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Running the classics in 5e - best of the best?
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<blockquote data-quote="TerraDave" data-source="post: 6534688" data-attributes="member: 22260"><p>I am doing some "B" modules right now. I think the only ones that would be hard to convert might be some 3/PF/d20 ones and 4E ones...but in part because the earlier ones are so easy. You may need to drop some treasure. Check encounters to see if the monsters or some equivalent are in the MM and there are enough of them (though remember that adjacent opponents can reinforce each other). NPCs are probably the hardest. Use the back of the MM as the starting point and tweak from there. For a few that are really important, then you have to use the notes in the DMG. Oh, and for traps and hazards, just use the description in the source and the standard 5E DCs and trap damage...which are right on the 5E DM screen. Just remember for old school (or any) modules, perception may give you a clue, but should not solve puzzles or bypass the more ingenious traps. </p><p></p><p>Here are some popular older modules</p><p></p><p><a href="http://www.enworld.org/forum/showthread.php?134397-Round-Two-Adventure-Poll-What-are-YOUR-all-time-favourite-adventures-and-why" target="_blank">http://www.enworld.org/forum/showthread.php?134397-Round-Two-Adventure-Poll-What-are-YOUR-all-time-favourite-adventures-and-why</a></p><p></p><p></p><p></p><p>I have been doing this since 4E--which is quite a bit harder to convert. A few things: </p><p></p><p>1) remember they are 10 by 10 foot squares (easy, but can be forgotten) </p><p>2) There often are unrealistically large and elaborate areas in many older modules </p><p>3) in 5E not all encounters have to be a big thing--though some should be </p><p>4) you can always have the encounter break across multiple rooms and through the halls, which is fun anyways </p><p>5) reinforcements and retreats--which may be perfectly consistent with the opponent and set up--help with 4 and are also fun.</p><p>6) the ability to move around opponents without OA also make fights a little more fluid, like the good old days</p></blockquote><p></p>
[QUOTE="TerraDave, post: 6534688, member: 22260"] I am doing some "B" modules right now. I think the only ones that would be hard to convert might be some 3/PF/d20 ones and 4E ones...but in part because the earlier ones are so easy. You may need to drop some treasure. Check encounters to see if the monsters or some equivalent are in the MM and there are enough of them (though remember that adjacent opponents can reinforce each other). NPCs are probably the hardest. Use the back of the MM as the starting point and tweak from there. For a few that are really important, then you have to use the notes in the DMG. Oh, and for traps and hazards, just use the description in the source and the standard 5E DCs and trap damage...which are right on the 5E DM screen. Just remember for old school (or any) modules, perception may give you a clue, but should not solve puzzles or bypass the more ingenious traps. Here are some popular older modules [url]http://www.enworld.org/forum/showthread.php?134397-Round-Two-Adventure-Poll-What-are-YOUR-all-time-favourite-adventures-and-why[/url] I have been doing this since 4E--which is quite a bit harder to convert. A few things: 1) remember they are 10 by 10 foot squares (easy, but can be forgotten) 2) There often are unrealistically large and elaborate areas in many older modules 3) in 5E not all encounters have to be a big thing--though some should be 4) you can always have the encounter break across multiple rooms and through the halls, which is fun anyways 5) reinforcements and retreats--which may be perfectly consistent with the opponent and set up--help with 4 and are also fun. 6) the ability to move around opponents without OA also make fights a little more fluid, like the good old days [/QUOTE]
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