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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Thinking about converting some 3.5 modules to 4e - any pointers?
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<blockquote data-quote="Squire James" data-source="post: 5281082" data-attributes="member: 548"><p>I've converted a whole Pathfinder adventure path (Second Darkness) to 4e, so I have some things of interest.</p><p></p><p>You will need to decide what level the adventure is REALLY for. Sometimes it's better to keep the orcs away until the players get level 5 or so - just so you won't have to rework the orcs TOO much. </p><p></p><p>Sometimes, you can't really do that. For instance, Second Darkness is all about Drow - you get to fight one at level 3 or so. Therefore, I made an alteration to the Rules of the World a bit. Specifically, Drow weaken a LOT when exposed to anything that "touched the sun" in the last 24 hours, as in "-10 levels" weaken. The later adventures had no sunlight issues, so those same Drow they were facing as level 3 to 9 adversaries early on became pretty powerful level 13 to 19 enemies later! This also had the side benefit of explaining why the Drow never got terribly close to conquering the surface world!</p><p></p><p>In the adventure path I converted, there were a lot of fights against solo opponents. Fighting solos all the time is muy boring! So I put in a lot more flunkies (not minions aka Free XP - standard monsters worked fine). Grouping together several 3e encounters into single 4e encounters with several rooms on the map worked well in many cases too!</p><p></p><p>Most of the fluff can be maintained, though some of the skill check material might be worked into skill challenges. The DC's will need some tweaking.</p></blockquote><p></p>
[QUOTE="Squire James, post: 5281082, member: 548"] I've converted a whole Pathfinder adventure path (Second Darkness) to 4e, so I have some things of interest. You will need to decide what level the adventure is REALLY for. Sometimes it's better to keep the orcs away until the players get level 5 or so - just so you won't have to rework the orcs TOO much. Sometimes, you can't really do that. For instance, Second Darkness is all about Drow - you get to fight one at level 3 or so. Therefore, I made an alteration to the Rules of the World a bit. Specifically, Drow weaken a LOT when exposed to anything that "touched the sun" in the last 24 hours, as in "-10 levels" weaken. The later adventures had no sunlight issues, so those same Drow they were facing as level 3 to 9 adversaries early on became pretty powerful level 13 to 19 enemies later! This also had the side benefit of explaining why the Drow never got terribly close to conquering the surface world! In the adventure path I converted, there were a lot of fights against solo opponents. Fighting solos all the time is muy boring! So I put in a lot more flunkies (not minions aka Free XP - standard monsters worked fine). Grouping together several 3e encounters into single 4e encounters with several rooms on the map worked well in many cases too! Most of the fluff can be maintained, though some of the skill check material might be worked into skill challenges. The DC's will need some tweaking. [/QUOTE]
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Thinking about converting some 3.5 modules to 4e - any pointers?
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