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Difficulty of Converting Pathfinder / 3.X Stuff?
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<blockquote data-quote="Cyan Wisp" data-source="post: 6430442" data-attributes="member: 38623"><p>I'd say <em>easy</em>, but some flexibility required in your ideas.</p><p></p><p>I've done a few 3.5e and PF adventures now and all without the MM, just using the stuff from the free PDFs - be sure to get the supplementary stuff from the Rise of Dragons, too, for added monsters - if you have no MM yet.</p><p></p><p>Monsters: eyeball XP budgets and adjust numbers as necessary. Reskin monsters as needed, even pick and mix abilities - I needed a giant goatfolk kind of thing so I just used an ogre base and added a minotaur charge action. Works a treat. </p><p></p><p>Levelled NPCs: use NPCs from the PDFs but customised, or for very special people, PC rules. I'd prefer to just tack on abilities to the NPC chassis though - think about what you want them to do and tack it on. NPCs seem to follow their own rules and that makes them mysterious and unpredictable, not just a copy of the PCs.</p><p></p><p>Traps: Just use as is with obvious adjustments like dex saves or new poison rules. Maybe even up the damage a bit.</p><p></p><p>Find traps (Search): I use a mix of Int (Investigation) or Wis (Perception), or both depending on the mechanism. I tend to give a bias to less common skills like Investigation, so it might be DC 15 Investigation or DC 17 Perception for the same trap.</p><p></p><p>Disable traps: Might be simple RP or Dex (Thieves' Tools). Might even say Int (Thieves' Tools) if its a cleverly designed trap. The skill system is flexible enough that you could use a variety of ability checks for disarming devices (Strength, for example).</p><p></p><p>Treasure: season to taste. Generally, though, tone it right down and go for flavoursome items that add new abilities, not just enhance old ones, i.e magical paints that create real things or a freaky ancient glass weapon that shatters and reforms doing shrapnel damage)</p><p></p><p>A personal taste is to find opportunities to exploit more obscure skills - Medicine, Insight, Performance, etc. Oh, and be sure to tone down the DCs of skill checks to be more in line with the 5-10-15-20 scale.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Cyan Wisp, post: 6430442, member: 38623"] I'd say [I]easy[/I], but some flexibility required in your ideas. I've done a few 3.5e and PF adventures now and all without the MM, just using the stuff from the free PDFs - be sure to get the supplementary stuff from the Rise of Dragons, too, for added monsters - if you have no MM yet. Monsters: eyeball XP budgets and adjust numbers as necessary. Reskin monsters as needed, even pick and mix abilities - I needed a giant goatfolk kind of thing so I just used an ogre base and added a minotaur charge action. Works a treat. Levelled NPCs: use NPCs from the PDFs but customised, or for very special people, PC rules. I'd prefer to just tack on abilities to the NPC chassis though - think about what you want them to do and tack it on. NPCs seem to follow their own rules and that makes them mysterious and unpredictable, not just a copy of the PCs. Traps: Just use as is with obvious adjustments like dex saves or new poison rules. Maybe even up the damage a bit. Find traps (Search): I use a mix of Int (Investigation) or Wis (Perception), or both depending on the mechanism. I tend to give a bias to less common skills like Investigation, so it might be DC 15 Investigation or DC 17 Perception for the same trap. Disable traps: Might be simple RP or Dex (Thieves' Tools). Might even say Int (Thieves' Tools) if its a cleverly designed trap. The skill system is flexible enough that you could use a variety of ability checks for disarming devices (Strength, for example). Treasure: season to taste. Generally, though, tone it right down and go for flavoursome items that add new abilities, not just enhance old ones, i.e magical paints that create real things or a freaky ancient glass weapon that shatters and reforms doing shrapnel damage) A personal taste is to find opportunities to exploit more obscure skills - Medicine, Insight, Performance, etc. Oh, and be sure to tone down the DCs of skill checks to be more in line with the 5-10-15-20 scale. Good luck! [/QUOTE]
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