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DMing an old school module
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<blockquote data-quote="redrick" data-source="post: 6388100" data-attributes="member: 6777696"><p>I've been running B2 Keep on the Borderlands in 5e. It hasn't been a stunning success, but a lot of that is as much due to my own lack of experience as with adapting the module. Pretty much every creature in the Caves of Chaos exists in either the basic rules or the HotDQ supplement, so swapping out stat blocks has been a piece of cake. As written, most of the encounters run moderate-deadly for a low-level party of 4, which makes sense, since these adventures were meant for larger parties. I make the encounter groups a little smaller as I go.</p><p></p><p>Running the first area (goblin/hobgoblin complex) straight off the module drained their daily resources pretty quickly, but I've also been impressed with the overall resilience of the 5e party. They get knocked out all the time, but they've managed to come out of significantly above-level fights without any fatalities.</p><p></p><p>I also started with a "loot as xp" house rule, with monster xp cut drastically. My hope was it would encourage the sort of treasure hunt, don't get into fights that you don't have to, mentality. That didn't really work with my group, though. They managed to fight every non-treasure-guarding monster in the complex, and it was very slow going with little reward. So I've capitulated. Next time I try that I'll need to do a better job at getting the buy-in from the players and also make sure they have at least an inkling of an idea of how to get "the loot."</p></blockquote><p></p>
[QUOTE="redrick, post: 6388100, member: 6777696"] I've been running B2 Keep on the Borderlands in 5e. It hasn't been a stunning success, but a lot of that is as much due to my own lack of experience as with adapting the module. Pretty much every creature in the Caves of Chaos exists in either the basic rules or the HotDQ supplement, so swapping out stat blocks has been a piece of cake. As written, most of the encounters run moderate-deadly for a low-level party of 4, which makes sense, since these adventures were meant for larger parties. I make the encounter groups a little smaller as I go. Running the first area (goblin/hobgoblin complex) straight off the module drained their daily resources pretty quickly, but I've also been impressed with the overall resilience of the 5e party. They get knocked out all the time, but they've managed to come out of significantly above-level fights without any fatalities. I also started with a "loot as xp" house rule, with monster xp cut drastically. My hope was it would encourage the sort of treasure hunt, don't get into fights that you don't have to, mentality. That didn't really work with my group, though. They managed to fight every non-treasure-guarding monster in the complex, and it was very slow going with little reward. So I've capitulated. Next time I try that I'll need to do a better job at getting the buy-in from the players and also make sure they have at least an inkling of an idea of how to get "the loot." [/QUOTE]
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