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General Tabletop Discussion
*Dungeons & Dragons
Anyone homebrewed a d20 Harry Potter-style world?
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<blockquote data-quote="Saeviomagy" data-source="post: 1613046" data-attributes="member: 5890"><p>My take on HP:</p><p></p><p>Use D&D.</p><p></p><p>Use wizards.</p><p></p><p>Don't give out free spells each level.</p><p></p><p>Start at first level with no spells known.</p><p></p><p>Replace the expenditure of gold and the mechanic of copying spells into your spellbook with "going to classes and learning stuff".</p><p></p><p>Tweak the spell lists. Remove alter and change self as spells for instance (because it's clear that such abilities are not low level in HP).</p><p></p><p>Creating potions and the like are essentially plot points - they're entirely up to you to introduce to the game if you want your wizards to use a high level effect. Don't enforce spellcasting requirements, the ownership of the appropriate feat etc. Item creation feats are for the masters, those creating something new. (ie - the weasley twins would have developed potion crafting for all their treats, because they can make them without needing to get the recipes - everyone else except perhaps snape would be doing pre-designed book potions, needing no feats, XP or spell knowledge, but requiring the precise correct ingredients).</p><p></p><p>Run the game at a time when harry potter is NOT at hogwarts. Run it before, run it after, whatever, but you don't really want your players to constantly play second fiddle to Harry, or to have to follow the script of the books. Unfortunately this basically rules out Voldemort as an enemy - you can't use him because he's defeated by Harry every time, leaving your players without a lot to do. Of course you could always have Tom Riddle as the bad guy, and set it in the Hogwarts of yore...</p><p></p><p>Of course the above paragraph may not apply to age 7 and 10 year olds, who might be perfectly content to either be or play second fiddle to Harry.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1613046, member: 5890"] My take on HP: Use D&D. Use wizards. Don't give out free spells each level. Start at first level with no spells known. Replace the expenditure of gold and the mechanic of copying spells into your spellbook with "going to classes and learning stuff". Tweak the spell lists. Remove alter and change self as spells for instance (because it's clear that such abilities are not low level in HP). Creating potions and the like are essentially plot points - they're entirely up to you to introduce to the game if you want your wizards to use a high level effect. Don't enforce spellcasting requirements, the ownership of the appropriate feat etc. Item creation feats are for the masters, those creating something new. (ie - the weasley twins would have developed potion crafting for all their treats, because they can make them without needing to get the recipes - everyone else except perhaps snape would be doing pre-designed book potions, needing no feats, XP or spell knowledge, but requiring the precise correct ingredients). Run the game at a time when harry potter is NOT at hogwarts. Run it before, run it after, whatever, but you don't really want your players to constantly play second fiddle to Harry, or to have to follow the script of the books. Unfortunately this basically rules out Voldemort as an enemy - you can't use him because he's defeated by Harry every time, leaving your players without a lot to do. Of course you could always have Tom Riddle as the bad guy, and set it in the Hogwarts of yore... Of course the above paragraph may not apply to age 7 and 10 year olds, who might be perfectly content to either be or play second fiddle to Harry. [/QUOTE]
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Community
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Anyone homebrewed a d20 Harry Potter-style world?
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