Desdichado
Hero
On a recent thread, someone commented that making the new Warhammer game be d20 would cause it to lose its distinctive flavor. Although that particular tangent didn't go anywhere, I did disagree, and I think that there's some interesting discussion that could be had around the idea.
Of course, it depends -- naturally -- on what you mean by flavor. If you mean there has to be a crit chart with an exploding entrails entry to have the Warhammer flavor, then d20 won't do it with anything currently in print that I know of (although it wouldn't be hard to whip up a crit chart for d20 to replace the current way critical hits work, I suppose).
To me, the flavor is more "high level" then that. I think the Warhammer flavor would be easy to capture, in terms of matching the feel of the Warhammer tabletop wargame, the "fluff" associated with the army books, the novels, etc. -- a more general match of the feel of the setting without necessarily the exact feel of the rules system for WHFRPG. And I don't necessarily mean replicating the exact Warhammer setting, rather, I mean for someone who wants to homebrew something up that has the same "flavor" as Warhammer, could that be done in d20?
So what do I think those elements of flavor are, and how would I bring them into a d20 game?
Of course, it depends -- naturally -- on what you mean by flavor. If you mean there has to be a crit chart with an exploding entrails entry to have the Warhammer flavor, then d20 won't do it with anything currently in print that I know of (although it wouldn't be hard to whip up a crit chart for d20 to replace the current way critical hits work, I suppose).
To me, the flavor is more "high level" then that. I think the Warhammer flavor would be easy to capture, in terms of matching the feel of the Warhammer tabletop wargame, the "fluff" associated with the army books, the novels, etc. -- a more general match of the feel of the setting without necessarily the exact feel of the rules system for WHFRPG. And I don't necessarily mean replicating the exact Warhammer setting, rather, I mean for someone who wants to homebrew something up that has the same "flavor" as Warhammer, could that be done in d20?
So what do I think those elements of flavor are, and how would I bring them into a d20 game?
- Super-competent heroes -- whether you mean Gotrek who seems untouchable, or the many hero choices that the army lists have, characters seem to go against the grain of the otherwise quite grim setting, and shine brightly. d20 already accurately models this with the level system, IMO. High level characters are the equivalent of the many heroes of the Warhammer world. They'd be extremely few and far between, but we've already got D&D settings that operate on that paradigm, such as Kalamar for instance.
- Magic is a side-affect of the Chaos wastelands, and the "winds of magic" come from the north. In general, this means that casting spells is difficult and potentially dangerous for most, and the amount of spells one can cast is limited. There's lots of ways to model this, but I think using Incantations works pretty closely as a magic system of the same flavor. To get exactly the same flavor, with the different "colors" of mages would take some work to whip up, but again, I'm talking a little bit more generically.
- The forces of chaos are horrible, sanity-blasting influences. This one is way easy -- replace Chaos, and maybe some of the other horrors of the Warhammer world with Lovecraftian weirdos and there's generally a good fit. Ergo, it seems natural that using a Cthulhu-esque sanity system would go a long way towards replicating what exposure to Chaos, the Undead, etc. does to normal folks. For that matter, from the many, many monsters in publication, you can find pretty decent analogues for the specific entities of the Warhammer world, including most daemons, skaven, beastmen, etc. Besides, unless you're looking to specifically recreate the Warhammer setting, books like Armies of the Abyss for instance, already create a good fiendish cosmology on their own.
- A few other changes, like changing the massive damage threshold down to the Constitutions score, for instance, help give that grittier feel. Personally, I'd rejig a lot of the classes; maybe pick some up from Midnight and some other sources as well. Heck, let me be more specific -- I'd use the Barbarian, Fighter and Rogue from the base classes, the Defender and the Wildlander from Midnight, and maybe the Courier from Rokugan and a slightly modified (to fit a standard skill-list, mostly) Unfettered from Arcana Unearthed. That's already my "standard" classlist for a lower magic setting. Grim Tales, whenever it's published, might be even better though, as a more generic "d20 Modern as traditional fantasy" approach. I'd use armor as damage conversion, and the lower massive damage threshhold as well. I might toss in Action Points to encourage PCs to be a little more heroic.