D&D 5E Retconing high level adventures

I am planning on taking some high level 3.0/3.5 adventures and updating them for 5th edition. What are people's experiences dealing with almost every monster having class levels and sometimes multiple classes?

Do you keep them as is or just use more of the base monsters?
 

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One of the key things to remember between 3.x and 5e is that the monsters got *greatly* simplified. As an example, take a look at the number of action choices available to an Ancient Red Dragon between the two editions.

You may still wish to use the class levels, but you're better off focusing on just a few abilities than the whole menu. Fold what you can directly into the stats, keep the number of choices down and focused on a single memorable tactic/combo, and present it as a one-off monster.
 

When converting I don't look at class levels per se, I look at what the critter can do and its AC HP and damage. Also what CR it's supposed to be.
 

One of the key things to remember between 3.x and 5e is that the monsters got *greatly* simplified. As an example, take a look at the number of action choices available to an Ancient Red Dragon between the two editions.


Yes, this is one of the things I LOVE about 5th ed. The high-level monsters stats and abilities don't take up a whole page.

You may still wish to use the class levels, but you're better off focusing on just a few abilities than the whole menu. Fold what you can directly into the stats, keep the number of choices down and focused on a single memorable tactic/combo, and present it as a one-off monster.

I've considered this. A good idea maybe for bosses/lieutenants but having every monster a one-off doesn't feel right.

I have time to prep so I can read and look for different monsters with the same "feel". Instead of trolls with 7 levels of fighter maybe hill giants or something similar.
 

Really all I've ever needed on a creature is AC, HP, attack bonus (how this is figured varies by edition), damage, & its Saves (again, varies by edition).

After that? I need to know what it's special powers are & how they work - ex; dragon breath.


As far as class lvs? Other than the AC etc info above, I give the creature whatever class features reasonably apply for the lv stated. For ex; lets say it has "Wizard 8". It'll have whatever # of spells/slots, school specials, etc an 8th lv wizard would have.


I don't bother calculating a CR.

Q: How much XP is it worth?
A: Doesn't matter. I kinda use a milestone system in that I already know how much XP I intend to give out on any particular week (assuming the party does some reasonable amount of adventuring that is).
 

When converting Pathfinder, which is fairly close to the same as 3.0/3.5, I find the nearest equivalent for the monster in the 5th edition Monster Manual.

Then, I will add one thing (at most) to make sure the feel of the monster translates - but I won't add full class levels or feats. So if a monster in a high level adventure were a fighter, I might give the 5th edition nearest equivalent a fighter feature like Action Surge or an extra attack, but I won't give all the features gained by X levels of the fighter class. If the creature were a spellcaster, I'd give them a handful of their bigger/flashier spells rather than a full spell progression.

Then, if I am feeling concerned about CR relative to level, I check and make sure that the encounter isn't out of line for whatever level of party I plan on using it with - but really so long as the CR of the monster doesn't go way above the level the characters will probably be, I find things work out just fine because 5th edition isn't balanced on a knife edge so it doesn't completely collapse if things are only a small bit off the mark.
 

Early on I tried converting some 3.5/PF adventures to 5e, I found the only thing to do was just find/create the same/similar monster in 5e - trying to work from the 3.5 stats was generally fruitless. Certainly wouldn't worry about class levels, feats or anything like that - unless there was a feat or class/special ability that was a dramatic part of the monster, then include a terse version of it. And spells, of course. If the monster cast spells in 3e it should probably do so in 5e, and most of the basics are available.
 

Early on I tried converting some 3.5/PF adventures to 5e, I found the only thing to do was just find/create the same/similar monster in 5e - trying to work from the 3.5 stats was generally fruitless.

I generally use the Pathfinder stats as a base - AC I look at how they calculate it & I ensure the 5e AC is in the normal range. HP are x 1.5 unless AC is very high. Damage usually x 1.5 also. Attack Bonus & spell save DC I calculate off the Proficiency Bonus & Attack stat. Stats may be left the same or lowered if very high (NPCs cap at 20, monsters at least halve numbers over 20). Spell saves are based off stats, possibly with some good saves. Skills are based off those listed, bonus is stat + PB. 3e/PF spell lists are generally near enough to use as-is, ignore any spells not in 5e.

This has worked for every NPC and monster so far. Many monsters are not listed in the PF adventures (See Bestiary X pg XX) so for those I tend to use a 5e monster of similar niche & CR.
 

It might be helpful to look at the Pathfinder Unchained book. They have rules for simplified monster creation, and I think those could be helpful in converting 3x monster. Philosophically the rules are fairly 4e in nature (since they focus on the monster's role), but 4e tended to strip monsters down to role plus an iconic action/gimmick, which is not too different from 5e monsters.
 

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