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Tough transition - 2nd to 3.5
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<blockquote data-quote="Barendd Nobeard" data-source="post: 2153558" data-attributes="member: 960"><p>Funny you should mention those modules. I just started a new campaign, which will eventually include all of the Slavers series (A1-4), Ravenloft (I6), and Giants series (G1-3, D1-3, and Q1) converted to 3.5.</p><p></p><p>If you want to start at first level, do the Saltmarsh series (U1-3) first. I would have started this campaign with that series, but I already ran them (in 3.0) for my children and my son is playing in the new campaign.</p><p></p><p>The biggest issue for conversion is the power difference between the different editions. G1-3 are killer with a typical four-character 3.x party. You have to alter the NPCs/bad guys or be ready to handle the implications when the party retreats from the more powerful foes. And some of the unusual stuff seems silly in 3.x (an elf Fighter5/MagicUser5 -- who cares? -- anyone can multi-class in 3.x).</p><p></p><p>Also, if you convert stuff, a lot of the NPCs have very low stats compared to 3.x so you might want to up their stats a bit. And the conversions people have done are filled with bad builds (not just "not powerful" in combat, but downright ineffective builds), and lots of mistakes (NPCs have feats they don't qualify for, skill points don't add up, etc.).</p><p></p><p>I took a 3.0 conversion of Slavers and I'm converting it to 3.5 for this new campaign. It's taking a lot longer than I thought due to the poor quality of the initial 3.0 conversion. Still, the players had a lot of fun in the first session and we're playing again in a week. I'm keeping my campaign "core books only" (for both the conversions and the PCs). It makes everything simpler, but some players don't like playing without 42 supplements to choose from. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I would never make my players enter "Tomb of Horrors" (unless it turned out to be a dream!) since it's just the uber-meat-grinder adventure. A couple of years ago my group played it as a one-shot (with 1st ed. rules). I went through three characters in one night, and we never even got to the actual tomb. That was a lot of fun, but I don't think it would be fun at all in the context of an on-going campaign.</p></blockquote><p></p>
[QUOTE="Barendd Nobeard, post: 2153558, member: 960"] Funny you should mention those modules. I just started a new campaign, which will eventually include all of the Slavers series (A1-4), Ravenloft (I6), and Giants series (G1-3, D1-3, and Q1) converted to 3.5. If you want to start at first level, do the Saltmarsh series (U1-3) first. I would have started this campaign with that series, but I already ran them (in 3.0) for my children and my son is playing in the new campaign. The biggest issue for conversion is the power difference between the different editions. G1-3 are killer with a typical four-character 3.x party. You have to alter the NPCs/bad guys or be ready to handle the implications when the party retreats from the more powerful foes. And some of the unusual stuff seems silly in 3.x (an elf Fighter5/MagicUser5 -- who cares? -- anyone can multi-class in 3.x). Also, if you convert stuff, a lot of the NPCs have very low stats compared to 3.x so you might want to up their stats a bit. And the conversions people have done are filled with bad builds (not just "not powerful" in combat, but downright ineffective builds), and lots of mistakes (NPCs have feats they don't qualify for, skill points don't add up, etc.). I took a 3.0 conversion of Slavers and I'm converting it to 3.5 for this new campaign. It's taking a lot longer than I thought due to the poor quality of the initial 3.0 conversion. Still, the players had a lot of fun in the first session and we're playing again in a week. I'm keeping my campaign "core books only" (for both the conversions and the PCs). It makes everything simpler, but some players don't like playing without 42 supplements to choose from. ;) I would never make my players enter "Tomb of Horrors" (unless it turned out to be a dream!) since it's just the uber-meat-grinder adventure. A couple of years ago my group played it as a one-shot (with 1st ed. rules). I went through three characters in one night, and we never even got to the actual tomb. That was a lot of fun, but I don't think it would be fun at all in the context of an on-going campaign. [/QUOTE]
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