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Converting 3.xE adventures to 5E
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<blockquote data-quote="Tormyr" data-source="post: 6846793" data-attributes="member: 6776887"><p>I have been working on the Age of Worms (AoW) 3.5 adventure path. My conversion has been more involved than an off the cuff conversion would be. I have posted some of my notes in the introduction document here-><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1254" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1254</a> A couple of highlights:</p><p>* You can look at the 3.5 Encounter Level and use that to make a Medium encounter for a group of PCs of that level to make a roughly equivalent encounter. So an EL17 encounter becomes a medium encounter for a group of level 17 PCs of the number in your group. If the PCs level is below 17, this automatically makes the encounter Hard or Deadly, and vice versa.</p><p>* In adventure paths, it is simpler to level the PCs at the chapter break and somewhere in the chapter. In AoW, Each chapter usually covers 2 levels except chapters 8, 11, and 12 which cover levels 15, 20, and 20 respectively.</p><p>* Recommended DCs in 3.5 generally go to 40, and recommended DCs in 5e generally go to 30. So making a 5e DC 75% of the 3.5 version works well. This is generally only for ability checks DCs. Spellcaster DCs are recalculated according to the spellcaster's CR and ability scores, and trap DCs can be recalculated based on the 3.5 trap CR.</p><p>* +1 and +2 magic items become +1; +3 and +4 become +2, and higher becomes +3</p><p>* Solos die. That being said, you can scale solos when there are more than 4 PCs by adding another 30hp (90hp per PC at CR 20 and higher). Bumping the hp allows the CR of the creature to go up without having to increase damage or recalculate anything else and reduces the risk of the creature one-shotting someone.</p><p>* Magic items make all the encounters easier. In two years of AoW (now at chapter 9), I have not permanently killed any PCs, and the party has needed raise dead and its ilk only a handful of times.</p><p></p><p>All that being said, straight up conversion of encounters pretty much work as well. Last Wednesday, the party was in an area that has lots of once a day very deadly encounters. They were supposed to fight a titan, girallons, and gargoyls. To keep everything easy to scale from 4 to 7 PCs, I had 1 girallon and 1 gargoyle per PC. The 7 person level 16 party defeated an empyrean (titan), 7 giant apes (girallon), and 7 gargoyles. The wizard was closest to the giant apes when they crawled out of their cages. They picked up rocks and 6 of 7 rocks hit for 180 bludgeoning damage. A magic potion that game him permanent resistance to nonmagical bludgeoning kept him with a few hp, but he was buried under rocks. Cape of the Montebank allowed him to <em>dimension door</em> out from under the rocks. The apes hit the cleric next turn for 180 bludgeoning damage. I ruled that the cleric was at 0 hp and dying because she fell after being brought to 0hp and the other rocks missed. She had a periapt of wound closure that instantly stabilized her. The monk was knocked unconscious by the empyrean as well, but the party was able to overcome all of that partially because of the bevy of magical items in the AP and partially because 5e is nice to the PCs (in my opinion).</p><p></p><p>My next conversion after AoW is Zeitgeist. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Tormyr, post: 6846793, member: 6776887"] I have been working on the Age of Worms (AoW) 3.5 adventure path. My conversion has been more involved than an off the cuff conversion would be. I have posted some of my notes in the introduction document here->[url]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1254[/url] A couple of highlights: * You can look at the 3.5 Encounter Level and use that to make a Medium encounter for a group of PCs of that level to make a roughly equivalent encounter. So an EL17 encounter becomes a medium encounter for a group of level 17 PCs of the number in your group. If the PCs level is below 17, this automatically makes the encounter Hard or Deadly, and vice versa. * In adventure paths, it is simpler to level the PCs at the chapter break and somewhere in the chapter. In AoW, Each chapter usually covers 2 levels except chapters 8, 11, and 12 which cover levels 15, 20, and 20 respectively. * Recommended DCs in 3.5 generally go to 40, and recommended DCs in 5e generally go to 30. So making a 5e DC 75% of the 3.5 version works well. This is generally only for ability checks DCs. Spellcaster DCs are recalculated according to the spellcaster's CR and ability scores, and trap DCs can be recalculated based on the 3.5 trap CR. * +1 and +2 magic items become +1; +3 and +4 become +2, and higher becomes +3 * Solos die. That being said, you can scale solos when there are more than 4 PCs by adding another 30hp (90hp per PC at CR 20 and higher). Bumping the hp allows the CR of the creature to go up without having to increase damage or recalculate anything else and reduces the risk of the creature one-shotting someone. * Magic items make all the encounters easier. In two years of AoW (now at chapter 9), I have not permanently killed any PCs, and the party has needed raise dead and its ilk only a handful of times. All that being said, straight up conversion of encounters pretty much work as well. Last Wednesday, the party was in an area that has lots of once a day very deadly encounters. They were supposed to fight a titan, girallons, and gargoyls. To keep everything easy to scale from 4 to 7 PCs, I had 1 girallon and 1 gargoyle per PC. The 7 person level 16 party defeated an empyrean (titan), 7 giant apes (girallon), and 7 gargoyles. The wizard was closest to the giant apes when they crawled out of their cages. They picked up rocks and 6 of 7 rocks hit for 180 bludgeoning damage. A magic potion that game him permanent resistance to nonmagical bludgeoning kept him with a few hp, but he was buried under rocks. Cape of the Montebank allowed him to [I]dimension door[/I] out from under the rocks. The apes hit the cleric next turn for 180 bludgeoning damage. I ruled that the cleric was at 0 hp and dying because she fell after being brought to 0hp and the other rocks missed. She had a periapt of wound closure that instantly stabilized her. The monk was knocked unconscious by the empyrean as well, but the party was able to overcome all of that partially because of the bevy of magical items in the AP and partially because 5e is nice to the PCs (in my opinion). My next conversion after AoW is Zeitgeist. :) [/QUOTE]
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