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<blockquote data-quote="Tormyr" data-source="post: 6430843" data-attributes="member: 6776887"><p>We have been playing the 3.5 AP Age of Worms since April. We are now about a third of the way through chapter 4 of 12. Here is what I have found. It is straightforward, but time consuming.</p><p>1. You need to convert creatures, items and DCs. In many cases, one of the core 3 books will have it covered.</p><p>2. Encounters: Look at the Encounter Level called for in the adventure. Build an encounter of medium difficulty for a party that matches that EL and includes the number of PCs in your party. If your party has 5 4th-level PCs, and the EL for the encounter is 6, balance the encounter as medium for 5 6th-level PCs. You will then have a hard or deadly encounter for the 4th-level party. Using this method, you will get encounters all along the difficulty scale.</p><p>3. Creatures: Use a creature from the MM, Rot, HotDQ, or LMoP or whatever official 5e source you have whenever possible. It is just easier. Monster traits can be applied to NPCs as well. For the Octopins, I took the Chuul from the MM, changed its size to medium, changed its tentacle attack to the tentacle claw of the Octopin and changed the slowing gaze to an innate spellcasting of Slow 1/day.</p><p>4. DCs: The DMG will have lots of sample DCs, but scaling things on the 5e Trivial to Godlike scale, with most thing fitting in Easy (10) to Hard (20) will do fine. For traps, I let them sometimes use passive perception, but our rogue has a 19 in that (expertise, so a lot of traps are just out of reach.</p><p>5. Magic Items: From all indications, the DMG will have a lot of the magic items. It should be relatively straightforward to make any items it does not have. Magic items are more rare in 5e, but I would go ahead and give most of the treasure in the AP. Include the magic items that creatures have, but one thing I change, drop masterwork items completely (they don't exist in 5e) and any straight +x items should be adjusted to 3/5 of their original value rounded down with a minimum of 1. So +1 and +2 become +1, +3 and +4 become +2, and +5 and higher becomes +3. You will need to adjust a creature's stat block for any magic items it has.</p><p>6. If you are using an AP, drop levelling by experience, and switch it to milestones. In Age of Worms, most chapters cover two levels. I quickly realized that xp was not increasing at the same rate between 3.5 and 5e. The party was going to fall way behind the curve. So I changed it to level up about halfway through the chapter and at the end of the chapter.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 6430843, member: 6776887"] We have been playing the 3.5 AP Age of Worms since April. We are now about a third of the way through chapter 4 of 12. Here is what I have found. It is straightforward, but time consuming. 1. You need to convert creatures, items and DCs. In many cases, one of the core 3 books will have it covered. 2. Encounters: Look at the Encounter Level called for in the adventure. Build an encounter of medium difficulty for a party that matches that EL and includes the number of PCs in your party. If your party has 5 4th-level PCs, and the EL for the encounter is 6, balance the encounter as medium for 5 6th-level PCs. You will then have a hard or deadly encounter for the 4th-level party. Using this method, you will get encounters all along the difficulty scale. 3. Creatures: Use a creature from the MM, Rot, HotDQ, or LMoP or whatever official 5e source you have whenever possible. It is just easier. Monster traits can be applied to NPCs as well. For the Octopins, I took the Chuul from the MM, changed its size to medium, changed its tentacle attack to the tentacle claw of the Octopin and changed the slowing gaze to an innate spellcasting of Slow 1/day. 4. DCs: The DMG will have lots of sample DCs, but scaling things on the 5e Trivial to Godlike scale, with most thing fitting in Easy (10) to Hard (20) will do fine. For traps, I let them sometimes use passive perception, but our rogue has a 19 in that (expertise, so a lot of traps are just out of reach. 5. Magic Items: From all indications, the DMG will have a lot of the magic items. It should be relatively straightforward to make any items it does not have. Magic items are more rare in 5e, but I would go ahead and give most of the treasure in the AP. Include the magic items that creatures have, but one thing I change, drop masterwork items completely (they don't exist in 5e) and any straight +x items should be adjusted to 3/5 of their original value rounded down with a minimum of 1. So +1 and +2 become +1, +3 and +4 become +2, and +5 and higher becomes +3. You will need to adjust a creature's stat block for any magic items it has. 6. If you are using an AP, drop levelling by experience, and switch it to milestones. In Age of Worms, most chapters cover two levels. I quickly realized that xp was not increasing at the same rate between 3.5 and 5e. The party was going to fall way behind the curve. So I changed it to level up about halfway through the chapter and at the end of the chapter. [/QUOTE]
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