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Flipping Module Conversion on its Head
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<blockquote data-quote="D'karr" data-source="post: 6084742" data-attributes="member: 336"><p>Maybe I'm misunderstanding is your suggestion to modify the PCs to better fit the mechanical constraints/assumptions of the system that you are converting to? I would think that would be a whole lot more work than thematically converting the adventure. I prefer thematic conversions rather than mechanical ones.</p><p></p><p>I've had great success in converting AD&D (Ravenloft, Giants, & Slavers), Basic (Isle of Dread & Lost City), and 3.x (Speaker in Dreams, Forge of Fury) adventures to 4e, mostly by not concentrating on the mechanics. The story for the module pretty much stays the same, but I tweak the encounters to better fit the 4e model. I use a lot of minions, I will not use higher level soldiers, I use a lot of terrain powers, etc. I also liberally use monster math to add exciting powers that would seem appropriate to the encounter, without having to write everything down. I'm to the point that I can pretty much "convert" on the fly, with just a bit of effort.</p><p></p><p>As an example, my group is currently playing through the Slavelords modules (A1-A4). In A2 when they encountered the Stockade Commander I pretty much converted him on the fly by simply looking at what he "seemed" to be able to do in AD&D, and then creating a power on the fly to "mimic" that. He was a greatsword warrior, so I gave him a power called slash and slam - He'd hit you with the sword, then attack fort with a pummel hit. He had fire resistance, because he fought from the top of the fire at the center of the kitchen. He'd also fling grease - a recharge 4 blast attack. And he'd hit hard - he took out 2 characters during the combat before being defeated. With those few things I was able to provide an interesting fight, and it took less than 5 minutes to come up with that conversion.</p><p></p><p>So I agree that using the core math and creating powers is much easier, but I disagree that converting the PCs might be a good way to do it.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6084742, member: 336"] Maybe I'm misunderstanding is your suggestion to modify the PCs to better fit the mechanical constraints/assumptions of the system that you are converting to? I would think that would be a whole lot more work than thematically converting the adventure. I prefer thematic conversions rather than mechanical ones. I've had great success in converting AD&D (Ravenloft, Giants, & Slavers), Basic (Isle of Dread & Lost City), and 3.x (Speaker in Dreams, Forge of Fury) adventures to 4e, mostly by not concentrating on the mechanics. The story for the module pretty much stays the same, but I tweak the encounters to better fit the 4e model. I use a lot of minions, I will not use higher level soldiers, I use a lot of terrain powers, etc. I also liberally use monster math to add exciting powers that would seem appropriate to the encounter, without having to write everything down. I'm to the point that I can pretty much "convert" on the fly, with just a bit of effort. As an example, my group is currently playing through the Slavelords modules (A1-A4). In A2 when they encountered the Stockade Commander I pretty much converted him on the fly by simply looking at what he "seemed" to be able to do in AD&D, and then creating a power on the fly to "mimic" that. He was a greatsword warrior, so I gave him a power called slash and slam - He'd hit you with the sword, then attack fort with a pummel hit. He had fire resistance, because he fought from the top of the fire at the center of the kitchen. He'd also fling grease - a recharge 4 blast attack. And he'd hit hard - he took out 2 characters during the combat before being defeated. With those few things I was able to provide an interesting fight, and it took less than 5 minutes to come up with that conversion. So I agree that using the core math and creating powers is much easier, but I disagree that converting the PCs might be a good way to do it. [/QUOTE]
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