I know there isn't any "end all be all" method to conversions and/or the amount of players in your game, but I was hoping others would share what has worked for them.
I'm currently running Legacy of Fire (3.5e) but as if it was 5e. I'm doing this because I have some newbs and 5e plus DnD Beyond makes it easier for them. I have 6 players in total, and I find that they're destroying the enemy's super quick out much cost. Adding more heath to monsters just draws out combat, and the only other solution I have is adding more mobs.
I don’t know the adventure, but how many combats are you having per day? The assumption for 5e is 6-8 encounters between long rests. No one actually does that much, but the characters have resources for that many. If you run only 2-3, the characters will just bulldoze them.
I don’t know the adventure, but how many combats are you having per day? The assumption for 5e is 6-8 encounters between long rests. No one actually does that much, but the characters have resources for that many. If you run only 2-3, the characters will just bulldoze them.
Hot damn! I don't think I knew that about 5e, but I guess that makes sense the way they're kicking monster butt. We only play for 3ish hours each session. Along with player/character banter and strategy we're lucky to get through 1-2. Some combats are designed to be single monster fights, so 6v1 can defiantly feel anticlimactic.
I'm not sure what you mean by a 3.5e to 5e conversion, it's difficult enough to balance straight 5e rules encounters, but mixing in another system would make it impossible to judge.
The thing about 5e is that its designed to be modular with default D&D being super easy mode. There are rules in the DMG...
3.5e is basically third edition with extra stuff before they started to call it Pathfinder.
I'll have to play around with some of the elements you suggested. The proficiency die intrigues me. Randomness can be it's own type difficulty. I've also considered some of the other's but I didn't know there was actual Dungeon Master Workshop to reference, so I'll have to take a look at that as well.
I think giving monsters or monster types a better action economy like Multi attack, maybe faster movement speed, or more types of reaction abilities might be a good way to spice it up too.
I don’t know the adventure, but how many combats are you having per day? The assumption for 5e is 6-8 encounters between long rests. No one actually does that much, but the characters have resources for that many. If you run only 2-3, the characters will just bulldoze them.
This.
You have to read and understand the encounter building section in the 5e DMG if you're going to run encounters in 5e. Frankly, if you're running a 3e module with players generated in 5e, you're going to have to go through and rework the encounters and anywhere the PCs make checks. I'd have to really love the mod to go to that effort.
But seriously, as someone who built a lot of encounters in 3.x systems and had to relearn some assumptions for 5, I'll say that the character power arc is flatter, the terms mean different things, the rest and action economy are baked in, and a bunch more on top of that.
If you want a conversion system that you can apply to get playable 5e content out of 3e mods, I can only suggest an exhaustive side-by-side reading of the texts of both editions' respective DMGs and extensive meditation thereupon. Perhaps some alchemy may be performed and a formula derived. But as for me, I should think it would be easier to rebuild a mod from the ground up in 5e, and I've already expressed my view on that endeavor.
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Howdy!
I know there isn't any "end all be all" method to conversions and/or the amount of players in your game, but I was hoping others would share what has worked for them.
I'm currently running Legacy of Fire (3.5e) but as if it was 5e. I'm doing this because I have some newbs and 5e plus DnD Beyond makes it easier for them. I have 6 players in total, and I find that they're destroying the enemy's super quick out much cost. Adding more heath to monsters just draws out combat, and the only other solution I have is adding more mobs.
Any thoughts?
Thanks in advance!
I don’t know the adventure, but how many combats are you having per day? The assumption for 5e is 6-8 encounters between long rests. No one actually does that much, but the characters have resources for that many. If you run only 2-3, the characters will just bulldoze them.
Hot damn! I don't think I knew that about 5e, but I guess that makes sense the way they're kicking monster butt. We only play for 3ish hours each session. Along with player/character banter and strategy we're lucky to get through 1-2. Some combats are designed to be single monster fights, so 6v1 can defiantly feel anticlimactic.
3.5e is basically third edition with extra stuff before they started to call it Pathfinder.
I'll have to play around with some of the elements you suggested. The proficiency die intrigues me. Randomness can be it's own type difficulty. I've also considered some of the other's but I didn't know there was actual Dungeon Master Workshop to reference, so I'll have to take a look at that as well.
I think giving monsters or monster types a better action economy like Multi attack, maybe faster movement speed, or more types of reaction abilities might be a good way to spice it up too.
Thanks!
This.
You have to read and understand the encounter building section in the 5e DMG if you're going to run encounters in 5e. Frankly, if you're running a 3e module with players generated in 5e, you're going to have to go through and rework the encounters and anywhere the PCs make checks. I'd have to really love the mod to go to that effort.
But seriously, as someone who built a lot of encounters in 3.x systems and had to relearn some assumptions for 5, I'll say that the character power arc is flatter, the terms mean different things, the rest and action economy are baked in, and a bunch more on top of that.
If you want a conversion system that you can apply to get playable 5e content out of 3e mods, I can only suggest an exhaustive side-by-side reading of the texts of both editions' respective DMGs and extensive meditation thereupon. Perhaps some alchemy may be performed and a formula derived. But as for me, I should think it would be easier to rebuild a mod from the ground up in 5e, and I've already expressed my view on that endeavor.