2nd Ed Modules for 5th Ed Rules?

Discus our growing line of all-new adventure modules for 5E.

Moderators: DJ LaBoss, finarvyn, michaelcurtis, Harley Stroh

Post Reply
TheZombieAK
Ill-Fated Peasant
Posts: 3
Joined: Thu Mar 19, 2015 8:25 pm

2nd Ed Modules for 5th Ed Rules?

Post by TheZombieAK » Thu Mar 19, 2015 8:37 pm

Wondering if anyone knows of any of the classic AD&D modules being converted to the new 5th Ed rules etc.
Playing a new system without Keep on the Border Lands just seems wrong to a diehard 2nd Ed guy like myself.

I know Wizards of the Coast had the classic modules redone in 3rd Ed for a while but haven't heard anything about it for 5th Ed.

User avatar
finarvyn
Cold-Hearted Immortal
Posts: 2485
Joined: Fri Jun 26, 2009 3:42 am
FLGS: Fair Game
Location: Chicago suburbs
Contact:

Re: 2nd Ed Modules for 5th Ed Rules?

Post by finarvyn » Fri Mar 20, 2015 2:43 am

I don't know about any actual conversions, but I've run several AD&D modules "on the fly" using 5E rules. I just substitute the 5E monster in place of the AD&D one and cap magical items to +1. Seems to work pretty well.
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson

TheZombieAK
Ill-Fated Peasant
Posts: 3
Joined: Thu Mar 19, 2015 8:25 pm

Re: 2nd Ed Modules for 5th Ed Rules?

Post by TheZombieAK » Fri Mar 20, 2015 7:28 am

Why cap the magical weapons at +1. Just started with 5ed so it that the limit in 5th?

lukash
Far-Sighted Wanderer
Posts: 35
Joined: Sat Jun 03, 2006 9:47 am

Re: 2nd Ed Modules for 5th Ed Rules?

Post by lukash » Fri Mar 20, 2015 2:13 pm

I can't speak for finarvyn, but 5e, in general, has lower ACs but more HPs per creature. They intentionally designed it so lower level monsters will always be a threat to PCs, although not much of one in some cases. Magic weapons and armor are less abundant than in older editions.

Immunity to non-magical weapons is a thing of the past, for the most part.
22 Start / 3 Dead / 6 Wounded / Portal Under the Stars
12 Start / 3 Dead / 0 Wounded / Sailors on the Starless Sea (not finished)

User avatar
GnomeBoy
Tyrant Master (Administrator)
Posts: 3707
Joined: Fri Mar 10, 2006 1:46 pm
FLGS: Bizarro World
Location: Left Coast, USA
Contact:

Re: 2nd Ed Modules for 5th Ed Rules?

Post by GnomeBoy » Fri Mar 20, 2015 4:22 pm

TheZombieAK wrote:...without Keep on the Border Lands just seems wrong...
Wasn't that the test module in the playtest packets for 5e? Should be out there, somewhere...
Gnome Boy • DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.
Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.

Link: Here Be 100+ DCC Monsters

bygrinstow.com

Kuruz, Mendicant, N • AC 8, 4 hp • R-1, F0, W0 • S9 A8 S9 P11 I16 L8
Zend, Grave Digger, L • AC 9, 3 hp • R-1, F0, W1 • S14 A6 S9 P13 I13 L6
Mercer, Outlaw, N • AC 12, 2 hp • R0, F-1, W1 • S7 A9 S6 P13 I8 L13
Dejah, Ropemaker, C • AC 10, 2 hp • R0, F1, W-1 • S8 A12 S15 P7 I11 L7

lukash
Far-Sighted Wanderer
Posts: 35
Joined: Sat Jun 03, 2006 9:47 am

Re: 2nd Ed Modules for 5th Ed Rules?

Post by lukash » Fri Mar 20, 2015 5:24 pm

It was.
22 Start / 3 Dead / 6 Wounded / Portal Under the Stars
12 Start / 3 Dead / 0 Wounded / Sailors on the Starless Sea (not finished)

User avatar
finarvyn
Cold-Hearted Immortal
Posts: 2485
Joined: Fri Jun 26, 2009 3:42 am
FLGS: Fair Game
Location: Chicago suburbs
Contact:

Re: 2nd Ed Modules for 5th Ed Rules?

Post by finarvyn » Fri Mar 20, 2015 6:09 pm

As lukash noted, monster statblocks have changed somewhat from 1E/2E to 5E. That's why I try to substitute the entire creature instead of trying to "convert" it. (E.g. if a module calls for orcs, I use 5E orcs instead of older edition orcs.)

As to the cap on plusses, I haven't seen anything offical about an actual cap but I know that 5E is designed to have smaller bonuses on magic items as well as smaller bonuses on character stats. In my reading of WotC 5E modules, I don't think I've seen any "official" magic items higher than +1 yet. I figure you start out low and can adjust later if needed. :D
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11
DCC RPG playtester 2011, DCC Lankhmar trivia contest winner 2015; OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson

Post Reply

Return to “Fifth Edition Fantasy - Adventure Modules”