| Post/Author/DateTime | Post |
|---|---|
| coreyvw04-26-07, 05:50 PM | Has there been chat on this, I want to ref but Giants have changed alot and it does not look like it would be a simple conversion... |
| Transit04-26-07, 08:01 PM | There's a 3.0 conversion over at Enworld.Org, but I haven't seen a 3.5 anywhere. People were hoping that an official 3.5 conversion was in the works because of the updated maps that were released back in 2006. But nothing more ever happened. http://www.wizards.com/default.asp?x=dnd/mw/20060711a http://www.wizards.com/default.asp?x=dnd/mw/20060718a http://www.wizards.com/default.asp?x=dnd/mw/20060725a |
| celtredleg04-26-07, 09:53 PM | I was just going through the mods to try and update it myself. Right off, power levels have changed, so that a party that can fight the giants will have little trouble with the orcs andd bugbears and such. I would love an updated modual. Especialy as they have done snurre, adn now the Jarl. I would really like a map set at 5' instead of 10'. Yes I can do the change, but mapping it out on the board is quicker when you dont have to convert. |
| Therese40404-26-07, 10:03 PM | I have had a go at this & its actually a really tuff quest. Mainly due to the complex characters in 3.5. At the suggested level, a party of 4-5 would make mince meat of most of the goblins & lower level creatures. You need to pick up savage spicies and bulk up alot of stuff. It took me about 8 hours to really re-configure the first module G1. |
| coreyvw04-26-07, 10:47 PM | Thank you guys, yes I REALLY don't want to spend my time converting. I did look over at Enworld but after some time could not find anything there. I have the orginals but purchased the 80's compilation as well since it adds continuity. Excited but daunted.:eek: |
| TheCarrionCrawler04-27-07, 01:52 AM | Did you try Googling the Giants? |
| Kursk04-27-07, 12:07 PM | Right off, power levels have changed, so that a party that can fight the giants will have little trouble with the orcs andd bugbears and such. Same as the 1st version. We didn't any trouble with them then. |
| celtredleg04-27-07, 04:29 PM | Same as the 1st version. We didn't any trouble with them then. I have not played it in years, but I did play G1 as soon as it came out. And replayed it several times. If you can handle the hall, you certainly can handle anything else. It is still one of my favorite fights ever. Look at HP for a minute. An average 3.x HG has 102 HP, here as a 1EHG in the Mod runs from 27 to 44. A bug bear OTOH now has an average of 16, and in the Mod they run from 14- 22. So giants have about twice as many HP or more, but bugbears are about the same. I am not sure how this really changes everything, but it seems that it should. Thats why I keep hopeing that someone will redo it. |
| Mindolin04-27-07, 04:44 PM | For the giants, the best idea is to reduce the giant's levels down to where it should be, using the Savage Species rules. |
| swallowyersoul04-27-07, 05:23 PM | I'll go with the majority and say it'll take some reworking, but the tools are all there in the core books. One wrinkle to make your life easier: let the mook humanoids remain weak and easy to kill for a giant-ready party. When I ran through those modules back in the day, killing the humanoids wasn't the problem. Killing the humanoids before they raised the alarm was the challenge. All three Giants modules can be incredibly dangerous if characters approach them wrong. Sneaky, tactical, clever parties can handle them pretty well, though. |