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D&D 5E Converting NPCs from old editions

CapnZapp

Legend
In AD&D, the settlements of Bargewright Inn, Longsaddle and Loudwater are led by, respectively, a 5th level ranger, a 9th level magic-user, and a 11th level cavalier. (Savage Frontier, page 30)

In d20, you could meet a Goblin with seven ranger levels, an Aranea with four sorcerer levels, a Blackspawn raider with six ninja levels, or Bugbears with two barbarian levels. (Red Hand of Doom, appendix I)

Mucking about with all the fiddly details that come with class levels is perhaps the single best thing with 5th edition - it doesn't. At all.

Still, what is the general "power level" of your campaign? Now I'm talking about the "average" NPCs that populate your world, not the end level boss of your level 19 adventure :)

The default (as borne out by observing published modules) is very low, significantly lower than in previous editions. And that's a change I'd like to discuss.

That is, the overwhelming majority of non-adventure specific NPCs that you just sort of happen upon are thugs and spies and guards and acolytes, with the odd "name" NPC being a veteran or mage.

Very roughly (and I mean very), that corresponds to half the power level of before. (The biggest change is how 5e NPCs have way fewer powers and abilities than classed characters of any edition; hit points and spells* being about the only resource given to NPCs in anything near parity with PCs)
*) and while almost all PC class grants spellcasting, relatively few NPCs are spellcasters

Do you like it? (I obviously love the simplicity as a DM)

Does it pose any problems? (Even though I love it, it does tend to fuel any elitist tendencies of players since their characters so quickly overshadow even so-called competent NPCs. Either the heroes do it or it simply doesn't get done - there are only PCs and monsters that stick out above the masses)
 

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I tend to make local leaders and figures of notoriety in addition to those you list above. Ex adventurers and specialists etc.

As far as "level" I tweak an NPC statblock until it reaches the desired "level" equivalent.

Most of these special NPCs range from around 3rd to maybe 7 or 8, but are uncommon. This give the players in the sweet spot of the game both people to exceed in skill, and a few that still considered powerful in the sense of the local area. (local area equals kingdom, not village).

I also make give the legendary smith in the hills an arbitrary proficiency bonus to their craft based on the tier of item they are reputed to be able to craft. But the rest of their stats stay at the commoner level.

all in all I agree with your post, and find relatively few problems with 5e in this sense.
 

When I am converting NPCs, such as the ones for the Age of Worms conversion I did, I targeted the original (D&D 3.5 in this case) CR using the DMG rules. More special NPCs would get class options, but they still fit in the CR calculations. I am perfectly happy with the default style of making NPCs in 5e (Put in what you want and figure out the CR), and prefer it vs. building every NPC using PC rules.
 
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