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Updating classic 1E adventures
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<blockquote data-quote="BJP" data-source="post: 2043807" data-attributes="member: 28849"><p>Thanks for all the comments.</p><p> </p><p></p><p> </p><p>Hadn't noticed the conversions - will have a look through. As you yourself suggested though, I'm using the modules more for inspiration than a straight-forward conversion.</p><p> </p><p></p><p> </p><p>True - but it's good practice for me to get used to the idiosyncracies of 3.5, plus it allows me to individualise the encounters - as noted above, using them more for the ideology as opposed to a straight port.</p><p> </p><p></p><p> </p><p>Yeah the change in CR's was one of the reasons for upping player levels from the 1e suggestions. Personally I think Dragons, in particular, have the right level of power now (I remember playing through the Dragonlance series and thinking - well - they were a bit wimpy really!).</p><p> </p><p>Pretty much anything with class levels I am customising to 3.5. Am interested in what you feel are the issues with multiclass NPCs. With the drow in particular I was planning on sticking with the old style (the multiclassing, drow magic items (I also have 'City of the SpiderQueen' - and it's just not the same when 90% of the magic items aren't chainmail, bucklers and maces), and the original drow feats - I believe reborn in a recent dungeon magazine as the 'Highborn Drow' feat).</p><p> </p><p></p><p> </p><p>Ah yes, been going through the monitors and whips recently. Monitors in particular come out nasty - although I have problems seeing the usefulness of the lightning strike ability of the whips. I also agree with the hordes of giants comments - my solution was to up the player levels, hadn't considered lowering the monster effectiveness - thanks, will consider.</p><p> </p><p></p><p> </p><p>Forgive my ignorance - but what's C&C?</p><p>Edit : Ignore this question - I assume this is Castles and whatever-it-was (darned short term memory) that has a long topic posted about it about 3 messages away from this one.</p><p> </p><p></p><p> </p><p>So true - and this is what I'm up to. I always prefer using published work as inspiration as opposed to running it verbatim. This is one of the reasons I always liked the Vault of the Drow - so many things to do that are hinted at, but left to the DM (and the players) to thrash out.</p><p> </p><p></p><p> </p><p>I quite like the idea of some 'cowardly custards' lurking around. Can always through in some class levels to spice things up a bit. Personally I like the idea of throwing in a mix of CR monsters - so I'd use bugbears and fire giants together - combined arms approach. The bugbears may only be an annoyance, but whilst they're dealing with them they're still being hit on by the giants.</p><p> </p><p>Once again, thanks all for the comments - keep 'em coming!</p><p> </p><p>Jim.</p></blockquote><p></p>
[QUOTE="BJP, post: 2043807, member: 28849"] Thanks for all the comments. Hadn't noticed the conversions - will have a look through. As you yourself suggested though, I'm using the modules more for inspiration than a straight-forward conversion. True - but it's good practice for me to get used to the idiosyncracies of 3.5, plus it allows me to individualise the encounters - as noted above, using them more for the ideology as opposed to a straight port. Yeah the change in CR's was one of the reasons for upping player levels from the 1e suggestions. Personally I think Dragons, in particular, have the right level of power now (I remember playing through the Dragonlance series and thinking - well - they were a bit wimpy really!). Pretty much anything with class levels I am customising to 3.5. Am interested in what you feel are the issues with multiclass NPCs. With the drow in particular I was planning on sticking with the old style (the multiclassing, drow magic items (I also have 'City of the SpiderQueen' - and it's just not the same when 90% of the magic items aren't chainmail, bucklers and maces), and the original drow feats - I believe reborn in a recent dungeon magazine as the 'Highborn Drow' feat). Ah yes, been going through the monitors and whips recently. Monitors in particular come out nasty - although I have problems seeing the usefulness of the lightning strike ability of the whips. I also agree with the hordes of giants comments - my solution was to up the player levels, hadn't considered lowering the monster effectiveness - thanks, will consider. Forgive my ignorance - but what's C&C? Edit : Ignore this question - I assume this is Castles and whatever-it-was (darned short term memory) that has a long topic posted about it about 3 messages away from this one. So true - and this is what I'm up to. I always prefer using published work as inspiration as opposed to running it verbatim. This is one of the reasons I always liked the Vault of the Drow - so many things to do that are hinted at, but left to the DM (and the players) to thrash out. I quite like the idea of some 'cowardly custards' lurking around. Can always through in some class levels to spice things up a bit. Personally I like the idea of throwing in a mix of CR monsters - so I'd use bugbears and fire giants together - combined arms approach. The bugbears may only be an annoyance, but whilst they're dealing with them they're still being hit on by the giants. Once again, thanks all for the comments - keep 'em coming! Jim. [/QUOTE]
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