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*Dungeons & Dragons
Converting Older Edition Adventures to 5E
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<blockquote data-quote="Tormyr" data-source="post: 6547295" data-attributes="member: 6776887"><p>Converting from 3.5 is relatively straightforward, and much of it can be done on the fly once you feel comfortable with it. Here is what I have done.</p><p></p><p>NPC Spell Casters: Create an equivalent CR spell caster. Use as many of the 3.5 spells as possible. Pad out the rest of the available prepared spells with sensible choices. Spell casters of the same CR have much higher spell slots available in 5e, so there is not really the situation of a 3.5 spell being available later in 5e.</p><p></p><p>Custom Monster Conversion: If a 5e version of a monster is available in the MM then I use that. Otherwise, I use my Monster CR Calculator spreadsheet to convert a custom monster from 5e. The ability scores generally come across without change. Anything else is brought across if possible, and I change hp, AC, and DPR to get the CR I am looking for. In some cases, when multiple of a monster are called for in an encounter, I will make it a lower CR so that all of the enemies can be included in the encounter.</p><p></p><p>Encounter Building: While many monsters are the same CR as they were in 3.5, the encounter building is different. In general, multiple monsters of the same CR will yield a more difficult encounter in 5e. I look at the Encounter Level (EL) for the encounter and build a medium encounter for a party of that level. So if my party is 5 PCs at 8th level and they run into an EL 11 encounter, I make an encounter that would be medium for 5 11th level PCs. That translates to a hard or deadly encounter for the 8th level party.</p><p></p><p>Magic Items: +1-+2 = +1; +-+4 = +2; +5 and up = +3. Drop the masterwork keyword. Drop healing wands (or make a wand of <em>healing word</em> that functions like a wand of <em>magic missile</em>. Many magic items have an equivalent in the DMG. Many cursed items do not. The number of magic items is quite high in 3.5. If all of them are brought over in an adventure, it will be a high magic adventure. I would not recommend adding more magic items. In most cases, I have pulled back on some of the magic items on NPCs because they overlap so much to get a high AC (+1 plate, +1 shield, amulet of natural armor, potion of barkskin, ring of protection all on the same person). Many of these kind of items no longer stack anyway. Attunement will also help keep the number of magic items on PCs lower. Consider dividing the monetary amount of all treasure by 10.</p><p></p><p>We started Age of Worms last April. We will probably finish chapter 5 of 12 on Wednesday. We are having a great time, and I would highly recommend this AP.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6547295, member: 6776887"] Converting from 3.5 is relatively straightforward, and much of it can be done on the fly once you feel comfortable with it. Here is what I have done. NPC Spell Casters: Create an equivalent CR spell caster. Use as many of the 3.5 spells as possible. Pad out the rest of the available prepared spells with sensible choices. Spell casters of the same CR have much higher spell slots available in 5e, so there is not really the situation of a 3.5 spell being available later in 5e. Custom Monster Conversion: If a 5e version of a monster is available in the MM then I use that. Otherwise, I use my Monster CR Calculator spreadsheet to convert a custom monster from 5e. The ability scores generally come across without change. Anything else is brought across if possible, and I change hp, AC, and DPR to get the CR I am looking for. In some cases, when multiple of a monster are called for in an encounter, I will make it a lower CR so that all of the enemies can be included in the encounter. Encounter Building: While many monsters are the same CR as they were in 3.5, the encounter building is different. In general, multiple monsters of the same CR will yield a more difficult encounter in 5e. I look at the Encounter Level (EL) for the encounter and build a medium encounter for a party of that level. So if my party is 5 PCs at 8th level and they run into an EL 11 encounter, I make an encounter that would be medium for 5 11th level PCs. That translates to a hard or deadly encounter for the 8th level party. Magic Items: +1-+2 = +1; +-+4 = +2; +5 and up = +3. Drop the masterwork keyword. Drop healing wands (or make a wand of [I]healing word[/I] that functions like a wand of [I]magic missile[/I]. Many magic items have an equivalent in the DMG. Many cursed items do not. The number of magic items is quite high in 3.5. If all of them are brought over in an adventure, it will be a high magic adventure. I would not recommend adding more magic items. In most cases, I have pulled back on some of the magic items on NPCs because they overlap so much to get a high AC (+1 plate, +1 shield, amulet of natural armor, potion of barkskin, ring of protection all on the same person). Many of these kind of items no longer stack anyway. Attunement will also help keep the number of magic items on PCs lower. Consider dividing the monetary amount of all treasure by 10. We started Age of Worms last April. We will probably finish chapter 5 of 12 on Wednesday. We are having a great time, and I would highly recommend this AP. [/QUOTE]
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