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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Harry Potter 4E
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<blockquote data-quote="jbear" data-source="post: 5886733" data-attributes="member: 75065"><p>Sounds like it will be cool.</p><p></p><p>My suggestion would be this:</p><p></p><p>Don't underestimate your new players ability to pick up the idea and run with pretty quickly. So you don't have to be too worried about how simple or not it is.</p><p></p><p>Also, keep it loose rather than trying to stick too much to the rules as written. You don't have to worry too much about unbalancing things as long as they are having fun and feeling challenged. It's okay if the PCs are overpowered. It won't be a longstanding campaign so you don't have to worry.</p><p></p><p>I'd add an encounter power, something like "Arcanum!"; They can make an "attack" with an arcana check and basically pull off any magical trick that comes into their head. If it is direct against a monster then decide which defense it is depending on what it is they try and pull off. Use pg 42 to help you decide damage ratios appropriately and add in fun effects on the fly that match the situation.</p><p></p><p>I'd also be tempted to give them each the Wild Talent feat for free, just so each has a range of wee cantrip type skills they can play about with as well. </p><p></p><p>At lvl 2 they can have 3 magic items by the book. I'd follow the suggestion of hand crafting them a wand. Awarding Superior Implement as a free feat is a good call. But I'd give that on top of giving them a DM designed wand Harry Potter styles.</p><p></p><p>I wouldn't have events happen before or during the movie. After is definitely the way to go, so it can happen at Hogwarts, but maybe the adventure begins at/after Harry Potter's funeral. Like an child worth their salt, perhaps his children are rebellious and are in fact the villains of the adventure <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> The Dark Woods at Hogwarts is a very D&D-esque place to set chunks of the action. </p><p></p><p>Anyway, good luck! Let us know how it went!</p></blockquote><p></p>
[QUOTE="jbear, post: 5886733, member: 75065"] Sounds like it will be cool. My suggestion would be this: Don't underestimate your new players ability to pick up the idea and run with pretty quickly. So you don't have to be too worried about how simple or not it is. Also, keep it loose rather than trying to stick too much to the rules as written. You don't have to worry too much about unbalancing things as long as they are having fun and feeling challenged. It's okay if the PCs are overpowered. It won't be a longstanding campaign so you don't have to worry. I'd add an encounter power, something like "Arcanum!"; They can make an "attack" with an arcana check and basically pull off any magical trick that comes into their head. If it is direct against a monster then decide which defense it is depending on what it is they try and pull off. Use pg 42 to help you decide damage ratios appropriately and add in fun effects on the fly that match the situation. I'd also be tempted to give them each the Wild Talent feat for free, just so each has a range of wee cantrip type skills they can play about with as well. At lvl 2 they can have 3 magic items by the book. I'd follow the suggestion of hand crafting them a wand. Awarding Superior Implement as a free feat is a good call. But I'd give that on top of giving them a DM designed wand Harry Potter styles. I wouldn't have events happen before or during the movie. After is definitely the way to go, so it can happen at Hogwarts, but maybe the adventure begins at/after Harry Potter's funeral. Like an child worth their salt, perhaps his children are rebellious and are in fact the villains of the adventure :) The Dark Woods at Hogwarts is a very D&D-esque place to set chunks of the action. Anyway, good luck! Let us know how it went! [/QUOTE]
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