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| #1ZardnaarSep 04, 2014 15:07:49 |
Last night I ran a converted adventure from a 3.5 the War of the Wielded adventure from Dungeon 149 September 2007. The rules for intelligent magical items are found in the 3.5 SRD located here.
http://www.d20srd.org/srd/magicItems/intelligentItems.htm
And on page 268 on the 3.5 DMG.
These are probably the best rules to convert over due to the basic mechanics of both systems being somewhat close and they rules are available for free. Intelligent weapons also existed in AD&D, not sure about 4E. IN 3.x thye were somewhat balanced by the price of them being more or less high level items, in AD&D they could turn up at any level and in classic adventures like Temple of Elemental Evil you may have something like an intelligent Frostbrand at level 5 or 6. Frostbrands in AD&D functioned as a ring of fire resistance and were a +3 weapon, +6 vs fire using creatures and every bodies favourite Dark Elf Ranger uses Frostbrand scimitar.
Intelligent weapons usually have a purpose, an intelligence score and an ego which is the DC required to make a saving throw. Intelligent weapons are notorious for either taking control of a PC or refusing to use some abilities if they do not like you. Generally you want a weapon of similar alignment if not identical and one with a similar goal to your own or at least a goal that doesn’t conflict with the PCs desires. 3.5 weapon required a will save to use them which with a direct translation becomes a wisdom save. I would argue that a charisma save may be better as your personality is trying to assert itself over that of the items. I will use charisma saves myself, you can use wisdom saves if you prefer. The items ego score is 8+ charisma modifier + intelligence or wisdom (whatever is higher) modifier. If the item is strong willed or has major powers ad hoc this up by 1-3 points.
Some 3.5 items also have skill ranks and or a skill rating. A weapon for example may have 10 ranks in spot and +12 total modifier. To convert this assume a 3.5 item has maximum rank via a level and take 3 off the skill ranks to find out its level. 10 ranks minus 3 becomes level 7 and in 5E a level 7 character would have a +3 proficiency bonus and the +2 modifier would give the 5E weapon a total of +5. Just convert the 3.5 skill into an ability check or the closest approximate skill in this case spot would become perception. If it is not clear how the items skill modifier breaks down take 3 off the skill modifier, then another 1-3 to represent the ability score modifier to get a rough approximate level and covert to 5E proficiency modifier.
So that handles an items ego and skills for a 5E conversion. Most powers and spells convert over as is just use the 5E versions of the spell effect/. If an item uses a spell that doesn’t exist in 5E substitute a similar spell or effect or ignore it. 3.5 items also have various properties such as cleaving, flaming shock etc. You will have to ad hoc these abilities into the game but general guidelines would be.
Cleaving ability lets the wielder use the cleaving part of the Great Weapon Master feat. You get a bonus attack whenever you reduce someone to 0hp.
Elemental Weapons that grant a bonus d6 damage transform the weapons damage type in 5E. A flaming weapon in 3.5 turns the weapon into fire damage, shock becomes electric damage etc.
The returning ability more or less functions the same and a returning dagger for example can be thrown multiple times in the same round if one has multiple attacks.
Keen increases the crit range by one so anyone can crit on 19/20, warriors can crit on 18-20.
In general I would fold the 3.5 list of abilities into the items description. For example a +2 cleaving, flaming Greatsword in 3.5 becomes a +2 Greatsword in 5E that lets you cleave and deals fire damage. +4 and +5 weapons become +3 weapons although you may want to grandfather in +4 or higher bonus on specific weapons such as the flametongues +6 ability vs fire creatures or grant the weapon a bonus damage dice if you prefer. A +1 flame tongue could become +3 vs fire creatures and deal 1d8 or 1d10 bonus damage to them as well.
Putting it all together. One of my PCs last night came across a +1 defending ranseur that was intelligent. The defending ability is not exactly game warping so I wold let that translate through as is. Ranseurs do not exist to I made it a halberd and my player was also happy as he has the Polearm Master Feat. Now the weapon also hade some other stats.
“Triage” 3.5 stats
Alignment N, Int 10, wis 17, Cha 17, speech and telepathy, 120’ darkvision and hearing, Fort +9, Ref +9, Will +9 Ego 13
Lesser Powers Cure Light Wounds 3/day, deathwatch continually active, produces keoghtoms ointment 1/week.
Greater powers: Triages bearer is treated as wearing a periapt of wound closure as long as triage is within 5’.
Triage is also a healing stick it seems. The 1st line can convert over as is and I would treat triage as proficient in 3 saving throws. Ad hoc a weapons proficiency bonus is equal to the wielders in my PCs case +3.
Alignment N, Int 10, wis 17, Cha 17, speech and telepathy, 120’ darkvision and hearing, Saves Int +3, Wis +5, Cha +5, Ego 14.
Triage is a useful weapon to have but it is not Stormbringer so I will not adjust its ego score any higher.
Lesser powers Cure 1d8+2 3/day, once per week can heal 2d8+2 hp or neutralise poison or remove disease. Triages wielder also knows the approximate amount of hit points an opponent has left.
Greater powers: If reduced to 0 hp the wielder of Triage automatically stabilises. When spending hit dice to regain hit points you have advantage on the dice rolls. In addition any wounds that inflict recurring damage via bleeding are negated.
The 3.5 periapt of wound closure is turned into terms that 5E uses and approximates the 3.5 items use. And finally you just put it all together.
Triage 5E Alignment N, Int 10, wis 17, Cha 17, speech and telepathy, 120’ darkvision and hearing, Saves Int +3, Wis +5, Cha +5, Ego 14.
Lesser powers Cure 1d8+2 3/day, once per week can heal 2d8+2 hp or neutralise poison or remove disease. Triages wielder also knows the approximate amount of hit points an opponent has left +/- 5hp.
Greater powers: If reduced to 0 hp the wielder of Triage automatically stabilises. When spending hit dice to regain hit points you have advantage on the dice rolls. In addition any wounds that inflict recurring damage via bleeding are negated.
All that is left now is to add a backstory and goal to Triage and you are good to go. I have around a 10 weapons to convert to 5E stats so if people like this thread I will add other weapons later.
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| #2Regin_VargtassSep 05, 2014 7:22:20 | Well done, and seems to be a nice and exciting way to add magic weapons with oomph to 5 ed. I look forward to the other conversions!
- Vargtass |