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*Dungeons & Dragons
Converting 3.xE adventures to 5E
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<blockquote data-quote="Li Shenron" data-source="post: 6845382" data-attributes="member: 1465"><p>It depends on what exactly you mean for "conversion", but it can be <strong>super easy</strong>.</p><p></p><p>For me, the important part of an adventure is the <strong>story</strong>, including what places are there to explore, what monsters to fight, what NPC to interact with, what key items to find, and what other dangers or challenges to beat. These are for me the "defining elements" of an adventure.</p><p></p><p>Whatever the original edition of the adventure, you should trust the fact that 5e as the target edition of your conversion does <em>not </em>require you to tailor monsters and challenges perfectly to the level of your PCs. 5e is not 3e or 4e! Thanks to bounded accuracy it will tolerate a larger CR swing of monsters compared to previous editions. And thanks to the attunement rules for magic items, it will even tolerate excess loot.</p><p></p><p>This is what I have done when converting older adventures (mostly from the BECMI era):</p><p></p><p><strong>Monsters</strong>: </p><p></p><p>- if there is a 5e version of the monster, just use that (it is never too far in level compared to the old version)</p><p>- if there isn't, just look for a reasonably similar 5e monster of about the same level, then add 1-2 special features of the older monster (conversion doesn't need to be exact)</p><p></p><p><strong>NPCs</strong>:</p><p></p><p>- either modify a similar MM sample NPC or try to design the NPC from scratch, but this is actually the most difficult part of a conversion, because the DMG does not really help you figure out their final CR, so there's a risk of ending up with a pushover NPC</p><p></p><p><strong>Magic items</strong>:</p><p></p><p>- remove effects that go against bounded accuracy (e.g. bonuses to d20 rolls)</p><p>- remove effects that are simply non-applicable because on rules that don't exist in 5e</p><p>- add "attunement" required for permanent magic items*</p><p>- keep everything else as-is</p><p></p><p>*not always necessary, but a safe choice</p><p></p><p><strong>Traps, hazards, challenges</strong></p><p></p><p>- replace the DC or % chance with a "5e-style light DC" based on the chart in Basic; realize that in 5e the exact DC is not as important as it was in 3e/4e... you just need to decide generically "how hard" you want a challenge to be, and in addition <em>do not scale</em> the challenge with the level of the adventure! Remember that non-proficient PCs will have a base bonus of +0 even at 20th level, and even the most suitable PC for a job won't have a bonus as high as in previous editions. Rather go with the <em>narrative</em> of the challenge than with the DC.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6845382, member: 1465"] It depends on what exactly you mean for "conversion", but it can be [B]super easy[/B]. For me, the important part of an adventure is the [B]story[/B], including what places are there to explore, what monsters to fight, what NPC to interact with, what key items to find, and what other dangers or challenges to beat. These are for me the "defining elements" of an adventure. Whatever the original edition of the adventure, you should trust the fact that 5e as the target edition of your conversion does [I]not [/I]require you to tailor monsters and challenges perfectly to the level of your PCs. 5e is not 3e or 4e! Thanks to bounded accuracy it will tolerate a larger CR swing of monsters compared to previous editions. And thanks to the attunement rules for magic items, it will even tolerate excess loot. This is what I have done when converting older adventures (mostly from the BECMI era): [B]Monsters[/B]: - if there is a 5e version of the monster, just use that (it is never too far in level compared to the old version) - if there isn't, just look for a reasonably similar 5e monster of about the same level, then add 1-2 special features of the older monster (conversion doesn't need to be exact) [B]NPCs[/B]: - either modify a similar MM sample NPC or try to design the NPC from scratch, but this is actually the most difficult part of a conversion, because the DMG does not really help you figure out their final CR, so there's a risk of ending up with a pushover NPC [B]Magic items[/B]: - remove effects that go against bounded accuracy (e.g. bonuses to d20 rolls) - remove effects that are simply non-applicable because on rules that don't exist in 5e - add "attunement" required for permanent magic items* - keep everything else as-is *not always necessary, but a safe choice [B]Traps, hazards, challenges[/B] - replace the DC or % chance with a "5e-style light DC" based on the chart in Basic; realize that in 5e the exact DC is not as important as it was in 3e/4e... you just need to decide generically "how hard" you want a challenge to be, and in addition [I]do not scale[/I] the challenge with the level of the adventure! Remember that non-proficient PCs will have a base bonus of +0 even at 20th level, and even the most suitable PC for a job won't have a bonus as high as in previous editions. Rather go with the [I]narrative[/I] of the challenge than with the DC. [/QUOTE]
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