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What to do with all those 3e adventures?
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<blockquote data-quote="JustinA" data-source="post: 3623118" data-attributes="member: 51618"><p>In terms of modules? Don't bother converting. With the exception of damage reduction and skills, there's nothing about 3.0 stat blocks which prevent you from using them with the 3.5 rules.</p><p></p><p>In terms of skills, don't both converting. Sure, there's no longer a Read Lips skill in 3.5. But you've played 3.0. You know what the Read Lips skill does if it happens to pop up in a stat block. Roll the check and move on.</p><p></p><p>In terms of damage reduction, there are three options:</p><p></p><p>(1) If it's a creature from the MM, reference the 3.5 MM to figure out what the damage reduction was changed to.</p><p></p><p>(2) For that particular stat block, use the 3.0 damage reduction rules.</p><p></p><p>(3) Simply change the damage reduction to /magic.</p><p></p><p>I wouldn't recommend the last option, and if you're going to use the second you should let the players know so they aren't blind-sided by it. (I mean let them know that you will occasionally be using the 3.0 damage reduction rules as a ground rule for the campaign or adventure.)</p><p></p><p>The only other thing to watch out for is that some tactics described in a module might now work due to the changes in the way certain spells work (such as the buff durations and the changes to <em>haste</em>).</p><p></p><p>But what about the fact that the ranger was changed? It just doesn't matter. The 3.5 updates are undoubtedly better, but that doesn't mean the old 3.0 classes were completely teh br0k3n.</p><p></p><p>Such and such a monster was changes in some significant way? Doesn't matter. This particular monster is the 3.0 verison (which was weaker or stronger, smaller or larger, tougher or more vulnerable... whatever).</p><p></p><p>If you were a professional designer, doing a full conversion would be important. But for just running a game? Don't sweat the details.</p></blockquote><p></p>
[QUOTE="JustinA, post: 3623118, member: 51618"] In terms of modules? Don't bother converting. With the exception of damage reduction and skills, there's nothing about 3.0 stat blocks which prevent you from using them with the 3.5 rules. In terms of skills, don't both converting. Sure, there's no longer a Read Lips skill in 3.5. But you've played 3.0. You know what the Read Lips skill does if it happens to pop up in a stat block. Roll the check and move on. In terms of damage reduction, there are three options: (1) If it's a creature from the MM, reference the 3.5 MM to figure out what the damage reduction was changed to. (2) For that particular stat block, use the 3.0 damage reduction rules. (3) Simply change the damage reduction to /magic. I wouldn't recommend the last option, and if you're going to use the second you should let the players know so they aren't blind-sided by it. (I mean let them know that you will occasionally be using the 3.0 damage reduction rules as a ground rule for the campaign or adventure.) The only other thing to watch out for is that some tactics described in a module might now work due to the changes in the way certain spells work (such as the buff durations and the changes to [i]haste[/i]). But what about the fact that the ranger was changed? It just doesn't matter. The 3.5 updates are undoubtedly better, but that doesn't mean the old 3.0 classes were completely teh br0k3n. Such and such a monster was changes in some significant way? Doesn't matter. This particular monster is the 3.0 verison (which was weaker or stronger, smaller or larger, tougher or more vulnerable... whatever). If you were a professional designer, doing a full conversion would be important. But for just running a game? Don't sweat the details. [/QUOTE]
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