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| #1ZardnaarJan 03, 2015 15:00:43 |
Well so far the 5E adventures have generally been very very bad and I kind of regret buying the Tiamat ones. At least LMOP was decent. RPGnow.com hopwver has lots of BECMI/AD&D (OSR) adventures and I am currently running an adaption using part 1 of the Night Below mega adventure for 2E in 5E using it straight out of the book.
Should one decide to do this here is what I have been doing.
Level 3 is kind of the new level 1. 5E monsters like Orcs etc are scarier than AD&D ones and AD&D adventures are often for 6-8 players instead of 4 or 5. Monsters are subbed in aon a one for one basis so an Orc is an Orc just have 5E PCs being around 2 levels higher than the adventure was designed for.
A classed AD&D NPC like a level 2 fighter becomes a CR2 NPC in 5E. A 5 level cleric becomes an NPC preist. A 3rd level fighter can be a CR 3 Knight, a 5th level fighter a gladiator. Use 5E equipment and AC over OSR ACs.
Be careful with some swarms. 20 kobolds may need to become 10 depending on the PC levels, 10 Orcs can be rough. In general for large swarms cut the numbers by a third or a half. 20 Kobolds could also become 20 bandts or some other CR 1/8th critter that does not grant advantage to hit to allies.
Treasure. 1E and BECMI advnetures need to have treasure cut by 50-75% for large piles. Most magic items need to go as well unless they are essential to the plot line of the adventure. Magical 1d4 and 1d6 weapons are mostly fine even if they are +2 or +3.
Magic Weapons. A flametongue in AD&D is a flametongue in 5E. Magical bonuses can be reigned in. +1 and +2 OSR weapons are now +1 maybe +2, +3 and +4 weapons are now +2 and +5 weapons become +3 weapons.
Armor. The armor rules are different between OSR games and 5E and thats why you have NPCs with AC -2 (22) in something like plate armor due to 16+ dex. The "crap" magical armor can stay as it is but be careful with magical versions of OSR Plate, Splint and Studded leather armor. +3 leather armor or hide armor will not break the game.
Save vs Death effects are now 2d6 damage per level save for half. For brutal adventures like Tomb of Horrors make the DC 20.
PCsdealing low damge (valor bards) are fine with things like magical flametongues. Be very careful handing out magical great weapons and missile weapons due to the sharpshooter and great weapon feats esipically ones with abilities or +2 or higher enchantments.
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| #2THEMNGMNTJan 03, 2015 15:47:55 | Thanks for the insight. These seem like good rules of thumb for converting some of the classic modules. |
| #3pukunuiJan 03, 2015 15:56:28 | When I first read through some of those old modules, I was surprised at how everybody and their mother (sometimes literally) has a magic item or two. |
| #4KalaniJan 03, 2015 16:16:18 | Here is the quick and dirty conversion I made which you can use for comparison/ideas. Admittedly, my rules convert 5E to BECMI style while the OP seems to be converting BECMI/OSR characters to 5E.
BECMI 5eCharacter Creation The following rules replace those in Chapter 2 (Races) and Chapter 3 (Classes) in the 5E players handbook.
Choosing a Race You can play an Elf, Dwarf, Halfling, or Human. The rules for creating such characters are as follows:
Elf Use the Elf Racial Traits (choosing your subrace as normal). Your class is Fighter (Eldritch Knight). You gain the Magical Initiate Feat as a bonus feat at 1st level. You must choose the Wizard class for the purposes of this feat.
Dwarf Use the Dwarf racial traits (choosing your subrace as normal). Your class is Fighter (Champion). You gain the Heavy Armor Master feat as a bonus feat at 1st level.
Halfling Use the halfling racial traits (choosing your subrace as normal). Your class is Rogue (Thief). You gain the Observant feat as a bonus feat at 1st level.
Human Use the default human racial traits. Unlike other races, you may choose your class from the following choices. Cleric, Fighter, Rogue, or Wizard. You can choose your subclass with the exception of the Eldritch Knight and Arcane Trickster. You do not gain a bonus feat at first level.
Multiclassing & Feats You cannot multiclass under this system. With the exception of the above feats, feats may (or may not) be available in your campaign. |
| #5KalaniJan 03, 2015 16:14:45 | ADVANCED BECMI
This optional system is a more advanced adaptation of the BECMI rules for use with all races and classes in the 5E PHB. Use whichever system you prefer.
Character Creation The following rules replace those in Chapter 2 (Races) and Chapter 3 (Classes) in the players handbook.
Choosing a Race You can play any race in the 5E PHB.
Choosing a Class All characters (regardless of race) may choose the Cleric (life), Fighter (Champion), Rogue (Thief), or Wizard (any). Your race may grant you additional options for class, or subclass in addition to the above. You cannot multiclass under this system.
Elf Use the elven racial traits (choosing a subrace as normal). When choosing your class, you may instead choose one of the following: Bard (Lore), Cleric (Knowledge or Nature), Fighter (Eldritch Knight), Ranger (Hunter), Rogue (Arcane Trickster), or Warlock (Archfey). You gain one of the following bonus feats at 1st level: Alert, Keen Mind, Lightly Armored, Magical Initiate (Wizard only), Observant, Ritual Caster, Sharpshooter, Spell Sniper (Wizard only), or War Caster.
Dwarf Use the dwarven racial traits (choosing a subrace as normal). When choosing your class, you may instead choose one of the following: Barbarian (Berserker), Cleric (Knowledge or War), or Fighter (Battle Master). You gain one of the following bonus feats at 1st level: Charger, Heavy Armor Master, Medium Armor Master, Savage Attacker, Sentinel, Shield Master, or Tough.
Halfling Use the halfling racial traits (choosing a subrace as normal). When choosing your class, you may instaed choose one of the following: Bard (Lore), Cleric (Knowledge, Trickery), Fighter (Battle Master), Monk (Shadow), or Rogue (any). You gain one of the following bonus feats at 1st level: Alert, Athlete, Defensive Duelist, Dual Wielder, Dungeon Delver, Lucky, Mobile, Observant, or Skulker
Human Use the human racial traits. You may choose the variant human. When choosing your class, you may select any class and subclass of your choice, with the exception of the following: Fighter (Eldritch Knight), Rogue (Arcane Trickster), or Sorcerer (Dragon). You do not gain a bonus feat at 1st level unless you choose the variant racial option.
Dragonborn Use the dragonborn racial traits. When choosing your class, you may instead choose one of the following: Cleric (Knowledge, Tempest, or War), Fighter (any), Rogue (Arcane Trickster), or Sorcerer (any). You gain one of the following bonus feats at 1st level: Durable, Elemental Adept, Magic Initiate (Sorcerer only), or Resilient.
Gnome Use the gnome racial traits (choosing a subrace as normal). When choosing your class, you may instead choose one of the following: Bard (lore), Cleric (Knowledge, Nature), Druid (Land), Rogue (Arcane Trickster), Sorcerer (Wild), or Warlock (Archfey). You gain one of the following bonus feats at 1st level: Keen Mind, Linguist, Lucky, Magic Initiate (Wizard or Sorcerer), Ritual Caster, or War Caster.
Half-Elf Use the half-elf racial traits. When choosing your class, you may instead choose one of the following: Bard (Lore), Cleric (any), Fighter (any), Ranger (Hunter), Rogue (any), or Warlock (Archfey). You gain one of the following bonus feats at 1st level: Alert, Actor, Keen Mind, Lightly Armored, Linguist, Magical Initiate (Wizard or Cleric only), Observant, or Skilled.
Half-Orc Use the half-orc racial traits. When choosing your class, you may instead choose one of the following: Barbarian (any), Bard (Valor), Cleric (Tempest, War), Druid (any), Fighter (Battle Master), Paladin (Vengeance), or Rogue (Assassin). You gain one of the following bonus feats at 1st level: Athlete, Charger, Great Weapon Master, Mage Slayer, Savage Attacker, or Tavern Brawler.
Tiefling Use the tiefling racial traits. When choosing your class, you may instead choose one of the following: Cleric (Knowledge, Trickery), Fighter (Eldritch Knight), Rogue (Arcane Trickster), or Warlock (Infernal). You gain one of the following bonus feats at 1st level: Elemental Adept, Mage Slayer, Magic Initiate (Sorcerer or Warlock), Resilient, Ritual Caster, Spell Sniper (Sorcerer or Warlock), or War Caster. |
| #6CCSJan 03, 2015 20:11:06 |
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| #7MechaPilotJan 03, 2015 20:18:29 |
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| #8ZardnaarJan 04, 2015 3:37:41 |
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| (Reply to #8)CCS |
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| #10ZardnaarJan 04, 2015 14:39:57 |
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| #11guachiJan 04, 2015 17:18:38 | I go with most of what Zardnaar suggests. One (different) change I made was to armor found for BECMI modules. There are three types of armor - leather, chain, plate. Finding leather means the players found light armor. Finding chain means they found medium armor (yes, I know chainmail is heavy in 5e...). Finding plate is heavy armor. Many magic weapons/armor become normal items but of good quality so they can be sold. Those that remain magical can be reflavored to 5e armor types. Leather +1 = leather +1. But leather +2 might become studded leather +2. Chain +1 might be a chain shirt +1 or scale mail +1 (yes, scale has a higher AC but it has disadvantage). |