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What old books work best with 5e?
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<blockquote data-quote="Li Shenron" data-source="post: 6669038" data-attributes="member: 1465"><p>Well obviously, any book that is mostly independent from rules and stats is going to be much more usable outside the edition it belonged to!</p><p></p><p>I would totally focus on Campaign Settings and Adventures, since they have a lot of rules-free material. <strong>Adventures </strong>are the easiest to convert, because most of the time you just replace the monsters with their equivalent in your wanted edition, and adjusting traps and challenges to the new rules is often just a matter of changing a couple of numbers; NPCs and unique monsters require more work to be designed from the ground-up, but you get rules to do that at least in the most recent editions (tho not everyone agrees about the reliability of such rules). <strong>Campaign Settings</strong> for my tastes are more valuable than Adventures, but also have stuff (particularly unique classes) that will require a much harder job to convert.</p><p></p><p>There have been also other books that can be re-used, eventually skipping the rules-heavier parts:</p><p></p><p>- the "green books" series i.e. <em>Historical Reference </em>sourcebooks of AD&D 2e</p><p></p><p><a href="http://www.dndclassics.com/browse.php?keywords=Historical+Reference&x=29&y=26&author=&artist=&pfrom=&pto=" target="_blank">http://www.dndclassics.com/browse.php?keywords=Historical+Reference&x=29&y=26&author=&artist=&pfrom=&pto=</a></p><p></p><p>- the <em>A Magical Medieval Society</em> sourcebooks from Expeditious Retreat Press </p><p></p><p><a href="http://www.rpgnow.com/browse.php?keywords=magical+medieval+society&manufacturers_id=69&x=0&y=0&author=&artist=&pfrom=&pto=" target="_blank">http://www.rpgnow.com/browse.php?keywords=magical+medieval+society&manufacturers_id=69&x=0&y=0&author=&artist=&pfrom=&pto=</a></p><p></p><p>- the old <em>Grimtooth Traps</em> series and the two <em>Traps & Treachery</em> from Fantasy Flight Games</p><p></p><p>- the <em>Manual of the Planes</em> and their spin-offs from many editions of D&D</p><p></p><p>- various <em>Deities & Demigods</em>, <em>Book of the Righteous</em>, <em>Faiths & Pantheons</em> and other books focused on religions</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6669038, member: 1465"] Well obviously, any book that is mostly independent from rules and stats is going to be much more usable outside the edition it belonged to! I would totally focus on Campaign Settings and Adventures, since they have a lot of rules-free material. [B]Adventures [/B]are the easiest to convert, because most of the time you just replace the monsters with their equivalent in your wanted edition, and adjusting traps and challenges to the new rules is often just a matter of changing a couple of numbers; NPCs and unique monsters require more work to be designed from the ground-up, but you get rules to do that at least in the most recent editions (tho not everyone agrees about the reliability of such rules). [B]Campaign Settings[/B] for my tastes are more valuable than Adventures, but also have stuff (particularly unique classes) that will require a much harder job to convert. There have been also other books that can be re-used, eventually skipping the rules-heavier parts: - the "green books" series i.e. [I]Historical Reference [/I]sourcebooks of AD&D 2e [url]http://www.dndclassics.com/browse.php?keywords=Historical+Reference&x=29&y=26&author=&artist=&pfrom=&pto=[/url] - the [I]A Magical Medieval Society[/I] sourcebooks from Expeditious Retreat Press [url]http://www.rpgnow.com/browse.php?keywords=magical+medieval+society&manufacturers_id=69&x=0&y=0&author=&artist=&pfrom=&pto=[/url] - the old [I]Grimtooth Traps[/I] series and the two [I]Traps & Treachery[/I] from Fantasy Flight Games - the [I]Manual of the Planes[/I] and their spin-offs from many editions of D&D - various [I]Deities & Demigods[/I], [I]Book of the Righteous[/I], [I]Faiths & Pantheons[/I] and other books focused on religions [/QUOTE]
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