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Alternate systems suggestions to play in the world of Harn
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<blockquote data-quote="Jd Smith1" data-source="post: 8997066" data-attributes="member: 6998052"><p>Yes, and Zwei is massively better.</p><p></p><p>WH's system is a modified skirmish system, and it still, after four editions, feels like that.</p><p></p><p>Zwei is d100, with a cap of +/- 30 to any roll, applied in increments of ten.</p><p></p><p>Zwei's combat system is very deadly and tactical, but does it without a lot of charts or modifications. The magic system is low-power, but meshes very well with the combat system, and gives a good '<em>magic is both powerful and dangerous to the user</em>' feel. </p><p></p><p>Player's choices as to skills and talents make a huge impact on the PCs, and to professions as well. We are currently wrapping up a Flames of Freedom campaign, which is Zwei in a time of gunpowder and no armor, and group discussions at to profession changes have been intense in both campaigns. The PC flexibility is impressive; in my Harn campaign one PC was built (after considerable improvement) to be a deadly archer with a high movement rate (not magically fast, just a good sprinter), and expertise in hiding; his drawback was that he was very easy to hurt if they could get him in melee.</p><p></p><p>The skills allow detailed social interaction without getting bogged down. </p><p></p><p>Magic is not limited by spell slots or points; a spellcaster simply gathers power and casts the spell. However, if in the process, he rolls a failure, the results can be bad to very, very bad. So spellcasters tend to stick to a very practical, dynamic use of magic, with none of the D&D '<em>a spell for literally everything</em>', and lurk around in the background of combat with a ranged weapon, watching for an appropriate spell use situation. </p><p></p><p>The bestiary has most fantasy staples, plus a lost or re-labels WH creatures (Skaven, beastmen, etc). And it is extremely easy to create any creatures not statted out.</p><p></p><p>There are plenty of optional rules; I use one where greater damage potential is assigned to weapons, for example. </p><p></p><p>GM'ing is a breeze: a player wants an action, the GM assigns a difficulty (Trivial, Easy, Routine, Standard, Challenging, Hard, Arduous, done in increments of 10, with Standard having 0 mod) and the player rolls. Outcomes are success, failure, critical success, and critical failure.</p><p></p><p>The rules set is geared toward the low-magic, grimdark feel of War Hammer, which meshes very nicely with Harn's low-magic feel. Like I said, i changed Barbarians to beastmen, added skaven, and the campaign rocked.</p><p></p><p>Roll20 has an amazing PC sheet for Zwei/FoF that makes it incredibly simple to GM.</p></blockquote><p></p>
[QUOTE="Jd Smith1, post: 8997066, member: 6998052"] Yes, and Zwei is massively better. WH's system is a modified skirmish system, and it still, after four editions, feels like that. Zwei is d100, with a cap of +/- 30 to any roll, applied in increments of ten. Zwei's combat system is very deadly and tactical, but does it without a lot of charts or modifications. The magic system is low-power, but meshes very well with the combat system, and gives a good '[I]magic is both powerful and dangerous to the user[/I]' feel. Player's choices as to skills and talents make a huge impact on the PCs, and to professions as well. We are currently wrapping up a Flames of Freedom campaign, which is Zwei in a time of gunpowder and no armor, and group discussions at to profession changes have been intense in both campaigns. The PC flexibility is impressive; in my Harn campaign one PC was built (after considerable improvement) to be a deadly archer with a high movement rate (not magically fast, just a good sprinter), and expertise in hiding; his drawback was that he was very easy to hurt if they could get him in melee. The skills allow detailed social interaction without getting bogged down. Magic is not limited by spell slots or points; a spellcaster simply gathers power and casts the spell. However, if in the process, he rolls a failure, the results can be bad to very, very bad. So spellcasters tend to stick to a very practical, dynamic use of magic, with none of the D&D '[I]a spell for literally everything[/I]', and lurk around in the background of combat with a ranged weapon, watching for an appropriate spell use situation. The bestiary has most fantasy staples, plus a lost or re-labels WH creatures (Skaven, beastmen, etc). And it is extremely easy to create any creatures not statted out. There are plenty of optional rules; I use one where greater damage potential is assigned to weapons, for example. GM'ing is a breeze: a player wants an action, the GM assigns a difficulty (Trivial, Easy, Routine, Standard, Challenging, Hard, Arduous, done in increments of 10, with Standard having 0 mod) and the player rolls. Outcomes are success, failure, critical success, and critical failure. The rules set is geared toward the low-magic, grimdark feel of War Hammer, which meshes very nicely with Harn's low-magic feel. Like I said, i changed Barbarians to beastmen, added skaven, and the campaign rocked. Roll20 has an amazing PC sheet for Zwei/FoF that makes it incredibly simple to GM. [/QUOTE]
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