How do the levels in 4th edition compare to 3.5?


4th Edition


How do the levels in 4th edition compare to 3.5? I wish to redo some of the adventures that we have that are 3.5. Yes I realize that I will have to completely redo encounters but I would like to try to keep them with in bounds of each other. If the 3.5 adventure would take you to 15 or 20th level in 3.5 what level power wise would that equal to in 4th edition.


Well, let's go for the math!

According to WotC, the number of sessions required to reach level 30 on 4E is about the same of the number of sessions to reach level 20 on 3.5E.

So, multiply the level of the encounter by 3/2, and you find the "equivalent" level on 4E.


Krauser_Levyl wrote:

Well, let's go for the math!

According to WotC, the number of sessions required to reach level 30 on 4E is about the same of the number of sessions to reach level 20 on 3.5E.

So, multiply the level of the encounter by 3/2, and you find the "equivalent" level on 4E.

Actually, it's more complicated than that when it comes to how the game actually plays, and what adventure types play well.

Some milestones to consider:
- When do characters start flying around on more than a momentary basis?
- When does teleport/portal use eliminate the getting there from here process?
- When do they get speak with dead, commune, etc.?

I don't have an answer yet.

The Exchange

Adventure Path Charter Subscriber
Riley wrote:

Some milestones to consider:

- When do characters start flying around on more than a momentary basis?
- When does teleport/portal use eliminate the getting there from here process?
- When do they get speak with dead, commune, etc.?

1) Fly as a solo power is a 16th level spell. Mass Fly is a 22nd level spell. IIRC, the duration is an encounter or 5 minutes, whichever is longer.

2) You can teleport to permanent teleportation circles that you know of after 8th level. I don't believe you get "teleport wherever the hell you want" until 28th.

3) Speak with Dead and Commune with Nature (a very minor divination) are 6th level. Consult Mystic Sages is 10th, Consult Oracle is 16th. Loremaster's Bargain (the biggun of divinations) is 22nd. Observe Creature (Scry) is 24th.


Riley wrote:
Krauser_Levyl wrote:

Well, let's go for the math!

According to WotC, the number of sessions required to reach level 30 on 4E is about the same of the number of sessions to reach level 20 on 3.5E.

So, multiply the level of the encounter by 3/2, and you find the "equivalent" level on 4E.

Actually, it's more complicated than that when it comes to how the game actually plays, and what adventure types play well.

Some milestones to consider:
- When do characters start flying around on more than a momentary basis?
- When does teleport/portal use eliminate the getting there from here process?
- When do they get speak with dead, commune, etc.?

I don't have an answer yet.

Note that ritual scrolls don't have level requirements, so PCs can theorically use them at any level (although the cost and skill check DCs may make things more difficult).

I think that few parts in an adventure would absolutely require the PCs to be able to cast a specific spell. Even if the party level is enough to cast the spell, there is always the risk of no PC knowing the spell, knowing but not having prepared it, or the PC who can cast the spell is absent. On the cases where it's really necessary, the DM may just place a NPC to help the party, or give them a single-use magic item that can do the task.

The Exchange

Adventure Path Charter Subscriber
Krauser_Levyl wrote:
...knowing but not having prepared it...

Note that this is not true of Ritual Magic. Wizards have to pick their Daily Attack and Daily Utility powers from the small selection they have available (usually twice as many as they have daily slots) but that they can cast any ritual they know anytime they have their book, the necessary components, and sufficient time available.


Krauser_Levyl wrote:
I think that few parts in an adventure would absolutely require the PCs to be able to cast a specific spell.

I'm more interested in a sense of when the players developing skills that nullify an encounter, or even an adventure concept.

For example, speak with dead nullifies most murder mysteries, and commune, et al. can nullify the rest. Similarly, Fly nullifies pits, and scry + teleport without error nullifies wilderness adventures.

In the old game(s), even second, third, and fourth level spells could really mess with a lot of traditional story/dungeon elements. Those spells have been seriously pushed back to higher levels. Also, many of the traditional monsters have been pushed to higher levels. It will be interesting to see whether 9th level in 4e feels like 6th level in 3e, or whether its not until, say, 12th level that the new game feels like 6th level in the old.

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