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Other comments left by this customer: |
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Seems pretty solid. Get's a lot of credit for being the first real Intelligence fighter type build I've seen.
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EDIT: Creator has updated and fixed basically everything. To show how much polish has been put into this, I've listed the minor tweaks that the creator has done! My review has changed to 5/5.
This saves a lot of work, AND IS NOW GREAT! I've re-read it after the update
Updated this review several times as the creator improved this several times. Very happy and can totally recommend this now. Only a few minor issues remain, which don't affect using this much at all!
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Magic items are listed with page reference numbers. Yay!
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Uniquely flavored magic items have been preserved! Hurrah!
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All the random encounter tables are present, Yay! :-)
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The madness, insanity and warping are converted as best they can be - the two editions don't exactly line up. It works!
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Small fixes don, yay!
- The plot-essential item "Lenses of Utter Dominance" (a.k.a. eyes of humanoid and monster charming) has been converted as a custom magic item -thank you for this! It still doesn't work the same as the 2nd edition version from the DMG, which really did dominate victims (forever). However, it's enough to justify the story, and brings everything in line with 5e.
NOTE: For DMs running this, there is a chance that characters with Nature/Medicine/Herbalism Kit could notice special flora in several places of the module. Check the original module entries 29 and 73 for this -it's kinda important.
CONCLUSION: Great! Score increase to a 5/5. Happy panda.
NOTE for editor: I made brief and professional tables for mutations and the random fumble effects (also a game designer). If you are interested, please leave your contact details in the publisher reply and I will forward to you -publish them freely if you desire. I only wish this platform allowed me to contact you directly instead of posting publicly. :-( Thanks for your effort, the players are thoroughly enjoying it. :-)
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Creator Reply: |
Thanks for the review David. I've revamped the conversion based on some of your suggestions. I'd like to address each one in turn.
1. The magic items list is a numbered bulleted list to give the DM a reference for items present in the module. The numbers are just to inform you of the number of unique items (not
every instance of said items). The format of Classic Modules Today was laid out by the creator. I assume he didn't include page references as the DM would already be familiar with the
module, and location of magic items are not critical information needed while running the game, unlike traps. I have followed this template with all my conversions and will not be
changing this facet of it.
2. When I converted this module, I was mostly sticking with standard 5e DMG items for ease of use by the DMs that bought it. However, your point is valid, so I went through and made
up unique versions of the items that had non-standard functions. When converting from AD&D 1e/2e, where weapon/armor bonuses ran from +1 to +5, I make +1/2 item a +1 item,
+3/4 item a +2 item, and a +5 item into a +3 item.
3. At the time, the encounter table seemed like a non-necessity since it required no change from the original. Again though, you have a valid point so I have included that table in both
the full text and reference sections. I avoid replicating too much original text, as that could violate the Community Content Agreement. Err on the side of caution.
4. What you're asking is already there in the conversion. Under GM Notes, 4th bullet point is this: "Become familiar with the warping effects of the Far Realm's influence throughout the
mountain (pg. 10). It's suggested the effects happen during combat encounters when a player rolls a natural 1 on an attack roll, attribute check, or saving throw. The effects Waking
Dream, Warp I, and Warp II should force Madness checks." A natural 1 roll triggers the event, which is the DMs choice. I didn't detail the events, since they seemed to me to be self
explanatory. Since not all DMs are experienced, I added short descriptions of what each event does - except Light Dropped which is obvious. The original rules came from the AD&D 2e
book 'Player's Option: Combat and Tactics', the rules of which (including Critical Events) were used extensively in this module.
5. I considered Madness to be a sort of trap, hence the choice of location (alphabetical listing). It does make more sense to have it with GM Notes, so I moved it to that section.
6. The Lenses are a MacGuffin, and one for the DM only. They are a raison d'etre for Madreus having charmed minions, and are based off the AD&D 2e charm spells which are longer
lasting and more powerful than the 5e version. The players won't even know of the lenses until after the final confrontation. The point is the lenses Don't Matter. They are as you said
just a plot device. Since there's no way to replicate the more powerful charm of 2e without breaking something, I made the lenses a variant that cast Charm Monster instead of
Charm Person. The rest can be handwaved with no loss to the storyline.
I added a section to the Brood Gibberling stat block noting the natural cure for gibberslug infestation.
Take a look at the updates and let me know what you think.
Thanks!
Mark |
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Thanks for the review David. I've revamped the conversion based on some of your suggestions. I'd like to address each one in turn.
1. The magic items list is a numbered bulleted list to give the DM a reference for items present in the module. The numbers are just to inform you of the number of unique items (not every instance of said items). The format of Classic Modules Today was laid out by the creator. I assume he didn't include page references as the DM would already be familiar with the module, and location of magic items are not critical information needed while running the game, unlike traps. I have followed this template with all my conversions and will not be changing this facet of it.
2. When I converted this module, I was mostly sticking with standard 5e DMG items for ease of use by the DMs that bought it. However, your point is valid, so I went through and made up unique versions of the items that had non-standard functions. When converting from AD&D 1e/2e, where weapon/armor bonuses ran from +1 to +5, I make +1/2 item a +1 item, +3/4 item a +2 item, and a +5 item into a +3 item.
3. At the time, the encounter table seemed like a non-necessity since it required no change from the original. Again though, you have a valid point so I have included that table in both the full text and reference sections. I avoid replicating too much original text, as that could violate the Community Content Agreement. Err on the side of caution.
4. What you're asking is already there in the conversion. Under GM Notes, 4th bullet point is this: "Become familiar with the warping effects of the Far Realm's influence throughout the mountain (pg. 10). It's suggested the effects happen during combat encounters when a player rolls a natural 1 on an attack roll, attribute check, or saving throw. The effects Waking Dream, Warp I, and Warp II should force Madness checks." A natural 1 roll triggers the event, which is the DMs choice. I didn't detail the events, since they seemed to me to be self explanatory. Since not all DMs are experienced, I added short descriptions of what each event does - except Light Dropped which is obvious. The original rules came from the AD&D 2e book 'Player's Option: Combat and Tactics', the rules of which (including Critical Events) were used extensively in this module.
5. I considered Madness to be a sort of trap, hence the choice of location (alphabetical listing). It does make more sense to have it with GM Notes, so I moved it to that section.
6. The Lenses are a MacGuffin, and one for the DM only. They are a raison d'etre for Madreus having charmed minions, and are based off the AD&D 2e charm spells which are longer lasting and more powerful than the 5e version. The players won't even know of the lenses until after the final confrontation. The point is the lenses Don't Matter. They are as you said just a plot device. Since there's no way to replicate the more powerful charm of 2e without breaking something, I made the lenses a variant that cast Charm Monster instead of Charm Person. The rest can be handwaved with no loss to the storyline.
I added a section to the Brood Gibberling stat block noting the natural cure for gibberslug infestation.
Take a look at the updates and let me know what you think.
Thanks!
Mark |
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Thanks for all your reviews, especially the critical ones. I wish more customers would take the time to leave a honest review, since it only helps me improve my products.
Re: the page references for magic items. After a day of thought about it, I asked myself one question: Will that make my conversion a better product? The answer - pretty obviously - was yes. So I reformatted the list and included those references, and am now going (slowly) through my other conversions to add the same to them.
After all, all of us at CMT are doing this to bring the classic adventure modules into 5e for both old fans and new, while making the DMs job a little easier. Thanks for supporting us!
Cheers!
Mark |
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