| CPEvilref |
Note, the + tag is something that is used on the rpg.net forums, most often for Exalted. It's a request to keep the thread positive. As such I'd ask (but can obviously not ensure) that this be a thread to talk about the subject and not whether you personally like or dislike 4e.
Paizo's modules and Adventure paths have a level of richness to them that makes them enjoyable to read. That said, they're also largely very much linked to 3.x, especially with the higher level chapters in the Adventure Paths.
Which Adventure Paths (including Dungeon days) and/or modules do you think are best/easiest to translate into 4e?
| Jeremy Mac Donald |
People seem willing to translate any and all of them. I suppose STAP might be the most difficult due to the need to deal with the high level diplomacy material in a different manner. 3E assumes Skill Challenges instead of straight diplomacy roles most of the time and you can't max out diplomacy nearly as easily. Still if your willing to put the work in designing skill challenges for the negotiation with Orcus, Igwilv etc. could prove very interesting.
Hence this aspect strikes me as the most work but potentially also gives the highest payoff for the work invested.
N'wah
|
Upon trying to tackle CoCT, I've gotta say that I'd bet RotR would be a better fit for 4E conversion. As for the 3 Dungeon APs, they'd all probably be OK. Well, Savage Tide does have some of that sailing stuff, and I've yet to come up with a decent patch for Profession (sailor). Not that I've been trying; just nothin's come bubblin' up from the Well of Inspiration.
Actually, on the Diplomacy checks for "Enemies of My Enemy", the minute I heard about Skill challenges I thought "I wish I'd had this idea when we ran that adventure!" One of my PCs plays a kenku shugenja with a disgusting Diplomacy check. Seriously, with a good roll and aid anothers around the table, he's pulled checks in the 60+ range. I'd have liked to set up some further exchange between him and that bunch; rolls aside, he's an amazing role-player.
Then again, the air genasi wizard does the same thing with Knowledge (arcana) or (planes). And I'd heard no one would ever play a genasi spellcaster... :P
Side note: anyone else the flashback scenes from Age of Worms might make a comeback? I never got to run that one, but I loved reading throught those.
(edited to finish an incompleted thought)
| Jeremy Mac Donald |
I'm currently working on a conversion for Rise of the Runelords. It's in blog format and you can find it at I'M A LINK
tadkil
|
River Into Darkness looks very convertible.
In my XP, the hardest thing to capture is the feel of a solo critter fight . 4.0 does not manage the single scary bad guy with the same srength as 3.5. Likewise I think 3.5 doesn't do the horde of enemies as well as 4.0 does. GO MINIONS!
I have been cranking out a great number of soo bad guys just to develop greater comeptency in the system. Once I master that, I think I can say with confidence that I can convert pretty much anything.
| Cheddar Bearer |
I agree with Tadkil on this one. Solo monsters seem to be the hardest part to create in 4E often when doing conversions I just throw in a couple of other monsters just to make it more balanced. It is a bit of a cop-out but it's the best way I have found to do it.
I have just finished converting D0 to 4E and will post it on the message board pretty soon. Its not great and I actually find the 4E monster creation harder than 3.5 since it seems to be more guess work than the 3.5 way. Still I generally found the whole conversion pretty do-able. I'd also say that adventure path-wise rise of the runelords seems easier to convert than crimson throne. It justs seems to suit that style more.
tadkil
|
I agree with Tadkil on this one. Solo monsters seem to be the hardest part to create in 4E often when doing conversions I just throw in a couple of other monsters just to make it more balanced. It is a bit of a cop-out but it's the best way I have found to do it.
I have just finished converting D0 to 4E and will post it on the message board pretty soon. Its not great and I actually find the 4E monster creation harder than 3.5 since it seems to be more guess work than the 3.5 way. Still I generally found the whole conversion pretty do-able. I'd also say that adventure path-wise rise of the runelords seems easier to convert than crimson throne. It justs seems to suit that style more.
Here's my Tazylwyrm: bwahahaha.
| Evilturnip |
Currently running Age of Worms in 4e.
It started as a 3.5 game, and we switched to 4e as of Blackwall Keep.
I know a few others on these boards are doing AoW too.
I should probably document what has gone well and what has not.
Some things worked brilliantly, and some have not been so sparkly.
So far I've found it hard to challenge the players. They've steamrolled over so many things that the RaW indicated should be challenging, although I'm concerned that Hall of Harsh Reflections and its doppelganger rogue attack will be a TPK. Rogues just do SO MUCH DAMAGE...
| Arelas |
My friend is converting over Crimson to 4e for our group.
Currently we are in a RiseofRunelords/Ageof Worms hybrid that I am running. (I merged the two keeps as well as black dragons). However, the group wants to finish it in 4e. It's tough but the dm guidelines for damage and such is very helful. Also it doesnt hurt to add a few minions.
| Jeremy Mac Donald |
So far I've found it hard to challenge the players. They've steamrolled over so many things that the RaW indicated should be challenging, although I'm concerned that Hall of Harsh Reflections and its doppelganger rogue attack will be a TPK. Rogues just do SO MUCH DAMAGE...
Note that AoWs, like most 3.5 APs generally threw much tougher then average encounters at the players. A big part of this was to accelerate XP as there really was not enough magazine space to include 27 encounters in each issue (presuming the PCs need 13.333 level appropriate encounters to gain a level). So if your players have gone from how the AP played under 3.5 to how it players with generally level appropreate 4E encounters you may well find that suddenly steam roll the AP. Try knocking up the power level. I'd think you'd need to do that in any case to keep them levelling fairly quickly.
| Goth Guru |
Profession power.
Normally, each character can have one. The first one is free.
Profession Sailor. The character counts as a sailor for the purposes of manning a ship. They can climb the rigging, cook, operate the rudder, the ships wheel, or the bilge pumps, or batten down hatches. Being an oarsman or swabbing the deck require no special skills. Each ship has a minumum number of crew to function.
At 11th level or above they can specialize by becoming a navigator, gunner, purser, first mate, Captain, ect.
tadkil
|
Profession power.
Normally, each character can have one. The first one is free.
Profession Sailor. The character counts as a sailor for the purposes of manning a ship. They can climb the rigging, cook, operate the rudder, the ships wheel, or the bilge pumps, or batten down hatches. Being an oarsman or swabbing the deck require no special skills. Each ship has a minumum number of crew to function.
At 11th level or above they can specialize by becoming a navigator, gunner, purser, first mate, Captain, ect.
This kicks it.
| Evilturnip |
Yes, I believe you're right. Also I've got to get into the mindset that in 4e, larger groups of combatants seem to work better than those designed for 3.5, so beefing up the number of critters seems a good idea.
Evilturnip wrote:
So far I've found it hard to challenge the players. They've steamrolled over so many things that the RaW indicated should be challenging, although I'm concerned that Hall of Harsh Reflections and its doppelganger rogue attack will be a TPK. Rogues just do SO MUCH DAMAGE...Note that AoWs, like most 3.5 APs generally threw much tougher then average encounters at the players. A big part of this was to accelerate XP as there really was not enough magazine space to include 27 encounters in each issue (presuming the PCs need 13.333 level appropriate encounters to gain a level). So if your players have gone from how the AP played under 3.5 to how it players with generally level appropreate 4E encounters you may well find that suddenly steam roll the AP. Try knocking up the power level. I'd think you'd need to do that in any case to keep them levelling fairly quickly.