I received HoMP two days ago, it looks promising but I have some issues with it as a 3e adventure - see General thread http://www.enworld.org/showthread.php?t=138815.
I'm thinking now it might be better to run HoMP using Castles & Crusades - HoMP makes fairy little use of d20 mechanics anyway, from what I can see; and bad stat blocks aren't really an issue in C&C. Certainly the 'feel' should fit well. I may discuss it with my players.
I haven't settled on my C&C house rules yet - probably:
1. A defense bonus to AC vs 1 attacker equal to character's Attack Bonus/2. Makes sense & cuts down on need for magic AC-boosting gear.
2.Maybe add amount by which attack beats AC to damage. One problem with C&C above low levels is that weapons don't do much damage and there are few ways to increase damage. Have "20s" double all damage.
3. Increasing Rogue & Assassin attack bonuses so they match Clerics, at 1/2 levels. I'm not sure why they're so low - and if I give an attack bonus-based AC bonus they would suffer further.
4. Making all casters spontaneous casters from a limited list. Spontaneous casting is a 3e innovation that only brings good things IMO.
5. Fate Points - I use these in 3e and would definitely keep them.
6. Movement - make this fuzzy, avoid square-counting. Use it for relative speed but not "You're 1 square short, sorry."
I'm thinking now it might be better to run HoMP using Castles & Crusades - HoMP makes fairy little use of d20 mechanics anyway, from what I can see; and bad stat blocks aren't really an issue in C&C. Certainly the 'feel' should fit well. I may discuss it with my players.
I haven't settled on my C&C house rules yet - probably:
1. A defense bonus to AC vs 1 attacker equal to character's Attack Bonus/2. Makes sense & cuts down on need for magic AC-boosting gear.
2.Maybe add amount by which attack beats AC to damage. One problem with C&C above low levels is that weapons don't do much damage and there are few ways to increase damage. Have "20s" double all damage.
3. Increasing Rogue & Assassin attack bonuses so they match Clerics, at 1/2 levels. I'm not sure why they're so low - and if I give an attack bonus-based AC bonus they would suffer further.
4. Making all casters spontaneous casters from a limited list. Spontaneous casting is a 3e innovation that only brings good things IMO.
5. Fate Points - I use these in 3e and would definitely keep them.
6. Movement - make this fuzzy, avoid square-counting. Use it for relative speed but not "You're 1 square short, sorry."