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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Ease of converting monsters from 3.5 to 4
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4015404" data-attributes="member: 710"><p>The number of abilities available to a monster can be changed as you see fit. The 4E design will tend to give around 5 abilities per monster, but that does't mean more or less will break the system. You probably wouldn't give good ratings if you put a 4E monster manual with monsters overloaded with such abilities, but for your home table, who cares? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The real problem is that most of the monsters base statistics can't be converted, because the design assumptions work differently. </p><p></p><p>I think its best to take a 3rd edition monster and identify its major "shticks". </p><p>1. What level range is it set in? Translate this to the right tier and monster level for 4E (or change as you would prefer - maybe you always wanted Gargoyles to be a high level challenge?)</p><p>2. What role does it usually fuflill? Is it mobile? Does it fight with weapons or brute force? Ranged or Melee? Spellcaster? Translate this into a D&D 4 monster role. </p><p>3. Does it fight in large groups (minion?) or more alone (elite, solo?) </p><p>4. Pick the suggested base statistics from the guidlines for monsters that fit 1 & 2.</p><p>5. What's its special tricks? Can it spray webs? Induce poison? Can it teleport? Is it fire-related? Does it fly? Does it summon beasts? Does it regenerate? Does it live in water?</p><p>Add level appropriate abilties signifiyng these tricks. The "heavier" (minion -> solo scale), the more abilities related to its core abilties should be added. </p><p>6. Adjust for personal preferences, like picking some skills that were used by its 3.x original and seemed to be critical for it, or giving it slightly more hps in exchange for a lower damage output or something like that.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4015404, member: 710"] The number of abilities available to a monster can be changed as you see fit. The 4E design will tend to give around 5 abilities per monster, but that does't mean more or less will break the system. You probably wouldn't give good ratings if you put a 4E monster manual with monsters overloaded with such abilities, but for your home table, who cares? :) The real problem is that most of the monsters base statistics can't be converted, because the design assumptions work differently. I think its best to take a 3rd edition monster and identify its major "shticks". 1. What level range is it set in? Translate this to the right tier and monster level for 4E (or change as you would prefer - maybe you always wanted Gargoyles to be a high level challenge?) 2. What role does it usually fuflill? Is it mobile? Does it fight with weapons or brute force? Ranged or Melee? Spellcaster? Translate this into a D&D 4 monster role. 3. Does it fight in large groups (minion?) or more alone (elite, solo?) 4. Pick the suggested base statistics from the guidlines for monsters that fit 1 & 2. 5. What's its special tricks? Can it spray webs? Induce poison? Can it teleport? Is it fire-related? Does it fly? Does it summon beasts? Does it regenerate? Does it live in water? Add level appropriate abilties signifiyng these tricks. The "heavier" (minion -> solo scale), the more abilities related to its core abilties should be added. 6. Adjust for personal preferences, like picking some skills that were used by its 3.x original and seemed to be critical for it, or giving it slightly more hps in exchange for a lower damage output or something like that. [/QUOTE]
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Ease of converting monsters from 3.5 to 4
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