I just got a hold of all the Age of Worms articles and am very interested in running the campaign, but I play primarily 2nd Edition. I have seen conversions from earlier versions to newer ones, but has anyone converted newer material back to 2nd Edition?
Converting monsters from 3rd edition to 2nd edition isn't difficult. If the monster exists in 2nd edition, use its 2nd edition stats. If not, reroll hit points using eight-sided dice, recalculate their saving throws based on their hit dice, figure out an appropriate XP reward based on the guidelines in the Monstrous Compendium, ignore all the bonuses they get from feats, ignore most of the bonuses from high ability scores (this varies; sometimes earlier-edition monsters did have this included in the calculations, but the designers didn't point it out - in any case, use the ability score bonuses in the 2e Player's Handbook)... basically all the stats you need are there, but they need to be recalculated for the earlier rules. This should result in a big power drop, so the monster has less hit points and does less damage. Mostly ignore feats, skills, ability scores, and other things monsters didn't have in 2e unless you think they're important.
Usually 2e monsters didn't have character classes, but sometimes they could (especially using the Complete book of Humanoids). Restat NPCs using 2e rules. Use 2nd edition rules for multiclassing. Replace skills with 2nd edition proficiencies. If a class doesn't exist in 2e, find the nearest equivalent and possibly use kits.
If an encounter seems likely to create a TPK, maybe tone it down some unless there's an opportunity for the PCs to run away or avoid fighting with stealth, diplomacy, or wit.
The main issue is that 2nd edition characters don't typically level as quickly as third edition characters, so you'd need to find other things for the characters to do in between the adventures to gain experience. They can follow plot hooks and have side adventures with NPCs they meet along the way, and you can add other published adventures into the mix.
Also consider having the adventures max out for much lower-level characters. In a 2e game, the campaign doesn't have to last until level 20. Tone down Kyuss's stats and consider having the final battle happen around level 10-12 or so, wherever you like to end campaigns.
If you have the Rod of Seven Parts boxed set, you could combine the Age of Worms campaign with that, since the Rod has a fairly prominent role. Hunting down the other segments of the Rod will help keep the PCs busy as they level up.
I had already decided to ignore all the 3rd edition feats and powers listed for monsters/NPCs, but the various minions of Kyuss throughout the campaign are kind of tricky because they aren't from 1st/2nd edition (other than the standard Kyuss Zombie and worms). I'll reduce and adjust them as you suggested and try to approximate their special abilities to 2nd edition as much as possible. The versions of Kyuss monsters in Age of Worms are pretty powerful and will be tough for any party. I do have the Rod of Seven Parts box set (although I haven't done more than skim the contents yet). Great advice on incorporating that adventure into the Age of Worms to help level up the party and stretch the whole campaign.
Just figure out what overall effect any 3.X powers have, and write them into the monster entry as a special ability/defense/whatever. Converting backwards is really very easy due to the simplicity of 2e (if one is intimately familiar with both systems that is). _________________ - Moderator/Admin (in some areas)/Member -
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