Porting characters and monsters from 4th Edition to 5th Edition setting?

Yes I just saw that. There some good input there. However, they are forcing you switch to 5th Edition (where I would loose the tactical combat element). I am more interested to see if it (with some modifications) was possible to play my 4th Edition character at the same table as some people play their 5th Edition character.

/Myrhdraak

Gotcha. Do want to take your 4e character and play in 5e game or are you willing to recreate the character for playing a 5e game?

P.S. If you reply with quotes, the poster is notified that you replied to the comment. I just mention that because I didn't get a notice so I hadn't realized this thread was still going.
 

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I don't disagree, exactly. Like I it's a quibble, but I maintain that the breadth or range of options isn't any less in 5e, might even be more. Maybe I'm not putting it well.

How, 'bout, just how different can two characters be. In 4e a Slayer and a Mage were pretty darn different. Even if they were the only two options, they still wouldn't seem narrow, since they're far removed from eachother. In 5e a Champion and a Transmuter, say, are even more different from eachother than that. There may be plenty of things that'd fall between them that you can't do, but it's not narrow.
I get what you're saying - we're just using slightly different versions of "narrow/breath of range".

Following your definition, you're quite correct. I'm using "breath of range" as "number of concrete different things". All this being said, I'll stop arguing. :p At this point we're both looking at a sunset and arguing about the shade of orange it is. But arguing to argue is a pretty fun thing - so I'm doing myself a good deal of violence here. :)

Re-fluffing cuts the the game a lot of slack as far as being what you can do.

You can't cut it the same re-fluffing slack? 5e might mix fluff and rules a bit, but nothing insurmountable, especially if the DM is willing.
Perhaps I'm not "getting it" - but I find the 5e fluff a bit to "tied-in" to be malleable enough for my purposes in this case. As an example : Fey =/= Fiend and it has some non-negligible impact in this game, so simply refluffing the druid summons hurts a bit, and stuff like this. It's nothing MAJOR, it's just little hang-ups in just a bit too many spots for my comfort.

This may be begging the question, but isn't 'what you can do' also subject to a conceptual level, thus allowing re-fluffing like you did with 4e? So your Druid isn't exactly a druid, and shortchanging is a form of summoning in which you trade places with the summoned animal until it's dropped, for instance... (that almost makes more sense, actually).
Perhaps it could work, I'm just... I don't know... I doesn't seem to fit for me.

Examples are better :

My initial (3.x) mechanical concept was : basically Pokemon (but with demons/devils - so it's cool)
For this purpose, I had custom spells I built for my character in 3.x and got the ok from the DM. I wanted to have summon X spells at every spell level and with the proper theme:
- single fiendish goblin summon
- couple fiendish goblin (or one "orc")
- "battalion" (4 I think) of fiendish hobgoblins
- fiendish ogre
- fiendish spitting drake
... and so on and so forth, all around the theme of summoning "components" of this "evil devil/dude's" infernal army

When 4e came around... at first I pondered... a lot. But then I figured that I could use "lasting spells" and refluff my recast as the strain of trying to maintain the original spell.
So lightning pillar became my conjuring of a lightning based demon that was extremely hard to control (hence, I could only allow it to strike at those that came to close). scorching blast became the same kind of thing but with a fire demon that could teleport, etc.
The encounter spells were viewed in the same vein. The dailies were obviously not problematic. I played as a form of "lazy-wizard-lord-to-my-own-"summons"" kinda. I was pure battlefield control. But it worked and played fairly similar at the table and outside combat, I had the same kind of skills and options as I had in 3e. And, bit by bit, my character became my 4e character. So the transition is from this "version" as opposed to the 3.x one.

In 5e... as a wizard, the kind of powers I wanted to use were sort of "locked behind a 1 minute cast". Other spells worked beautifully for my concept (flaming sphere is a prime example.) But on the whole the wizard wasn't a great match (there's a whole thing about my familiar that required 3 levels of warlock - which works on most levels, but then removes options I had already used in the game because of the drop in spell level access.)

The druid is the best mechanical fit - but there were issues with the refluff/houserulling that didn't pass the DM check.

It's not that I can't have my character in 5e at all, it's that I can't have my character without ~2-3 (I admit simple) houserules. But, in this case, that was 2-3 houserules required too many for this game. And since I tend to think of an edition as being what is presented in the books, I don't assume particular house-rulings are available in all games (case-in-point: myself.)

... wow that was a lot of "not very useful info"... here's hoping it conveys where I'm coming from.
 

Well as 5e do not help me with the itch to run tactical combats with "theaters of the mind", I am after being able to modify my 4th Edition characters into 5th edition so the players that want to run tactical combat can do that within 5th Edition. Dealing same average damage per round as their 5th edition counterparts, and having the defenses and HP that allow them to face the monsters in the same way as the 5th Edition characters.
Basically fulfilling the WothC promise of 5th Edition being able to be played as every ediition before.

... that sounds like mountains! of work. :)

I would suggest the opposite direction : take the abilities/spells your players/characters have in 5e and add-in relevant tactical elements (push, slide, speed-reduction, etc) and play on a grid.

5e already plays on the grid (determined distances in feet, etc.) - it's just said to be aimed at TotM, there's nothing that is actually reliant or even aimed at TotM.

It's true that 5e spells, powers, maneuvers, what-have-you-s don't often have components that are geared towards what is the very "active" tactical play of games like 4e. But there are still many of them, and the framework is already "tactical-based" - it's just that the "cool" options have mostly been moved to the "spell section" of the book.
 

Yeah, I second [MENTION=22362]MoutonRustique[/MENTION]'s point - the big addition 4E made to combat was dynamism created by forced movement. You can add this back in as DM by ad-libbing spells (fireballs explode and knock enemies down) and by allowing martial characters to take the Shove action as a bonus action. Yes it means things aren't strictly codified, but it would go a long way toward creating the feel of a 4E fight.
 

... that sounds like mountains! of work. :)

I would suggest the opposite direction : take the abilities/spells your players/characters have in 5e and add-in relevant tactical elements (push, slide, speed-reduction, etc) and play on a grid.

5e already plays on the grid (determined distances in feet, etc.) - it's just said to be aimed at TotM, there's nothing that is actually reliant or even aimed at TotM.

It's true that 5e spells, powers, maneuvers, what-have-you-s don't often have components that are geared towards what is the very "active" tactical play of games like 4e. But there are still many of them, and the framework is already "tactical-based" - it's just that the "cool" options have mostly been moved to the "spell section" of the book.

I agree as well. Myrhdraak, this would be the best/easiest/simplest approach. What's the character/concept your are trying to recreate? Perhaps the community can give you an assist.
 

Following your definition, you're quite correct. I'm using "breath of range" as "number of concrete different things". All this being said, I'll stop arguing. :p At this point we're both looking at a sunset and arguing about the shade of orange it is. But arguing to argue is a pretty fun thing - so I'm doing myself a good deal of violence here.
I think we can disagree to agree, here. ;P

Perhaps I'm not "getting it" - but I find the 5e fluff a bit to "tied-in" to be malleable enough for my purposes in this case.
Can't argue with that. Fluff isn't neatly segregated and explicitly player-mutable. OTOH, crunch is a lot more DM-mutable...

As an example : Fey =/= Fiend and it has some non-negligible impact in this game, so simply refluffing the druid summons hurts a bit, and stuff like this. It's nothing MAJOR, it's just little hang-ups in just a bit too many spots for my comfort.
If you can get DM buy-in, though, he can swap them outright, not just re-fluff one as the other.


(3.x) I had custom spells I built for my character in 3.x and got the ok from the DM. I wanted to have summon X spells at every spell level and with the proper theme
That's going above and beyond and would certainly be do-able in 5e.

When 4e came around... at first I pondered... a lot. But then I figured that I could use "lasting spells" and refluff my recast as the strain of trying to maintain the original spell.
So lightning pillar became my conjuring of a lightning based demon that was extremely hard to control (hence, I could only allow it to strike at those that came to close). scorching blast became the same kind of thing but with a fire demon that could teleport, etc.
The encounter spells were viewed in the same vein. The dailies were obviously not problematic. I played as a form of "lazy-wizard-lord-to-my-own-"summons"" kinda. I was pure battlefield control. But it worked and played fairly similar at the table and outside combat, I had the same kind of skills and options as I had in 3e.
Nod. All done with /just/ re-skinning.

And, bit by bit, my character became my 4e character. So the transition is from this "version" as opposed to the 3.x one.

In 5e... as a wizard, the kind of powers I wanted to use were sort of "locked behind a 1 minute cast". Other spells worked beautifully for my concept (flaming sphere is a prime example.) But on the whole the wizard wasn't a great match (there's a whole thing about my familiar that required 3 levels of warlock - which works on most levels, but then removes options I had already used in the game because of the drop in spell level access.)

The druid is the best mechanical fit - but there were issues with the refluff/houserulling that didn't pass the DM check.
So in 3.5 your DM was OK with some variations but in 5e he wasn't. Not 5e's fault, I'd say.

It's not that I can't have my character in 5e at all, it's that I can't have my character without ~2-3 (I admit simple) houserules. But, in this case, that was 2-3 houserules required too many for this game. And since I tend to think of an edition as being what is presented in the books, I don't assume particular house-rulings are available in all games (case-in-point: myself.)

... wow that was a lot of "not very useful info"... here's hoping it conveys where I'm coming from.
No, it was quite interesting in understanding where you coming from.

Maybe if you went back to the original concept, and tried working with the DM to implement it, leaving aside the 3.5 and 4e influences, you might have more luck?
 

Gotcha. Do want to take your 4e character and play in 5e game or are you willing to recreate the character for playing a 5e game?

P.S. If you reply with quotes, the poster is notified that you replied to the comment. I just mention that because I didn't get a notice so I hadn't realized this thread was still going.

Well in the end I decided to do the opposite. Taking the good things from 5e and adding it to 4th Edition instead. That was also a mountain of work. But now (1,5 year later) I have the system I really wanted from WotC. And with Lulu.com I have been able to easily get the new 4.5 books printed for myself.
 

Well in the end I decided to do the opposite. Taking the good things from 5e and adding it to 4th Edition instead. That was also a mountain of work. But now (1,5 year later) I have the system I really wanted from WotC. And with Lulu.com I have been able to easily get the new 4.5 books printed for myself.

Sounds awesome. That is something I have been thinking about doing myself. I think ultimately my "ideal" game is to far from certain D&D conceits to call it 4.5e (hp being the big one), so I am working on my own system and pulling in my favorite parts of 4e and 5e and adding them to my own framework. I've actually been working on this since before Next was announced, but it has been sporadic and back and forth. I've decided to finally sit down and finish, after I finish my 5e epic updates of course ;)

Anyway, any chance you would share your creation? No biggie if not, no pressure. I definitely understand that urge to keep that hard earned work to yourself.
 

Sounds awesome. That is something I have been thinking about doing myself. I think ultimately my "ideal" game is to far from certain D&D conceits to call it 4.5e (hp being the big one), so I am working on my own system and pulling in my favorite parts of 4e and 5e and adding them to my own framework. I've actually been working on this since before Next was announced, but it has been sporadic and back and forth. I've decided to finally sit down and finish, after I finish my 5e epic updates of course ;)

Anyway, any chance you would share your creation? No biggie if not, no pressure. I definitely understand that urge to keep that hard earned work to yourself.

Well the Changes i have done are basically the following:
- I merged 4th Edition Themes concept with 5e Backgrounds to get more of the juicy bonds, flaws, etc for roleplaying purpose
- Inspiration system (with some small modification)
- Bounded Accuracy (i.e. Progress att +1 per 4th level instead of +1 per 2nd level)
- The later impacted magic items from +1 to +6 down to +1 to +3, which makes the system less magic item dependent for hitting monsters.
- It also made DC ranges for Skills more "narrow" with some positive effects to it.
- I also reworked the XP per monster, XP per Level and XP per Encounter to be more balanced with the impact of monsters having bounded accuracy level progress
- When redoing some monsters in 4th Edition I mainly had to do some Changes for the bounded accuracy effect, but I also borrowed some of the good traits that 5e monsters have.
- I cleaned up the feats section from all +1 to hit effects
- I have gone through most rituals in 4th Edition and added the 5e descriptions of the spells (when I think they are better worded), as well as created psionic mantras following the rituals setup.
- I have introduced some 5e combat conditions and also introduced slashing, piercing and bludgeoning as new damage types as well.
- For the players I have done class compendiums for (compiling all 4th Edition class Powers with errata into a single document per class) I have also added "outside of combat" skills that was introduced in 5e but did not exist in 4th edition in order to increase roleplaying opportunities outside of combat.

So far my focus have been on the classes and races we are using in my own two Campaigns, but it could of course be complemented with others.
I you send me your e-mail on myrhdraak@spray.se I can forward you some material.
 

Well the Changes i have done are basically the following:
- I merged 4th Edition Themes concept with 5e Backgrounds to get more of the juicy bonds, flaws, etc for roleplaying purpose
- Inspiration system (with some small modification)
- Bounded Accuracy (i.e. Progress att +1 per 4th level instead of +1 per 2nd level)
- The later impacted magic items from +1 to +6 down to +1 to +3, which makes the system less magic item dependent for hitting monsters.
- It also made DC ranges for Skills more "narrow" with some positive effects to it.
- I also reworked the XP per monster, XP per Level and XP per Encounter to be more balanced with the impact of monsters having bounded accuracy level progress
- When redoing some monsters in 4th Edition I mainly had to do some Changes for the bounded accuracy effect, but I also borrowed some of the good traits that 5e monsters have.
- I cleaned up the feats section from all +1 to hit effects
- I have gone through most rituals in 4th Edition and added the 5e descriptions of the spells (when I think they are better worded), as well as created psionic mantras following the rituals setup.
- I have introduced some 5e combat conditions and also introduced slashing, piercing and bludgeoning as new damage types as well.
- For the players I have done class compendiums for (compiling all 4th Edition class Powers with errata into a single document per class) I have also added "outside of combat" skills that was introduced in 5e but did not exist in 4th edition in order to increase roleplaying opportunities outside of combat.

So far my focus have been on the classes and races we are using in my own two Campaigns, but it could of course be complemented with others.
I you send me your e-mail on myrhdraak@spray.se I can forward you some material.

Sounds good. One thing I have wanted to implement in 5e was the minion, standards, elites, and solos of 4e. But I can see where it would be easier to bring bound accuracy to 4e than those options to 5e.

FYI, I pm'ed my email address to you as the link you provided didn't do anything when clicked it.
 

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