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D&D 5e OSR backwards compatibility
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<blockquote data-quote="the Jester" data-source="post: 6310203" data-attributes="member: 1210"><p>It's a lot harder than just making an item, actually.</p><p></p><p>I know this is a response to a pretty early comment, but I just feel obliged to point out that in 1e, it was very expensive and time-consuming to make magic items, and in addition, you risked Constitution loss for permanent items. Not only that, not all high-level casters could enchant items; a magic-user needed the right spells (and back in those days, you got very few spells as you advanced, so it was by no means a sure thing that you'd have <em>Enchant an Item</em> and <em>Permanency</em>). </p><p></p><p>EDIT: My 1e books are at my girlfriend's house or I'd look up time and cost, but I think it's days to weeks to craft an item, and generally pretty expensive to boot. </p><p></p><p>Anyway, on another subject: </p><p></p><p></p><p></p><p>Well, I'm not so sure, given either:</p><p></p><p>A. A willingness to quickly swap in the 5e stat blocks of monsters; or</p><p>B. A simply, easy-to-remember numeric formula for monsters-by-level like 4e had.</p><p></p><p>The same argument seems to imply you can't just pick up a, for instance, Basic D&D module and run it off the cuff for a later edition, but I've done just that with B4: The Lost City, in both 3e and 4e. Thanks to 4e's easy monster formula, I had no trouble winging appropriate stats for monsters not in the 4e books (oil beetles, freaky hallucinating cultists, etc). </p><p></p><p>I ran several other modules the same way in 4e, including Box of Flumph (a 3e adventure) and little bits swiped from other modules. I would say that 4e 'changes the math' more than any other version of D&D from Basic, so it's fair to compare and say, "I could do it then; if 5e works well, it should be easy enough to do it in a couple of months."</p></blockquote><p></p>
[QUOTE="the Jester, post: 6310203, member: 1210"] It's a lot harder than just making an item, actually. I know this is a response to a pretty early comment, but I just feel obliged to point out that in 1e, it was very expensive and time-consuming to make magic items, and in addition, you risked Constitution loss for permanent items. Not only that, not all high-level casters could enchant items; a magic-user needed the right spells (and back in those days, you got very few spells as you advanced, so it was by no means a sure thing that you'd have [i]Enchant an Item[/i] and [i]Permanency[/i]). EDIT: My 1e books are at my girlfriend's house or I'd look up time and cost, but I think it's days to weeks to craft an item, and generally pretty expensive to boot. Anyway, on another subject: Well, I'm not so sure, given either: A. A willingness to quickly swap in the 5e stat blocks of monsters; or B. A simply, easy-to-remember numeric formula for monsters-by-level like 4e had. The same argument seems to imply you can't just pick up a, for instance, Basic D&D module and run it off the cuff for a later edition, but I've done just that with B4: The Lost City, in both 3e and 4e. Thanks to 4e's easy monster formula, I had no trouble winging appropriate stats for monsters not in the 4e books (oil beetles, freaky hallucinating cultists, etc). I ran several other modules the same way in 4e, including Box of Flumph (a 3e adventure) and little bits swiped from other modules. I would say that 4e 'changes the math' more than any other version of D&D from Basic, so it's fair to compare and say, "I could do it then; if 5e works well, it should be easy enough to do it in a couple of months." [/QUOTE]
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