D&D 3E/3.5 Thinking about converting some 3.5 modules to 4e - any pointers?

dragnsteph

Explorer
So I'm thinking about some of the 3.5 modules I have read about and would like to run, but my group is playing 4e.

Aside from the obvious needs: monsters, checking that the encounters are built at the correct levels, treasure, making sure the rooms are large enough for 4e style combat... Has anyone done this, and what do I need to worry about that isn't occurring to me?

S
 

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So I'm thinking about some of the 3.5 modules I have read about and would like to run, but my group is playing 4e.

Aside from the obvious needs: monsters, checking that the encounters are built at the correct levels, treasure, making sure the rooms are large enough for 4e style combat... Has anyone done this, and what do I need to worry about that isn't occurring to me?

S


Basically, you have to rebuild everything yourself (but they do give you the monsters to use).

There is no "conversion" from 3.x to 4E (i.e., 20/30 levels, ECL/XP budget, etc).

Luckily, DDI has the monster builder, so you can try to re-create or power up/down the monsters. I thought about doing this with Demon Web Pits, but then realized I didn't really like the adventure that much to invest that much time into it.
 

Yeah, I guess that's what I was getting at -- with all the monsters in the adventure tools, even if you can't find the exact match, it shouldn't be too hard to find something comparable, I'm thinking.

So, if the story is the thing, really I'm just switching out rules. I was just wondering if there was something obvious I wasn't seeing.

Edit: Found this pretty good blog post, a little over a year old. Think I'm going to tackle Aerie of the Crow God :)

http://www.d20source.com/2009/06/dms-guide-to-converting-3e-adventures-to-4e
 
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Well, I can't speak for 3E to 4E conversion, but I did do a 2E to 4E conversion (Night of the Living Dead, a Ravenloft module).

It ended up being not so much a conversion but an out-and-out rewrite. I keep the same story and plot, but everything else was pretty much rebuilt from the ground up.

One thing I found myself doing was that I used a gnome trickster stat block from MM1, reskinned it, upped it to a solo and used it for the primary bad guy in the module. So basically, if you can't find a monster that fits what you're looking for, don't be afraid to reskin and refluff an existing creature's powers to create what you need.
 

Last time I thought about this I was looking at a 7th level adventure from 3.5 to 1st level 4e characters. The hitpoints and defenses and damage seemed to be close.
 

Don't try to convert the monsters literally. Just keep the storylines and pick new monster or reskin monsters of the appropriate level for your encounters. This may seems like a big job, but making encounters is super easy in 4e. Way easier than trying to convert everything piece by piece.
 

Don't try to convert the monsters literally. Just keep the storylines and pick new monster or reskin monsters of the appropriate level for your encounters. This may seems like a big job, but making encounters is super easy in 4e. Way easier than trying to convert everything piece by piece.

Agreed. Take the non-combat parts of the module and use them as-is (NPC names, locations, plot, descriptions, etc.). Take the battle maps and use them as-is. Change everything else (pick your own monsters, traps, etc.). I'm guessing it won't really be that hard if you're handy with the Adventure Tools Monster Builder.
 

I've done this for a Basic D&D module (Night's Dark Terror) - kept NPCs, plot, locations etc but plugged in 4e monsters/traps/skill challenges. It's pretty straightforward, even without DDI (which I don't use).

EDIT: You'll have to change the treasure also - old modules especially have a lot more treasure at lower levels than 4e does.
 

For some of the late 3.5 adventure modules from WotC, e.g. 'Fortress of the Yuan Ti', there's also official conversions to 4e (which can be downloaded for free). Maybe it's helpful to look into them.
 

Last time I thought about this I was looking at a 7th level adventure from 3.5 to 1st level 4e characters. The hitpoints and defenses and damage seemed to be close.
But the feel and the flexibility will be utterly different. At 7th level a Bard can cast Glibness, a Cleric Air-Walk, a Wizard Polymorph, and a Druid Reincarnate or Summon Unicorn. It's just coincidental that the numbers are the same.

Also at first level, 3e and 4e characters are normally fighting goblins or kobolds and being given a very rough time by orcs. At 7th level, you're into demons, ogre magi, etc.

Keep the storyline, update the encounters is good advice.
 

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