Estimated PC lvl for older edition modules?

Oryan77

Adventurer
I'm thinking about running these in my 3.5 game. I'm not familiar with what the suggested character level differences are between the older & newer editions. I'd like to just get an idea for what levels my group should be while I run these modules. After looking over a few, it seems like the PC's would need to be much higher level than what the module suggests.

Sea of Blood (suggested levels = 7-9)
Steading of the Hill Giant Chief (suggested levels = 8)
Night Below (book 2: Perils of the Underdark) (suggested levels = 5-10)
Eye to Eye (suggested levels = 8-12)
Dancing Hut of Baba Yaga (suggested levels = 7-20)
Die Vecna Die (suggested levels = 10-13)


I know some are already converted here, but I still wouldn't know what levels the PC's should be when I run the modules. Any help is appreciated, thanks!
 

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Go in and figure out a few of the combat encounters and calculate the Encounter levels for them. Figure out the toughest ones and see the DMG suggestions for what levels this will be on the tough but doable range according to the DMG. That should give you a rough guide of appropriate levels based on combat challenge.
 

I used the 3E conversion of "Steading of the Hill Giant Chief" for my group. 8th level for this one is way too low in 3E/3.5, unless you really nerf the stats of the giants -- giants are just a whole lot tougher now than they used to be.

The party I ran through it had an average level of 14th...the giants were a good challenge for them, but other opponents were fairly easy to deal with. So, I'd guess you wouldn't want to have a party under 10th or so, maybe 12th.
 

kenobi65 said:
I used the 3E conversion of "Steading of the Hill Giant Chief" for my group. 8th level for this one is way too low in 3E/3.5, unless you really nerf the stats of the giants -- giants are just a whole lot tougher now than they used to be.

The party I ran through it had an average level of 14th...the giants were a good challenge for them, but other opponents were fairly easy to deal with. So, I'd guess you wouldn't want to have a party under 10th or so, maybe 12th.


yeah 8th lvl is almost retirement for 1edADnD. 9th lvl would've been for clerics and fighters. plus 1edADnD had larger party size.

so maybe not Epic Level for 3.11ed for Workgroups. but at least cranked up a notch or two. you want to be able to raise dead or wall of ... before you face G1.

for 4 PCs i'd go with at least lvl 12 if not 14th.
 

Oryan77 said:
After looking over a few, it seems like the PC's would need to be much higher level than what the module suggests.
That, or you could reduce the danger by lowering the number and/or power level of the creatures in some encounters.
If you need to convert it anyway, it's not really much more work.
 

Yeah, the number of party members is much higher in 1st ed. The standard for 3.x is 4 party members. In 1st ed., authors assumed much larger parties--often about 8 PCs. Plus henchmen and hirelings.
 

kenobi65 said:
I used the 3E conversion of "Steading of the Hill Giant Chief" for my group. 8th level for this one is way too low in 3E/3.5, unless you really nerf the stats of the giants -- giants are just a whole lot tougher now than they used to be.

The party I ran through it had an average level of 14th...the giants were a good challenge for them, but other opponents were fairly easy to deal with. So, I'd guess you wouldn't want to have a party under 10th or so, maybe 12th.

diaglo said:
yeah 8th lvl is almost retirement for 1edADnD. 9th lvl would've been for clerics and fighters.

.

And your charecter will get to 14th level faster in 3/3.5 then they would get to 8th back in the good old days
 

Barendd Nobeard said:
Yeah, the number of party members is much higher in 1st ed. The standard for 3.x is 4 party members. In 1st ed., authors assumed much larger parties--often about 8 PCs. Plus henchmen and hirelings.


Hmm, I ran G1 for a 3.0 Group, and my group has 10 players (which I guess is not normal). They were all 10-11th level and it was hard for them due to the giants.

I would definately start G1 at 12th or higher level.
 

What makes this module require PC's to be at least 12th lvl? Is it just the big EL17 encounter in the Hall? Everything else I see looks to be about EL11. Hill Giants are just CR7, what would the effect be if I only used Hill Giants and a couple Stone Giants?
 

Oryan77 said:
What makes this module require PC's to be at least 12th lvl? Is it just the big EL17 encounter in the Hall? Everything else I see looks to be about EL11. Hill Giants are just CR7, what would the effect be if I only used Hill Giants and a couple Stone Giants?

The Hall encounter is part of it, but another part of it is the sheer number of giants and encounters. Even discounting the guys in the Hall, the upper level *alone* consists of:
- 6 male hill giants
- 12 adolescent hill giants
- 16 female hill giants (some are non-combatants)
- 16 ogres
- 31 orcs (2 are injured already)
- 14 dire wolves

I suppose a lower-level party could deal with it if they had lots of opportunities to rest, heal, regain spells, etc.

Hill giants (and ogres) have fairly low CR for their HD, probably because they're not bright, and are fundamentally just beatsticks. Your typical hill giant has 100hp, and is doing like 2d6+10 or 2d8+10 damage with each swing. So, if your party tends towards the beatstick approach to dungeoneering, they're gonna get pounded on.
 
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