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D&D 5E Converting Monsters - which addition is easier to convert from?

What type of conversion? There is picking a 5e stat block to reskin or there's building a 5e creature from scratch--which both rely on an interpretive process of creating a version of the monster that fits in 5e the same as it fit into prior editions. There is also plugging numbers from one edition into an algorithm to get 5e numbers--which is a non-interpretive processes that takes most of the decision making out of it but may or may not create a good 5e fit.
 

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I have to say that Pathfinder/3.5 are the easiest, but that's only because, while I've played earlier editions--and even run them, on occasion--it was never for as long as I ran the former two. So, it's a lot easier for me to convert, say, a PF monster into a 5e monster than it would be to convert a 2e monster into a 5e monster. Not impossible or, really, all that difficult, but overall it would be easier.
 

I generally find simple pre-3e stat blocks easiest to convert. Then 3e/PF, which can be a bit tricky to avoid overpowered creatures. 4e is too different to convert IMO.
 

AC.
In 1e & 2e ACs got better as they got lower. Like now, 10 was the base. So if for ex you had AC4? That's 6 points off the base. Guess what? That's the same as AC16 today - 6 points off the base. Counting up/counting down. Same difference.

Or subtract the old AC from 20.



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I have only converted 3.5 monsters but I have found them to be fairly easy. My method is geared toward converting 3.5 adventure path encounters that had an encounter level (EL).

I treat the 3.5 EL as being a 5e target for a Medium encounter for 4 PCs of that level. This helps me figure out what the CR for each creature will be based on how many I want in the encounter compared to the number of PCs. As an example if I had a 3.5 encounter that had 4 monsters at EL 7, the 5e encounter would need 4 monsters at CR2 to be a Medium challenge for 4 level 7 PCs. As a side note, my encounter builder smooths out the jumps when changing between some numbers of PCs and monsters, so you might get a slightly different number there.

I then take as much of the 3.5 stat block to 5e as possible and recreate the monster using the DMG guidelines. AC on humanoids is often determined by the kind of armor they had. Attack bonus is generally determined by ability scores + proficiency. The DPR and HP can generally be adjusted as needed to hit the desired CR. I generally dump most magic items, especially if they are not unique, do not have a 5e equivalent, or does not have a reason for the monster to be using it. For instance, I drop amulets of natural armor, +1 weapons and armor for ordinary monsters, and wands of cure light wounds.
 

I've found Basic, 1e, and 2e to be fairly easy. Though the higher the HD of the monster the harder it gets.

I've run B6, B7, B10, N1, U1, UK2, and UK3 and all have been easy to convert. It's the (potential) adventures for the PCs at mid-levels I'm finding harder to balance.

The modules made by the British team - B10, U1, UK2, and UK3 - are all really good adventures that have an internal consistency that many modules really don't.
 

We ran into that too. But as everyone but 1 guy at the table was a vet of many editions? We just shrugged & now every wizard also comes with the free "Read Magic" spell (1st lv). :)

Had this occur as well. Since there was a Wizard in the party it was easy to say "If Read Magic were a spell it would undoubtedly be a ritual and every Wizard would have it."
 

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