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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Converting Adventures to 4e
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<blockquote data-quote="Spatula" data-source="post: 5435698" data-attributes="member: 2198"><p>I converted B4 and I1 to 4e and I think they turned out decently. Although the group didn't finish playing through I1. In both cases I tried to stay as true to the original encounters as possible, and left in the wandering monsters (including rolling for how many monsters appeared). That meant that some fights were pushovers and some were very strong, which is ok. Like standalone traps, easy fights have the opportunity to eat up a few surges. They also don't take up much play time.</p><p></p><p>For I1, which has a lot of player freedom, I designed each encounter area to have a certain level, with the intention of allowing the players to discover which areas were difficult and which were easier on their own.</p><p></p><p>I think the big hurdle to overcome is that in 4e, combats are meant to be dramatic set-pieces, while in previous editions (AD&D especially), combats were plentiful, fast, and not necessarily all that interesting. If I were to do it again, I would leave the standard 4e rules for important fights and halve the HP (& XP) of the "trash" fights, allowing players to rapidly cleave through them on their way to encounters that are actually significant to the plot.</p></blockquote><p></p>
[QUOTE="Spatula, post: 5435698, member: 2198"] I converted B4 and I1 to 4e and I think they turned out decently. Although the group didn't finish playing through I1. In both cases I tried to stay as true to the original encounters as possible, and left in the wandering monsters (including rolling for how many monsters appeared). That meant that some fights were pushovers and some were very strong, which is ok. Like standalone traps, easy fights have the opportunity to eat up a few surges. They also don't take up much play time. For I1, which has a lot of player freedom, I designed each encounter area to have a certain level, with the intention of allowing the players to discover which areas were difficult and which were easier on their own. I think the big hurdle to overcome is that in 4e, combats are meant to be dramatic set-pieces, while in previous editions (AD&D especially), combats were plentiful, fast, and not necessarily all that interesting. If I were to do it again, I would leave the standard 4e rules for important fights and halve the HP (& XP) of the "trash" fights, allowing players to rapidly cleave through them on their way to encounters that are actually significant to the plot. [/QUOTE]
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