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Converting AD&D 2nd Edition to Pathfinder Question
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<blockquote data-quote="an_idol_mind" data-source="post: 6293587" data-attributes="member: 43749"><p>I finished up an on-the-fly conversion of Night Below: An Underdark Campaign in Pathfinder and it worked well.</p><p></p><p>My thoughts on that campaign are <a href="http://screamsheet.wordpress.com/2013/07/22/converting-the-night-below/" target="_blank">here</a>, but as to your question specifically...</p><p></p><p>I found that early-level Pathfinder characters are much stronger than their 2nd edition counterparts. In a campaign where there were supposed to be 6-8 total characters, the PCs managed just fine with a party of four for most of the early going. It evens out by mid-levels. High-level play gets a bit wonky, since AD&D had a more-or-less flat power curve (except for spellcasters) after level 10 or so. A high-level module might toss a marilith or balor at level 12 characters, which would usually mean a TPK in Pathfinder.</p><p></p><p>So I guess for low-level stuff, assume that the PCs can get it done on the lowest level recommendation. On mid-level stuff, go for somewhere in the middle. On high-level adventures, be prepared to swap out monsters on the fly.</p><p></p><p>I'd also recommend cutting down on the treasure given away. AD&D often gave away crazy amounts of gold because those editions had gold equaling experience much of the time. I cut gold rewards by 90% and the players never complained (until they found out that I had been removing gold from the adventure).</p></blockquote><p></p>
[QUOTE="an_idol_mind, post: 6293587, member: 43749"] I finished up an on-the-fly conversion of Night Below: An Underdark Campaign in Pathfinder and it worked well. My thoughts on that campaign are [URL="http://screamsheet.wordpress.com/2013/07/22/converting-the-night-below/"]here[/URL], but as to your question specifically... I found that early-level Pathfinder characters are much stronger than their 2nd edition counterparts. In a campaign where there were supposed to be 6-8 total characters, the PCs managed just fine with a party of four for most of the early going. It evens out by mid-levels. High-level play gets a bit wonky, since AD&D had a more-or-less flat power curve (except for spellcasters) after level 10 or so. A high-level module might toss a marilith or balor at level 12 characters, which would usually mean a TPK in Pathfinder. So I guess for low-level stuff, assume that the PCs can get it done on the lowest level recommendation. On mid-level stuff, go for somewhere in the middle. On high-level adventures, be prepared to swap out monsters on the fly. I'd also recommend cutting down on the treasure given away. AD&D often gave away crazy amounts of gold because those editions had gold equaling experience much of the time. I cut gold rewards by 90% and the players never complained (until they found out that I had been removing gold from the adventure). [/QUOTE]
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