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General Tabletop Discussion
*Dungeons & Dragons
Difficulty of Converting Pathfinder / 3.X Stuff?
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<blockquote data-quote="Inchoroi" data-source="post: 6443039" data-attributes="member: 6752135"><p>For me, at least, its just above "Easy as Pie". At the moment, I'm converting Rise of the Runelords, and just finished Chapter 2, and I've found three things to be important.</p><p></p><p>1. Choose encounter difficulty, and make monsters to fit that. I have been so helped by <a href="http://surfarcher.blogspot.com.au/2014/07/d-5e-monsters-master-index.html" target="_blank">Surfarcher's Monster Analysi</a>s that I can't sing its praises enough. Use that to determine basic HP, CR, etc, and then tweak to personal taste using other monster's traits. Ignore the Ability scores of Pathfinder monsters, btw; they're way higher than the equivalent. Instead, choose a monster of around the same CR with a similar build and use, and use those abilities.</p><p></p><p>2. Ignore any and all XP, magic item, and money rewards. They will lead to unbelievable problems. Instead, I use the playtest's money tables (mostly), make some of my own magic items or take them from the supplements, spoilers, and basic guides, and (I, at least) use milestones to keep the PCs on the right track. Its fairly easy to fill in side-quests, if you wanted to, to fill out the levels in each chapter of the adventure, if you wanted to use XP, but I use the milestones as guidelines for when they should level up.</p><p></p><p>(Note: I admit to a bias in that I like awarding magic items, and like my players to be awesome, and go out of my way a bit to make that happen in my adventures. Pathfinder, especially, is very heavy on the magic items.)</p><p></p><p>3. Drop the majority of the DCs by 5. Save DCs are, usually, pretty decent to keep as is.</p></blockquote><p></p>
[QUOTE="Inchoroi, post: 6443039, member: 6752135"] For me, at least, its just above "Easy as Pie". At the moment, I'm converting Rise of the Runelords, and just finished Chapter 2, and I've found three things to be important. 1. Choose encounter difficulty, and make monsters to fit that. I have been so helped by [URL="http://surfarcher.blogspot.com.au/2014/07/d-5e-monsters-master-index.html"]Surfarcher's Monster Analysi[/URL]s that I can't sing its praises enough. Use that to determine basic HP, CR, etc, and then tweak to personal taste using other monster's traits. Ignore the Ability scores of Pathfinder monsters, btw; they're way higher than the equivalent. Instead, choose a monster of around the same CR with a similar build and use, and use those abilities. 2. Ignore any and all XP, magic item, and money rewards. They will lead to unbelievable problems. Instead, I use the playtest's money tables (mostly), make some of my own magic items or take them from the supplements, spoilers, and basic guides, and (I, at least) use milestones to keep the PCs on the right track. Its fairly easy to fill in side-quests, if you wanted to, to fill out the levels in each chapter of the adventure, if you wanted to use XP, but I use the milestones as guidelines for when they should level up. (Note: I admit to a bias in that I like awarding magic items, and like my players to be awesome, and go out of my way a bit to make that happen in my adventures. Pathfinder, especially, is very heavy on the magic items.) 3. Drop the majority of the DCs by 5. Save DCs are, usually, pretty decent to keep as is. [/QUOTE]
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Difficulty of Converting Pathfinder / 3.X Stuff?
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