converting NPCs and characters

Kerrick

First Post
Quick question: when you're converting NPCs and sample characters for modules, do you follow the conversion guidelines or convert them straight over? I forgot how much of a power boost them get moving from 2E to 3E, and it could really skew the balance of a module. Case in point: Labyrinth of Madness - there's a party of evil NPCs, 7th-10th level pre-conversion. Post conversion - 19th-23rd level, except for a lonely little 7th-level mage, who made it to 11th in 3E stats. Granted, with all the monsters and such getting a boost, it might be worthwhile to bring the NPCs in line with them, but I don't know...

Also, how do you handle magic items? I noticed that the vast majority of items in 2e modules are really wimply, and the NPCs and monsters don't have much in the way of items - a Ftr with a +1 longsword, +1 plate, and a +1 shield was considered hot stuff. Now, he's a wuss, unless you're running a really low-magic campaign. *Sigh* the joys of conversion... :D
 

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Kerrick said:
Quick question: when you're converting NPCs and sample characters for modules, do you follow the conversion guidelines or convert them straight over? I forgot how much of a power boost them get moving from 2E to 3E, and it could really skew the balance of a module. Case in point: Labyrinth of Madness - there's a party of evil NPCs, 7th-10th level pre-conversion. Post conversion - 19th-23rd level, except for a lonely little 7th-level mage, who made it to 11th in 3E stats. Granted, with all the monsters and such getting a boost, it might be worthwhile to bring the NPCs in line with them, but I don't know...

Also, how do you handle magic items? I noticed that the vast majority of items in 2e modules are really wimply, and the NPCs and monsters don't have much in the way of items - a Ftr with a +1 longsword, +1 plate, and a +1 shield was considered hot stuff. Now, he's a wuss, unless you're running a really low-magic campaign. *Sigh* the joys of conversion... :D

You should keep things as close to the source material as possible: if an NPC has a +1 longsword in 1st edition AD&D, he's got that same +1 longsword in 3.5 edition D&D. For NPCs you should follow the conversion guidelines in the 3.0 conversion manual, and don't concern yourself with balance. Your job is to convert the material to 3.5; let the DM running the adventure worry about treasure and game balance.

If you haven't already, you should download the conversion FAQ from the conversion library - http://www.enworld.org/modules.php?op=modload&name=Downloads&file=index&req=viewsdownload&sid=5
 

Yeah, I looked back through the copy of the 3E conversion book and I noticed that the character levels convert straight over, so that made it a bit easier. And yes, I have read the conversion guidelines, so I'm going with a straight conversion, and the DM can add in what he needs for his own group.

Edit: Might as well throw this in here, since it's a related question...
I'm working on Labyrinth of Madness, and the NPC party has all the characteristics of yuan-ti (indeed, it says they're treated as yuan-ti half-breeds). Should I simply add on the racial hit dice and such for a half-breed (which, again, would bump their power level up...) or just give them all the abilities without the racial Hit dice (call it a template)? In the module, incidentally, they have either their hp or 8 HD or hp, whichever is more.
 
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