• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D as Warhammer Quest

Heh. I can't tell you how many times I was run over by a runaway beer cart. It got to the point that we dreaded going into town. It was much safer to stay in the dungeon. :)

Don't forget all the other fun ways to die. Such as the latern going out and NO ONE being able to relight it. Being beaten to death in the dark by goblins. What an ignoble way to go. And then there was drawing the portcullus which we never seemed to have the key to when we needed it. Of course who could forget two avalances in a row. Sorry, the entire room collapes the moment you all step inside.

But still, it was great fun for what it was.
 

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I've gotten an idea how to do spellcasting in this version of D&D.

Just as in Warhammer Quest, you roll 1d6 at the start of each round. If the roll comes up as a 1, there's no magic "in the air" and monsters with a CR equal to your average party level appear. Otherwise you recieve a number of spell points equal to this number plus a modifier depending on your level and class. This modifier is:

Paladin, Ranger: 1/2 your class level (round down).
Bard: 2/3 your class level (round down).
Cleric, Druid, Wizard: Your class level.
Sorcerer: Your class level +1.

With this spell energy, you can cast any spell you can cast at all (depending on your class and level) - as long as you can pay the necessary energy costs. These are:

Level 0: 1
Level 1: 3
Level 2: 6
Level 3: 10
Level 4: 15
Level 5: 21
Level 6: 28
Level 7: 36
Level 8: 45
Level 9: 55

If you can't cast your spell with the "free energy" available, you can tap into your "personal reserve", which refreshes only at the start of each adventure. This reserve is equal to the modifier used above times your primary ability modifier (i.e. a 4th-level Wizard with an intelligence of 16 would have a personal reserve of 4x3=12 spell points).

Spell duration: There are a number of "buff spells" (like mage armor, endure elements, bear's endurance and so on) that last for minutes or even longer. Since a spellcaster could, given time, cast any number of them, there would be no reason not to cast them on every member of the party. Since this would be a lot of hassle during game play, the following rule is used instead:

Each spellcaster can maintain a number of "buff spells" equal to his class modifier (again, see above) indefinietly, and it is assumed he has cast them before he has entered the dungeon (they can still be dispelled by enemy spellcasters, after which they need to be cast again). He can still cast additional buff spells - but only during an encounter, and these spells will only last for the duration of the encounter!


So, what do you think?
 

Into the Woods

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