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Had any luck converting 3.x material to 4E?
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<blockquote data-quote="CapnZapp" data-source="post: 4841519" data-attributes="member: 12731"><p>Well, it depends.</p><p></p><p>On one hand you're asking about conversions, on the other you're not asking about crunch.</p><p></p><p>As you don't really need to "convert" ides for setting or scenarios, I'm not sure what's left.</p><p></p><p>What I CAN add to the discussion, however, is this:</p><p></p><p>I'm using the Necromancer module "Vault of Larin Karr" for my 4E game. It's going well - the trick is not to focus on the conversion.</p><p></p><p>Instead, run the plot(s) as describd in your module, but then don't try to convert 3E crunch. Instead, simply use 4E equivalents. A Troll becomes... a Troll. An Orc an Orc (and MM gives you several pre-statted varieties to choose from).</p><p></p><p>Sometimes (rather often, in fact) there isn't a direct or close equivalent. A lurking human NPC with murderous tendencies might be easiest to stat as a reskinned Hafling Slinger or Bugbear Stranger (I think they're called). All depending on level and your needs.</p><p></p><p>It doesn't need to be exact - or even close.</p><p></p><p>If you're instead asking about "official" conversions of 3E modules, where you do need to be accurate, I really can't help you. That's a truckload of work, and I'm honestly not sure it's worth it.</p><p></p><p>Better then to focus your efforts where it's needed. Things like expanding maps (4E combats needs much more space than 3E combats) and combining encounters (encounters with a few stray or random monsters that work well in 3E does not work at all in 4E); replacing magic items with 4E equivalents and so on.</p><p></p><p>When I started out I assumed I should create a lot of "new" (=old) monsters for my campaign. That's only wasted effort. Use the MM for all its worth, and when the player's have seen it all, re-skin, mix up abilities and use it again! <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></blockquote><p></p>
[QUOTE="CapnZapp, post: 4841519, member: 12731"] Well, it depends. On one hand you're asking about conversions, on the other you're not asking about crunch. As you don't really need to "convert" ides for setting or scenarios, I'm not sure what's left. What I CAN add to the discussion, however, is this: I'm using the Necromancer module "Vault of Larin Karr" for my 4E game. It's going well - the trick is not to focus on the conversion. Instead, run the plot(s) as describd in your module, but then don't try to convert 3E crunch. Instead, simply use 4E equivalents. A Troll becomes... a Troll. An Orc an Orc (and MM gives you several pre-statted varieties to choose from). Sometimes (rather often, in fact) there isn't a direct or close equivalent. A lurking human NPC with murderous tendencies might be easiest to stat as a reskinned Hafling Slinger or Bugbear Stranger (I think they're called). All depending on level and your needs. It doesn't need to be exact - or even close. If you're instead asking about "official" conversions of 3E modules, where you do need to be accurate, I really can't help you. That's a truckload of work, and I'm honestly not sure it's worth it. Better then to focus your efforts where it's needed. Things like expanding maps (4E combats needs much more space than 3E combats) and combining encounters (encounters with a few stray or random monsters that work well in 3E does not work at all in 4E); replacing magic items with 4E equivalents and so on. When I started out I assumed I should create a lot of "new" (=old) monsters for my campaign. That's only wasted effort. Use the MM for all its worth, and when the player's have seen it all, re-skin, mix up abilities and use it again! :) [/QUOTE]
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Had any luck converting 3.x material to 4E?
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