Thread: AD&D Classic Modules
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July 27th, 2016, 14:23 #41
I ran mine for Castles&Crusades which is very close to 1e in character progression and ability so for the goodman games adventures I just swapped them like for like straight from the C&C Monsters&Treasure book
For the Red Hand of Doom I still used like for like monsters - I had to create a few from the back of the book - but I did have to do some scaling - there is a fair amount of sandbox in that module so the players can visit things in different orders and I discarded strict XP based progression and leveled the party up as they hit certain milestones...
There are quite a few websites that do some very strict calculations on monster conversions - Im not that strict...
For 5e with casters having decent cantrips and everyone able to do more healing I think you would be buffing these encounters up a bit... If I havent got the scaling right for a major encounter I will reduce the HP of a couple of monsters or if its too easy I will have reinforcements arrive a couple of rounds in and the players are all exposed and vulnerable to being ambushed...
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July 27th, 2016, 14:51 #42
I am certain that there are a few conversion documents out there online. As far as I can tell, these are just one person's opinion on what is appropriate... in this case, why not just use your own opinion (I say that realizing it can be difficult in the beginning stages until you figure out your balance).
For C&C I've always just converted straight from source material to it 1:1 and never had a problem (well, the players may have had a problem but that's completely different)."I am a Canadian, free to speak without fear, free to worship in my own way, free to stand for what I think right, free to oppose what I believe wrong, or free to choose those who shall govern my country. This heritage of freedom I pledge to uphold for myself and all mankind."
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July 28th, 2016, 00:38 #43
This is very helpful:
https://media.wizards.com/2015/downl...rsions_1.0.pdf
I ran these as published (first edition rules) using the OSRIC ruleset, which is looking very dated now but worked great. I didn't really put much into FG to run these - maps and npcs mainly.
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August 10th, 2016, 22:29 #44
As I stated before I have the hard copies of most of the old 1st ed. modules. I have been working on creating a FG story entry for 1st ed. AD&D's A1 - Secret of the Slaver's Stockade to be used with the Castles & Crusades ruleset. Looking at how much time this is taking however, i cannot help wondering would it not be far easier to only enter into the FG story/module the text required to be read to players that normally drops into the chat box, to link the maps, create the encounters and place the C&C versions of the monsters within, and just use the hardcopy module to read and keep to hand while running the session. I would have thought it should make no difference to your players. Has anyone any experience of this who could advise if this is just as good or whether I am missing something by doing it this way?
DM-Kevin - Current campaign running: D&D 5.0 Tomb of Annihilation -
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August 10th, 2016, 22:50 #45
Last edited by Trenloe; August 10th, 2016 at 22:55.
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August 10th, 2016, 23:41 #46
You may even omit the story entries if you are taking too long on it. You are reading those to the players - you can read them from any source.
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August 11th, 2016, 00:01 #47
Thanks very much Trenloe and Damned,
I am much relieved in going forward after both of your very helpful replies.
DM-Kevin - Current campaign running: D&D 5.0 Tomb of Annihilation -
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August 11th, 2016, 05:10 #48
I sold off all my hard copies of 1st edition stuff years ago (Kick in the ARSE again). I have been getting everything again in PDF form and being able to cut/paste into FG makes entering all the story stuff really easy.
Might be worth scanning your books in and seeing if that speeds things up a bit.Ultimate License Holder--All can play in my games.
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August 11th, 2016, 16:27 #49
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