, damage and the like. You are just trying to get close enough. As for actual conversion rules, I am going with what I explained her until I can see if the DMG has creature creation guidelines.</p><p></p><p>Magic Items: Find something from the Basic DMG to emulate. For our campaign there are a lot of wands of cure light wounds in 3.5. I changed those to wands of Healing Word to try to preserve some balance and gave them mechanics like the wand of magic missile: 7 charges, use 1 to 3 charges to cast Healing Word at level 1 to 3, etc. Drop masterwork items entirely. Rescale the +1 to +5 magic items to +1 to +3. Basically try to match it with something that already exists, require attunement for really strong items, etc.</p><p></p><p>Saves and DCs: This will take some getting used to. Until you have a better feel for things just use the Easy DC10, Moderate DC15, Difficult DC20 rule of thumb. Remember, a commoner can succeed on an easy check 1/2 the time, where even a trained person can fail a hard check or save half the time.</p><p></p><p>Encounter Building: Treat Encounter Level as a moderate difficulty encounter for a party of that level. So if you have 6 PCs, an EL7 encounter in 3.5 should have the XP budget for 6 level 7 PCs (4500XP) even if the PCs are actually level 5. In this example, it makes it a hard encounter for the level 5 party. In some cases, monsters are significantly weaker in 5e. You can either use another creature as is, reskin another as described above, or include lots of the weaker 5e version per the encounter building guidelines in the DMG.</p><p></p><p>Spellcasters: Make a cheat sheet of their spells. My spell card generator is one way to do that.</p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1119" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1119</a></p><p></p><p>This is what I have been doing, and it has worked well. We are 1/3 of the way through chapter 3 of a 12 chapter AP. Let me know if you have any specific questions.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6385665, member: 6776887"] I am running Age of Worms since April. We started under the September play test rules and converted to Basic when it came out and then the PHB when it came out. I do not use any particular conversion guidelines that are posted anywhere. I just kind of do my own thing. Monsters: Use something from the MM when available. The MM comes out this Friday at WPN stores and 9/30 for the rest of us. When the MM does not have a creature or NPC, choose the closest equivalent you can based on CR level. A CR4 creature in this case would be CR4 in 5e. Find a creature or NPC that is close, change the ability scores to match 3.5, change equipment to match a 5e version, and recalculate AC, hp, to hit modifier, damage and the like. You are just trying to get close enough. As for actual conversion rules, I am going with what I explained her until I can see if the DMG has creature creation guidelines. Magic Items: Find something from the Basic DMG to emulate. For our campaign there are a lot of wands of cure light wounds in 3.5. I changed those to wands of Healing Word to try to preserve some balance and gave them mechanics like the wand of magic missile: 7 charges, use 1 to 3 charges to cast Healing Word at level 1 to 3, etc. Drop masterwork items entirely. Rescale the +1 to +5 magic items to +1 to +3. Basically try to match it with something that already exists, require attunement for really strong items, etc. Saves and DCs: This will take some getting used to. Until you have a better feel for things just use the Easy DC10, Moderate DC15, Difficult DC20 rule of thumb. Remember, a commoner can succeed on an easy check 1/2 the time, where even a trained person can fail a hard check or save half the time. Encounter Building: Treat Encounter Level as a moderate difficulty encounter for a party of that level. So if you have 6 PCs, an EL7 encounter in 3.5 should have the XP budget for 6 level 7 PCs (4500XP) even if the PCs are actually level 5. In this example, it makes it a hard encounter for the level 5 party. In some cases, monsters are significantly weaker in 5e. You can either use another creature as is, reskin another as described above, or include lots of the weaker 5e version per the encounter building guidelines in the DMG. Spellcasters: Make a cheat sheet of their spells. My spell card generator is one way to do that. [URL]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1119[/URL] This is what I have been doing, and it has worked well. We are 1/3 of the way through chapter 3 of a 12 chapter AP. Let me know if you have any specific questions. [/QUOTE]
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