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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="Kelvor Ravenstar" data-source="post: 5281375" data-attributes="member: 33291"><p>Also, you while grouping rooms from 3E together is useful for making 4E encounters, you will want to consider the size of the rooms in which the fight is occurring. I find that some 3E and earlier maps use choke points of 10' x 20' rooms, and smaller living quarters of 20' x 20' rooms. Unless the adventure is supposed to feel claustrophobic they can feel too tight for 4e's more movement central combat flow.</p><p>For 4e combats this can lead to cramped conditions where your controllers like the wizard won't be able to use their area of effect spells without hitting half the party. Encounters that get bogged down in corridors I find are ones that either lead to "the grind" or end up separating the squishier characters from the defenders because the monsters moved through the adjoining rooms to flank them.</p><p>So look for suggestions on rules of thumb for how much space monsters need for interesting fights. I can't guarantee I have the exact right size, but I'd suggest that a lot of rooms need to be at least doubled in size, and fights with big solos like Dragons can need at least four times the area if the adventure didn't already account for it. While increasing area of large rooms, add more pieces of interesting terrain or hazards, which will also help alleviate the sometimes grindy-ness of combat.</p></blockquote><p></p>
[QUOTE="Kelvor Ravenstar, post: 5281375, member: 33291"] Also, you while grouping rooms from 3E together is useful for making 4E encounters, you will want to consider the size of the rooms in which the fight is occurring. I find that some 3E and earlier maps use choke points of 10' x 20' rooms, and smaller living quarters of 20' x 20' rooms. Unless the adventure is supposed to feel claustrophobic they can feel too tight for 4e's more movement central combat flow. For 4e combats this can lead to cramped conditions where your controllers like the wizard won't be able to use their area of effect spells without hitting half the party. Encounters that get bogged down in corridors I find are ones that either lead to "the grind" or end up separating the squishier characters from the defenders because the monsters moved through the adjoining rooms to flank them. So look for suggestions on rules of thumb for how much space monsters need for interesting fights. I can't guarantee I have the exact right size, but I'd suggest that a lot of rooms need to be at least doubled in size, and fights with big solos like Dragons can need at least four times the area if the adventure didn't already account for it. While increasing area of large rooms, add more pieces of interesting terrain or hazards, which will also help alleviate the sometimes grindy-ness of combat. [/QUOTE]
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Thinking about converting some 3.5 modules to 4e - any pointers?
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