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d20 with Warhammer flavor?
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<blockquote data-quote="Warmaster_Horus" data-source="post: 1523341" data-attributes="member: 9087"><p>I've run a couple of d20 Warhammer campaigns and for the most part the genericness of the d20 system worked to our adventage in making the atmosphere and mood become the dominant force in the campaign. Also one other advantage was that the players were all familiar with d20 and so that some aspects of the game that somewhat depend more on certain rules (ie combat, magic) became faster flowing...</p><p></p><p>We had to make some adustments to the system though; mostly in the case of certain classes and magic. Here are some of the changes we made:</p><p></p><p>Got rid of the sorceror and wizard classes all together, and created an arcane spellcasting class that had elements of both... In essence a class that either had Charisma or Intelligence as the primary stat, spell progression of a wizard, instantenous casting ability of a sorceror and spell learning capability of a wizard.</p><p></p><p>Paladins were mostly limited to Brettonia(aside from certain Knightly Orders within the Empire) and both them and rangers lost their spellcasting ability. The players and I came up with other stuff to replace that loss.</p><p></p><p>Magic had the most change though... Academy Wizards from the Empire were basicly specialists, though we had to alter the spell lists somewhat(giving amber magicians some druidic/nature spells)... High Elf Wizards had access to all spells aside from necromancy that animated/controlled undead... </p><p></p><p>Brettonian enchantresses got bonuses to casting enchantments and some nature spells... Dark Magic users got bonuses to damaging spells and necromancy that affected life force... And Chaos Sorcerors... Well they had specialized spell lists. Except for Tzeentch Sorcerors who were generalists wizards who also had a lot of bonuses to their spells.</p><p></p><p>We had some other changes as well, but the list is kidna long, if you've got questions about how we handled certain stuff, I'll be glad to answer questions.</p></blockquote><p></p>
[QUOTE="Warmaster_Horus, post: 1523341, member: 9087"] I've run a couple of d20 Warhammer campaigns and for the most part the genericness of the d20 system worked to our adventage in making the atmosphere and mood become the dominant force in the campaign. Also one other advantage was that the players were all familiar with d20 and so that some aspects of the game that somewhat depend more on certain rules (ie combat, magic) became faster flowing... We had to make some adustments to the system though; mostly in the case of certain classes and magic. Here are some of the changes we made: Got rid of the sorceror and wizard classes all together, and created an arcane spellcasting class that had elements of both... In essence a class that either had Charisma or Intelligence as the primary stat, spell progression of a wizard, instantenous casting ability of a sorceror and spell learning capability of a wizard. Paladins were mostly limited to Brettonia(aside from certain Knightly Orders within the Empire) and both them and rangers lost their spellcasting ability. The players and I came up with other stuff to replace that loss. Magic had the most change though... Academy Wizards from the Empire were basicly specialists, though we had to alter the spell lists somewhat(giving amber magicians some druidic/nature spells)... High Elf Wizards had access to all spells aside from necromancy that animated/controlled undead... Brettonian enchantresses got bonuses to casting enchantments and some nature spells... Dark Magic users got bonuses to damaging spells and necromancy that affected life force... And Chaos Sorcerors... Well they had specialized spell lists. Except for Tzeentch Sorcerors who were generalists wizards who also had a lot of bonuses to their spells. We had some other changes as well, but the list is kidna long, if you've got questions about how we handled certain stuff, I'll be glad to answer questions. [/QUOTE]
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