Plaguescarred
Hero
ALso a useful thing that can help in adventure conversion and cut down work is reskinning. Bottom line is, monsters are just stat blocks that can be protrayed differently during roleplay.
I did not know that.
I find it natural to expect it to be new and uncertain DMs that asks questions like these.
I think an experienced DM would do well by saying so in his or her question in order to avoid the most basic answers, if that's an issue.
ALso a useful thing that can help in adventure conversion and cut down work is reskinning. Bottom line is, monsters are just stat blocks that can be protrayed differently during roleplay.
This is good advice, but like a mad manI played in a 5e Conversion of I6 Ravenloft, and I've played the original. I have to say that 5e converts older 1e and 2e modules almost perfectly.
If you want to convert 3.x then there's a few things to keep in mind:
1. Magic Items - There's a tendency to have a bucket of +1 Longswords doled out like gift bags for completing an Adventure Path. It's much better to sift through the module and pick out the magic items that are useful for the story and keep/convert those. After that, focus on handing out consumables - potions, oils, elixirs, poisons, and powders.
Truth be told - I always sign with relief when nobody elects to play a Rogue.3. Traps - I've noticed the AP and most 3.x modules love to use traps. That's OK for 5e but traps don't give out experience points anymore. In 5e they're used as an encounter to possibly drain resources. In addition, traps give Rogues an opportunity to shine. If someone is playing a Rogue then it might benefit to have several traps. The most important reason for having traps in 5e is to set the mood for danger, and thematically introduce them to a type of danger. For example, Drow would have small x-bow launchers that fired poisoned darts.
Truth be told - I always sign with relief when nobody elects to play a Rogue.
Because that means I can simply drop traps almost entirely![]()
This I can agree to.I love traps, such as the ones from Grimtooth's traps or the 3E Traps & Treachery books published by FFG.
However, I'd rather they work in-game more like little puzzles to solve than simply being a series or dice rolls or ability/skill checks.
So the players roleplay through the encounter more, trying to figure out how the trap works and how it might be disables or somehow circumnavigated. Depending on how much they can figure out about how the trap works or how it can be disabled, they get advantage or various plusses to their ability check/skill check to overcome the trap.
That's sort of how I'd like it to work in theory, but I'm not sure how to get it to work in practice.
I love traps, such as the ones from Grimtooth's traps or the 3E Traps & Treachery books published by FFG.
However, I'd rather they work in-game more like little puzzles to solve than simply being a series or dice rolls or ability/skill checks.
So the players roleplay through the encounter more, trying to figure out how the trap works and how it might be disables or somehow circumnavigated. Depending on how much they can figure out about how the trap works or how it can be disabled, they get advantage or various plusses to their ability check/skill check to overcome the trap.
That's sort of how I'd like it to work in theory, but I'm not sure how to get it to work in practice.
This I can agree to.
Meaning traps are great in theory, but in practice traps means the threat of traps.
If the party falls into one hallway spiked pit trap, now they reasonably need to search every 10x10 square for traps. And that sucks. It sucks if there are more traps, but it blows especially hard if there are no more traps!
Also, the DMG traps are "make a Dex or Wis save and be done with it".
If you treat traps like you treat a BBEG, with story and terrain and encounter building, then yes, a trap could be memorable. If the trap is more like a maze or riddle.
But to sprinkle my dungeon with Dexterity DC 13 checks mostly to give the rogue something to do, yech!
In a video game like Baldur's Gate, traps are used to reinforce the sense that dungeons need to be cautiously sneaken through. It slows down the rate of advancement for great effect.
But in a tabletop rpg, you never want to slow down gameplay.