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Running T1-4 (ToEE) for the first time. Any advice?
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<blockquote data-quote="Shiroiken" data-source="post: 7087438" data-attributes="member: 6775477"><p>Assuming you're going to run 5E, rather than 1E, cut the non-magical treasure by at least half (I cut it by 90%, and it still felt high). That's because in 1E you got xp for recovered treasure (1gp - 1xp), and this was the primary method of gaining xp. Cut magical treasure to the bone, because what is rare or very rare now might have been fairly common in 1E. Also, I'd use the wands don't recharge optional rule, because that fits with the style of the day.</p><p></p><p>As for running the adventure, there are two ways to go about it. I started my campaign a year and a half ago with it, at level 3. They got to level 4 by the time they reached Nulb and the Temple (they quickly hit level 5 there). The early encounters didn't need much modification using this method (the final location of the Moathouse might be a bit tough, adjust as you see fit), but my group is very experienced (YGMV). You'll still need to make some modifications, especially near the end. </p><p></p><p>If you run it as originally intended, starting at level 1, you'll need to adjust every encounter to fit 5E's combat design (6-8 per day, most easy or normal difficulty, assume 2 short rests), otherwise you'll slaughter them. This adjustment can be tricky, since as a sandbox, they might go somewhere out of their normal level range. You can either adjust on the fly or try to warn them if they go somewhere too dangerous.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7087438, member: 6775477"] Assuming you're going to run 5E, rather than 1E, cut the non-magical treasure by at least half (I cut it by 90%, and it still felt high). That's because in 1E you got xp for recovered treasure (1gp - 1xp), and this was the primary method of gaining xp. Cut magical treasure to the bone, because what is rare or very rare now might have been fairly common in 1E. Also, I'd use the wands don't recharge optional rule, because that fits with the style of the day. As for running the adventure, there are two ways to go about it. I started my campaign a year and a half ago with it, at level 3. They got to level 4 by the time they reached Nulb and the Temple (they quickly hit level 5 there). The early encounters didn't need much modification using this method (the final location of the Moathouse might be a bit tough, adjust as you see fit), but my group is very experienced (YGMV). You'll still need to make some modifications, especially near the end. If you run it as originally intended, starting at level 1, you'll need to adjust every encounter to fit 5E's combat design (6-8 per day, most easy or normal difficulty, assume 2 short rests), otherwise you'll slaughter them. This adjustment can be tricky, since as a sandbox, they might go somewhere out of their normal level range. You can either adjust on the fly or try to warn them if they go somewhere too dangerous. [/QUOTE]
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Running T1-4 (ToEE) for the first time. Any advice?
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