Hp Rpg
I started out the same way you did. My son wanted to play D&D, and Harry Potter seemed like a good choice, I tried at first to just use the Normal D&D rules, but the flavor didn't match. However, I found that Mutants and Masterminds from Green Ronin worked very well. It's class less, no hit points and very flexible, you have power points instead of experience. The power points are used to buy everything from skills to magical power. I would suggest using The socery power with the following flaws for the average student, concentration required (casting spells requires the caster to focus on the spell), rote (the caster must have learned the actual spell), device (ie wand), Restricted (the spells also require command words and gestures, not just the wand) obvious (most harry potter spells are pretty showy), and either tiring (caster has a chance to become fatigued from casting) or degrades (power loses 1 power rank with each use) to limit the casting in someone way, with all the above flaws sorcery would only cost 1 power point per rank, but would be fairly limited.
The power points would also fit better in a campaign built upon a learning environment like a school, since you can give power points here and there so they can increase their abilities as they go, instead of waiting for the next class level. Plus hero points (similiar to action points) would work well in a HP setting.
Plus some of the other power fit some of the unique abilities of other characters (ie animagi, tonks abilities, parsel tongue, heck moody eye would make a great gadget, as would the sneakascope and several of fred and georges inventions.
just some thoughts
I started out the same way you did. My son wanted to play D&D, and Harry Potter seemed like a good choice, I tried at first to just use the Normal D&D rules, but the flavor didn't match. However, I found that Mutants and Masterminds from Green Ronin worked very well. It's class less, no hit points and very flexible, you have power points instead of experience. The power points are used to buy everything from skills to magical power. I would suggest using The socery power with the following flaws for the average student, concentration required (casting spells requires the caster to focus on the spell), rote (the caster must have learned the actual spell), device (ie wand), Restricted (the spells also require command words and gestures, not just the wand) obvious (most harry potter spells are pretty showy), and either tiring (caster has a chance to become fatigued from casting) or degrades (power loses 1 power rank with each use) to limit the casting in someone way, with all the above flaws sorcery would only cost 1 power point per rank, but would be fairly limited.
The power points would also fit better in a campaign built upon a learning environment like a school, since you can give power points here and there so they can increase their abilities as they go, instead of waiting for the next class level. Plus hero points (similiar to action points) would work well in a HP setting.
Plus some of the other power fit some of the unique abilities of other characters (ie animagi, tonks abilities, parsel tongue, heck moody eye would make a great gadget, as would the sneakascope and several of fred and georges inventions.
just some thoughts
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