D&D 5E What Paizo Adventures (Paths or otherwise) Have You Run in 5E

I found running through the first two and three modules in converted APs that keeping the number and CR of monsters the same with 5e equivalents worked fine for me. I never did the math to see how they stack up to the 5e DMG encounter guideline/evaluations. The only adjustment was when the party I was running for expanded from four to five PCs near the end of module 2 in Iron Gods. Going with milestone advancements over a campaign it was easy to hold them back one advancement and I then had them face things one level ahead of the module expectations which seemed to work.

Pathfinder APs are designed for 3e/Pathfinder advancement rates with a lot of combat encounters per level. I am usually fine with that pace and find most of the encounters in the APs I have run engaging or interesting, but it is easy to cut out a number of encounters for a quicker 5e advancement pace and still maintain AP story cohesion if you want.

I've noticed that. 5E supposed to do 6-8 encounters per day.

In official modules some are struggling to hit that per level.

I'm guessing the Pathfinder ones assume you rest more.


3E inflated xp you got from monsters vs say 2E and didn't put much if any focus on non combat xp.

5E I get the vibe you just handwave it and milestone leveling. Pathfinder AP modules really 3 or 4 levels and probably 20-30 hours.
 

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5E I get the vibe you just handwave it and milestone leveling.
Milestone has been my preference since 3e and 5e makes it an official option but not the default, which is still everyone requires specific numbers of xp to reach various levels and all monsters have an xp value based on their CR that gets split among the party. (caveat, I do not know what the 24 DMG does, just how the 14 DMG handles it).
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I could not say how often current groups track according to the default xp system or dispense with xp. I think I've been in only one D&D campaign in the last fifteen years that tracked xp, but it was a 5e one.
 
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Milestone has been my preference since 3e and 5e makes it an official option but not the default, which is still everyone requires specific numbers of xp to reach various levels and all monsters have an xp value based on their CR that gets split among the party. (caveat, I do not know what the 24 DMG does, just how the 24 DMG handles it).
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I could not say how often current groups track according to the default xp system or dispense with xp. I think I've been in only one D&D campaign in the last fifteen years that tracked xp, but it was a 5e one.

Yeah I haven't used it since early 5E.

We use it in 2E but it's usually milestone xp vs leveling.

And I grant bonuses as well above and beyond milestones
 

Pathfinder APs are build very specifically around the Encounters Per Level paradigm that is specific to that system. This means there are a lot of filler encounters.
God, yes. This can be a big problem with PF 1e stuff (I don't know about 2e material). For example, the megadungeon that is the 5th module in the Curse of the Crimson Throne adventure path is much, much, much too big for 5e. I cut out all the sub-floors and it was still overwhelming. It took months. In retrospect, I wish I'd cut about half of it.

The rest of that adventure path was not so bad, and big stretches of it were fine as is, so it depends. When I ran Burnt Offerings (the first adventure in Rise of the Runelords) everything was smooth sailing until the big dungeon at the end, which I chopped down considerably. I guess my advice for anyone running PF1 in 5e is to be very wary of a big complex with dozens of rooms. Doubly so if there are literally over 100 rooms. Ain't nobody got time for that.
 
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God, yes. This can be a big problem with 1e stuff (I don't know about 2e material). For example, the megadungeon that is the 5th module in Curse of the Crimson Throne is much, much, much too big for 5e. I cut out all the sub-floors and it was still overwhelming. It took months. In retrospect, I wish I'd cut about half of it.

The rest of that adventure path was not so bad, and big stretches of it were fine as is, so it depends. When I ran Burnt Offerings (the first adventure in Rise of the Runelords) everything was smooth sailing until the big dungeon at the end, which I chopped down considerably. I guess my advice for anyone running PF1 in 5e is to be very wary of a big complex with dozens of rooms. Doubly so if there are literally over 100 rooms. Ain't nobody got time for that.

I try and cap mine at 50 odd rooms.

I used burnt offerings as a back stop in current campaign. Changed up the names a bit and tweaked the plot.

PCs washed up nearby from shipwreck after doing Dragon of Stormwrack Isle.

PCs coud spend a session just exploring Sandpoint. I'm fine if they want to do that.

I used a PDF player offered to buy the campaign book of I wanted to run it as a full campaign.

I placed it north of Candlekeep near cloakwood.
 

I mashed up Rise of the Runelords PF version with Shattered Star and ran that in 5e as a 1-20 adventure, at the end I used some Return of the Runelords stuff too. Worked well, I did make the Rune Giants a bit OP maybe. The PCs reached the Spire of Avarice and mucked up badly, resulting in the restoration of Thassilon under Runelord Karzoug. Rise of the Runelords is notably much better written than any other PF AP I've experienced.
 
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So I am thinking about this again.

I think I want to undertake a project to run a PF AP in 5E, BUT I want to do all the work ahead of time -- both mechanical conversion and process of collating, indexing, and where necessary revising the AP so that it is a more seamless whole with early views of villains, deeper connections throughout, and so on.

What AP do you think would be the best for this? What AP would work best converted to 5E with 5E's particular assumptions, and itself is a fun AP that could use some polishing?
I think it depends on what of campaign you want to run.

Rise of the Runelords is fairly traditional D&D type fair.

Shattered Star is Pathifinder’s version of a megadungeon in some respects.

Second Darkness has a ton of great ideas in it, but is a hot mess on execution. If you’re doing a total re-write though it might be worth thinking about.

Wrath of the Righteous is awesome but very specific. You want to kill demons here’s your chance. It fits together plot wise very well though all the way from book 1 to Book 6. Many APs have an issued where the BBEG doesn’t get introduced until late in the game.

Curse of the Ceimson Throne is very, very good despite the side trip to Scarwall. But it has issues with the opening. The player motivation piece is tied to an NPC who likely doesn’t survive book 1.

Iron Gods you’re familiar with. Structurally that campaign works well and has some great set pieces. It’s vers peanuts butter in my chocolate though. Your players have to lean into the tech stuff to really get the most out of it.

Reign of Winter has an issued where where you almost feel bad for the supposed BBEG and your players are essentially ensorcelled to work for someone who they are going to want to kill. But the actual adventures work and book 5 is a gem.

Mummy’s Mask is very pulpy, very D&D meets The Mummy (1999). It’s a good time and book 2 is great.

I really like the opening idea of the first two books of Legacy of Fire. Djinn aren’t often the focus of a campaign so there’s some unique monsters you get to play with you don’t use. A trip to the City of Brass is on the cards in that series.

If I were going to pick one to convert to 5e my first choice would be Rise of the Runelords. It best fits the assumptions of basic D&D tropes wise. If I were going to pick the one I’d really want to do it would be Wrath of the Righteous. That campaign is oozing with flavor but it’s demons all the time.

If I were picking something I was rewriting from scratch I’d honestly look at Shackled City. It’s got some default assumptions to deal with, like it was written for 6 players, and it’s a slog, but the core premise is engaging enough and if you can sell the idea of Cauldron as home and get them invested in it, the setting will sing.

Curse of the Crimson Throne is the same. Get them invested in the city and the whole thing becomes extraordinary. Curse also doesn’t have the hide the bed guy until late in the campaign problem. She’s front and center from book 1 on. There’s also some support material revolving around the spirit possessing her that would allow you to make some real neat additions to the campaign and expand it to level 20.
 




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