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*TTRPGs General
In the PDF age all adventures should be compatible with all editions
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5696106" data-attributes="member: 1165"><p>Agree.</p><p> </p><p></p><p></p><p>Also agree.</p><p></p><p></p><p></p><p>Also agree. Somewhat. Editions changes are generational changes, not just flavor text changes. See the point about the poisoned door below.</p><p></p><p></p><p></p><p>The only thing stopping you is time. And lots of it.</p><p></p><p>D20 Modern was basically 3.0 with some changes. The dimensional horror is a monster converted from Alternity, which could grab a PC and take them to the "ethereal plane". D20 Modern didn't have such a plane, so WotC had to reprint the entire ethereal plane rules in the monster statblock. While extensive, they just needed to copy the ethereal plane rules from the DMG1, so no real problem there.</p><p></p><p>Alas, that only worked because d20 Modern and DnD 3.0 had the same basic ruleset. In 4e, the ethereal and astral are the same plane, so you'd need to create a new set of rules to represent the "purely ethereal" plane, and that takes time. (Ethereal monsters like the filcher just teleport in 4e, from what I've seen.)</p><p></p><p></p><p></p><p>Monsters can't really scale more than 5 levels in either direction in 4e, and it didn't even work properly in 3.x, especially 3.0. You'd be better off picking thematically similar monsters if the level difference is that great.</p><p></p><p>(When converting City by the Silt Sea to 4e, at a much lower level, I found myself designing 2e monsters from scratch, as the 3e and 4e variants were often so different from the 2e monster that I didn't want to use them as written. The green abishai's illusionary ability was key, for instance, and I don't believe the newer versions had that.)</p><p></p><p></p><p></p><p>That type of trap is bad writing, an unfun reactive trap that promotes PC paranoia. It's less an edition issue than a generational (and writing) issue. I wouldn't want to use such a trap now, even if it were written properly for 4e and "balanced".</p><p></p><p>You'd need to replace it to avoid player revolt... which means more time coming up with a cool encounter, rather than a lame one. You could have a fun one, I'm not denying that, it's just that you have to spend time on it.</p><p></p><p>You'd have similar issues with the number of encounters, "pointless" encounters and so forth.</p><p></p><p>But maybe there has been too much negativity. I would challenge you to prove us wrong. Take a free 1e to 3e adventure and convert that to 4e for us to see.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5696106, member: 1165"] Agree. Also agree. Also agree. Somewhat. Editions changes are generational changes, not just flavor text changes. See the point about the poisoned door below. The only thing stopping you is time. And lots of it. D20 Modern was basically 3.0 with some changes. The dimensional horror is a monster converted from Alternity, which could grab a PC and take them to the "ethereal plane". D20 Modern didn't have such a plane, so WotC had to reprint the entire ethereal plane rules in the monster statblock. While extensive, they just needed to copy the ethereal plane rules from the DMG1, so no real problem there. Alas, that only worked because d20 Modern and DnD 3.0 had the same basic ruleset. In 4e, the ethereal and astral are the same plane, so you'd need to create a new set of rules to represent the "purely ethereal" plane, and that takes time. (Ethereal monsters like the filcher just teleport in 4e, from what I've seen.) Monsters can't really scale more than 5 levels in either direction in 4e, and it didn't even work properly in 3.x, especially 3.0. You'd be better off picking thematically similar monsters if the level difference is that great. (When converting City by the Silt Sea to 4e, at a much lower level, I found myself designing 2e monsters from scratch, as the 3e and 4e variants were often so different from the 2e monster that I didn't want to use them as written. The green abishai's illusionary ability was key, for instance, and I don't believe the newer versions had that.) That type of trap is bad writing, an unfun reactive trap that promotes PC paranoia. It's less an edition issue than a generational (and writing) issue. I wouldn't want to use such a trap now, even if it were written properly for 4e and "balanced". You'd need to replace it to avoid player revolt... which means more time coming up with a cool encounter, rather than a lame one. You could have a fun one, I'm not denying that, it's just that you have to spend time on it. You'd have similar issues with the number of encounters, "pointless" encounters and so forth. But maybe there has been too much negativity. I would challenge you to prove us wrong. Take a free 1e to 3e adventure and convert that to 4e for us to see. [/QUOTE]
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