Awhile back, Wizards of the Coast announced that at some point before spring, they would release an official conversion guide to aid in converting older edition modules and adventures to be compatible with 5th Edition. Spring is here and the conversion guide has yet to be made available.
It turns out that the reason for the delay is simply that the person who needs to do the final approvals on the guide before release has been called to jury duty, and that the case he’s involved with could last another 4 months or even longer.
Escapist Game Magazine has more details with quotes about the situation from Mike Mearls at http://www.escapistmagazine.com/news/view/140183-Dungeons-Dragons-Conversion-Documents-Delayed-Due-To-Jury-Duty
So it sounds like it will still be some time before we have an official conversion guide. In the meantime, you can still do some basic conversions of your own following the guidelines posted in this article.
If you’re looking for a good, serious, in-depth game with lots of strategy, this is not the game you’re looking for. If you want a rules-lite, quick, easy game with almost no depth whatsoever, but one that can be a fun mindless experience to pass the time with friends, Cthulhu Dice fits the bill nicely.
During the D&D Next playtest, I wrote an original adventure module called The Cavern of Sundark. If you’re interested in playing it, you can download it for free.
I recently decided to update it to be more in line with the final rules now that 5th edition has been out for awhile. The Cavern of Sundark is designed for four 1st – 3rd level characters using 5E rules, although it should be easy to adapt it to other systems. I’ve run two groups through this adventure (several co-workers in one group, and my kids in another group), and everyone that has played it really enjoyed it.
Years ago, a good friend of mine introduced me to an amazingly cool space combat game that he had recently come across. This amazingly cool game was called Space Hulk and it felt a lot like the movie “Aliens” in which marines are engaging in combat with aliens.
I bought my own copy of Space Hulk sometime after the 2nd Edition was released. This past fall, Games Workshop released the 4th version of the deep space combat boardgame.
Here’s my review:
One of the great things about Dungeons & Dragons 5E is that it is supposed to be backwards compatible with older D&D modules (with some conversion work, of course).
I converted a couple of older adventures during the D&D Next playtest and found it to be pretty simple and straightforward. Conversion basically consists of taking the monsters in the adventure and using the same or equivalent monsters from the 5E Monster Manual, converting any checks and saving throws to the 5E ability checks system, and setting appropriate DCs based on the 5E DC tables in the Dungeon Master’s Guide. In some cases, monsters in older editions were either more or less powerful than they are in 5E, so this is something that has to be considered, too, otherwise a battle could be too hard or too easy based on just using the same monsters with the newer stats and rules. Keeping the encounter building guidelines in mind (using monster challenge rating and XP scores) also helps a great deal toward converting encounters in old modules to be balanced with 5E rules.
Many of us had our first foray into dungeon territory with the D&D Basic Set 1 (also known as the “Red Box”).
I decided that I’d give the classic Solo Adventure from the 1983 Red Box a try with 5E rules to see how it would fare.
I first heard about this co-op game while watching an episode of Wil Wheaton’s TableTop, and thought it looked like it would be a great game to try some day. A few months later, we stayed at a castle themed bed and breakfast that had this game available to check out. Since I had already seen it on TableTop, I thought it would be fun to give it a try.
I’ve recently repurchased a series of books by author and game creator Steve Jackson called “Sorcery!” This is a series of books that I treasured when I was younger.
When I was around 10 to 12 years old, I loved Choose Your Own Adventure books. I had also been introduced to the Dungeons & Dragons Basic Set 1, and even though I didn’t get to play much then, I really liked the idea of creating a character and going on imaginary adventures.
It was around that time that I was made aware of the Steve Jackson book series called Sorcery!. The Sorcery! series was a set of 4 books based on Jackson’s Fighting Fantasy books. If you aren’t familiar with them, they’re basically a more complex, but more fun, version of Choose Your Own Adventure books. In Fighting Fantasy stories, you create a character with attack powers and “stamina points” to be used throughout the story. You still make choices about which page to turn to as you progress through the story, but you use dice to fight against monsters and other nasty characters along the way. The Sorcery! books add an additional feature on top of the regular Fighting Fantasy rules.
The new edition of Dungeons of Dragons was released last fall. The Wizards of the Coast D&D development team set out to create a new version of the game that would be appealing to gamers from all of the previous 4 editions. They’ve done an excellent job of accomplishing their goal. Here’s my review.