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#1

Kobalus

May 16, 2015 5:55:05

So I like that 5e is simple but I think it is simple at a huge cost, one that makes me not want to play it.

1. You can only kill the same monsters so many times. Is there a set method to convert the multitude of monsters from the previous editions to 5th? Maybe I just missed it but there are SO many options for monsters in the previous editions that I would like to use.

2. I miss all the variety of gear and items, I don't mean magic I mean simple gear.  There are entire books with thousands of different weapons which is nice, not to mention the adventuring gear.

3. What conversions do I need to make to use the Enclopedia of Magica in 5E as the primary magic item source.

 

Primarily I want to convert the 3E and  3.5E gear and monsters to 5E.

#2

MaximumPain

May 16, 2015 7:01:11

I just found my old 3.5 and 4.0 monster manuals and was thinking about doing this myself.
I think your basic step would be to compare the monster you want to convert to monsters of a similar chalange rating in the 5.0 book.... or an ability of similar effect and make a few tweeks.

Id have to see some examples of the equipment you are talking about... maybe things like tanglefoot bags and thunderstones? For those I would compare them to spells of low level and similar effect.
If you comunicate with your players that you may have to make some adjustments to these things if they are too powerful it shoulndnt be an issue. You could introduce things slowly like make one or two available as looot and see how the party uses them/ how they work out

Let me know how it turns out Id be curious to check it out and maybe even use some of it in my own games.

#3

Glimjack

May 16, 2015 7:24:57

If you're going to convert, go by feel rather than using a conversion system. Take a look at the monster you want to convert, gauge it's power level and the abilities you want it to have as a DM, and then compare it to exampoes in the monster manual. It doesn't matter if it's attack bonus is +8 or +10 so long as it's CR appropriate.

#4

intently

May 16, 2015 11:59:32

I haven't played since 2e, but I really enjoy how the various low CR enemies are quite different from each other. Wolves, orcs, goblins, hobgoblins, bugbears, all with their special abilities. IMHO there's a lot more variation than I've seen before.

 

I also like to change things on the fly without worrying about CR that much. For example, giving humanoids different weapons or special items (smoke bombs, torches, whatever). It's so crazy flexible to me that my players have been surprised quite a bit and we've only used ~12 base monsters so far.

#5

Nevvur

May 16, 2015 12:25:52

Seems to me like DMs worry too much about making conversions or original content that is too easy or difficult for the PCs. I recall the second point of the DMG disclaimer: "...no matter what happens, pretend that you intended all along for everything to unfold the way it did."

 

Just convert/homebrew away without stressing on the math, trust your gut on the challenge levels, and have a backup plan in the event of a TPK. 

#6

Kobalus

May 16, 2015 13:04:43

But what about price differences on item and adjusting the prices of items found in other editions. Some things have changed greatly in price climbing kits come to mind in 3.5 Ultimate gear guide they are 80g in 5e they are 25g and prices go the other way also. And what about pricing exotic mounts?

(Reply to #6)

CCS

Kobalus wrote:
(Reply to #6)

Maialideth

Kobalus wrote:
#9

CCS

May 16, 2015 13:33:38
Kobalus wrote:
#10

CCS

May 16, 2015 13:39:45
Kobalus wrote:
#11

CCS

May 16, 2015 13:52:20
Kobalus wrote:
#12

Zalbarthemad

May 16, 2015 17:18:30

Just modifying stats on the same monsters and giving them a tweak works wonders.

I ran my group through Scourge of the Sword Coast, they finished it up and almost got to level 6.

Decided to run them through Ghosts of Dragonspear castle since tweaking the story a bit makes it entirely doable. Lady Maldwyn is in charge of Daggerford, they need the elemental keys to teleport into the elemental nodes beneath Bloodgate Keep (in Dead in Thay). Obviously the first bit is way too easy so everyone's stats got changed.

Looking around images for a picture to use as a token I came across a lizardman wearing what looks like triceratops skull helm. Awesome, Lizardman centurion was born. More ac, more hps, toss in a special ability and suddenly it's all new.

All you need to do is be creative with what's there. Anything new can throw your players off. Electrified skeletons. Diseased zombies with pustules that if burst can make the players contract a rotting disease. Take a cue from the world of Warhammer and use goblin skirmishers all hopped up on drugs.

#13

Dreamstryder

May 16, 2015 20:40:49

I’ve had great success modifying monsters and/or making them behave differently, both are easy ways to break any monotony one might find:

 

The party, in an abandoned wizard’s lab, came across copies of themselves in glass tubes. The lights went out and they heard glass shatter. The last thing they see is their doubles reaching out to strange them. They decide to limit themselves to their own doubles to not be confused, but the barbarian, upon cutting his double’s middle open, finds the wound has teeth and transforms into a large mouth (more damaging). One double’s spine shot out of its body and it gained a bite with reach and a constriction attack. Every round, they transformed depending on how it was attacked or what would be the most alarming (this never healed it, of course). When the lights came on, the party didn’t immediately know how many of the party NPCs were secretly doubles, because their fights weren’t described (only the PCs’). My party remembers those dopplegangers.

 

There was also a minotaur wizard. Since the party was generally trying to avoid him, there were traps that would unexpectedly change the party’s location in the dungeon while the minotaur himself would try to separate the party with his spells so he could use his brute strength against one member at a time. I didn’t actually give him wizard levels; just extra spells. If they killed him, he probably would have come back immediately as a self-aware minotaur zombie, then a minotaur skeleton, then be defeated for good.

 

Another game I was in had a group of kobolds selling cheap imitation magic items like animated rope that wouldn’t listen to anyone and potions with one of 4 random effects. If you came across a party of enemies who’d also purchased from said kobolds, things could get humorous and more dangerous.

 

Pricing things…For exotic, very expensive stuff, decide if you want them to have it, not have it, be able to get it only if they pitch in, or be able to get it only after they go out to make a little more money. Mind how quickly they tend to gain wealth in their games, and eyeball it. You can also avoid the issue by instead giving them quests to earn these things, or give them as treasure. Perhaps they find the remains of a self-professed wizard with descriptions of his family in X town. If you bring the remains and its effects to X town, his muggle family may not know what to do with some of the strange things he collected over the years and gift some to you.

#14

Thaenok

May 17, 2015 12:42:18
Actually, I was rather impressed with what they put in the core books. I never saw yugoloths in the core mm before( I don't count the guardian yugoloth in the 2nd edition mm) and every iconic monster I can think of is there. Every weapon in the phb can be altered to be another weapon. Like bastard sword/ katana. They say in the books you can use what is in there and change the look and feel of it to your liking. I could go on but to me, it is the most complete core I have seen since the rules cyclopedia ( which I own and love although it has seen better days, sadly).
(Reply to #11)

Bloodscythe

CCS wrote:
#16

Ralif_Redhammer

May 19, 2015 13:48:35

If you're looking for more monsters, Necromancer Games put out Fifth Edition Foes. It has a good mix of classic and new beasties for the PCs to slaughter or be slaughtered by.

#17

Mad_Jack

May 19, 2015 14:42:10

 

 Any wearable non-combat magic item (cloaks, boots, necklaces, etc.) from previous editions other than a few of the more bizarre ones should be useable almost as-is in 5 Ed. Most of them will either give a bonus to a skill or other ability check or replicate a spell or class ability that can simply be replaced by the 5th Ed. version.

Most of the random magical gear as well - things such as ropes of climbing, bags of holding, etc.

Most often you'll find that you simply need to change they type of action required to use them into 5th Ed. terms.

You might want to adjust the price to better fit the wealth level of your campaign.

 

For anything that has an effect that doesn't follow 5th Ed. rules, ask yourself : What does it do narratively, rather than how does it do it mechanically, then pick something from 5th Ed., that does something similar and tweak the new item to be more like that.