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Converting Older Edition Adventures to 5E
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<blockquote data-quote="Shiroiken" data-source="post: 6547942" data-attributes="member: 6775477"><p>I've mostly converted AD&D to to 5E, but I should be able to help, at least conceptually.</p><p></p><p></p><p>Unless something is specifically required (say dispel magic, the ability to undo petrification, etc.) you shouldn't have too hard of a time with this. 3E might be a bit harder, since some of their adventures were very mechanically focused. You might have to accept that a bad guy is able to do something that he no longer has the ability to do if built as a PC of the same level. Scrolls and other consumable magic items are useful if you feel you need to explain.</p><p></p><p></p><p>Converting from 5E, I'd probably redesign the combats. Figure out what the EL was to get an idea of how hard the encounter should be, then use the combat design chart in the DMG to make it as close as possible. You'll probably find it to be VERY close to the original, and so you might not bother if the first half dozen only add or reduce 1 monster. I ran the early part of Temple of Elemental Evil (1E) with no changes in monsters, and only 1 encounter involving a swarm of weaker monsters was a problem. </p><p></p><p></p><p>This is up to you. 3E assumed a set level of magic (via. treasure), but the math was built assuming it. 5E doesn't require magic items, so the magic items will actually make the PCs stronger. I would probably reduce the number of magic items in general (because I prefer a lower magic game), and replace items as needed with level appropriate ones from the DMG. In general, reduce the value of each "+" by half, round up, if you want to keep those items.</p><p></p><p> I made companion pages to work with the adventures. Each area had listed monsters (and MM page reference), tricks and traps (including probably checks), and treasure changes (including DMG page references for magic items). This helps keep you from having to look up a lot of things as you go.</p><p></p><p> Generally, BECMI is the easiest to convert, with AD&D being only slightly harder, so these are a good starting point (Keep on the Borderlands even has a playtest version if you can find it). The only other recommendation I would give would be to use adventures that you've enjoyed, since that will help you stay interested and focused.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6547942, member: 6775477"] I've mostly converted AD&D to to 5E, but I should be able to help, at least conceptually. Unless something is specifically required (say dispel magic, the ability to undo petrification, etc.) you shouldn't have too hard of a time with this. 3E might be a bit harder, since some of their adventures were very mechanically focused. You might have to accept that a bad guy is able to do something that he no longer has the ability to do if built as a PC of the same level. Scrolls and other consumable magic items are useful if you feel you need to explain. Converting from 5E, I'd probably redesign the combats. Figure out what the EL was to get an idea of how hard the encounter should be, then use the combat design chart in the DMG to make it as close as possible. You'll probably find it to be VERY close to the original, and so you might not bother if the first half dozen only add or reduce 1 monster. I ran the early part of Temple of Elemental Evil (1E) with no changes in monsters, and only 1 encounter involving a swarm of weaker monsters was a problem. This is up to you. 3E assumed a set level of magic (via. treasure), but the math was built assuming it. 5E doesn't require magic items, so the magic items will actually make the PCs stronger. I would probably reduce the number of magic items in general (because I prefer a lower magic game), and replace items as needed with level appropriate ones from the DMG. In general, reduce the value of each "+" by half, round up, if you want to keep those items. I made companion pages to work with the adventures. Each area had listed monsters (and MM page reference), tricks and traps (including probably checks), and treasure changes (including DMG page references for magic items). This helps keep you from having to look up a lot of things as you go. Generally, BECMI is the easiest to convert, with AD&D being only slightly harder, so these are a good starting point (Keep on the Borderlands even has a playtest version if you can find it). The only other recommendation I would give would be to use adventures that you've enjoyed, since that will help you stay interested and focused. [/QUOTE]
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