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Harry Potter D20 (Mechanics posted)


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Stone Angel:

You and I thought alike when we thought of magic fitting into the skill system. Where we differ is that I like the simplicity of one skill (Spellcraft) whereas you have many different skills.

I also fancy the notion that any wizard of any age can try any spell. Rather than limit the spells a wizard can cast.

Your Feats are nicely done. I especilly like the Muggleborn/Pureblood feats.
 

What would be even nicer is if Stone Angel would get ahold of his DM! Boy gets a new job, has to work a little bit, and we never hear from him again! JR and Will was down Sun before last, and no one else showed up. I know Johnny has to work on Sun until 6PM, and haven't heard from Justin or Danny, although I seen Danny heading toward Nick's for a party. I'll give you a call soon. We were talking about this weekend. Didn't this happen last time Star Wars started? Oh well, Later SA!

PS- You could try and find some of those small Harry Potter toys for figures. Remember when I told you I used Ryu's Pokemon and Digimon figures and set him up a little game. We had lots o' fun.
 

No this would be difficult to work indeed

I mean what I say. The whole setting and the way in which the books have developed since the first (with alot of fun, new and interesting things that got people reading the series) would leave an RPG gasping for things to do. I am not personally a big fan of the series - it is fun to read and watch on film but I never consider it to be the most defined or elegant creation.

But I do like RPGs so here are my thoughts:

-- I think that setting it when HP is a young boy is definitely the best thing to do. That way there is no interaction with the infamous characters that appear later on. Obviously people know of HP and what happened, but he is being brought up somewhere else as far as they are concerned.

-- Geographically, stick with Hogwarts. In fact if they do venture beyond it (in the holidays for instance) then stay in Britain (sorry America, but we know nothing of the wizarding world elsewhere really...). There is plenty to play with there anyway.

-- As far as adventures and time goes, the thing to do is make each term an adventure as it were. Something during that term needs investigating/solving/doing. The first year would maybe be an introduction and simply learning things and interacting with everyone would be the primary goal (wow a real rpg eh?). Later on things might occur that need sorting out. One thing must be done however, so that the characters don't assume they are like HP and fling themselves into danger hoping to survive. If necessary have them rescued and then severely punished.

-- Characters themselves would work well on the D20 Modern system I think. Levels would be gained near the end of each term (or in the holiday) if well planned. XP awarded for gaining house points, completing tests, earning prestige etc... I would not give out XP for defeating things in combat (which would be mostly avoided) but enhance the roleplaying by rewarding acting in character. I say stick with one generic class - keep it simple. When you go up a level you can gain a new feat/ability and more skills (representing your terms learning). Races would be either magical family (default), muggle family (penalties in certain interactions and less interesting holidays, but probably a talent to compensate) or just plain muggle (only abilities that can be gained are non-magical). I guess you could even play a muggle, if you thought of a good reason to be there! Perhaps you are one of the teacher's relations?

-- Magic system based on skills would be the easiest to do. Not sure how many or what they would be but this is all just thought. Feats would allow things above the norm (such as a skill focus - bonus to a skill, or talent - max ranks slightly higher) and special abilities such as influence or allies. Not sure on this again - but it would be nice to incorporate the possibilities of quidditch teams, extra-curricular activites and prefectdom into the feat system. Also houses - based on highest stats as mentioned above I think. House feats sound a great idea. Magic itself would be a certain amount of power/day (obviously used during class, alas) skill checks to use. Can only attempt spells you know (failure can lead to fun affects of course. Other skills would be generic ones.

As I see it a HP type character would be the charismatic, lucky sort - high charisma with feats to represent his luck. No spectacular skills other than those he learns normally. A Hermione type would obviously be from a muggle family and be talented because of that. She would have some real life skills, and of course be better out of Hogwarts to a certain extent. Ron would be something like a sturdy sensible type... lots of allies in his family.

Anyway someone phone up JKR and ask for permission and we could write something :p!
 

Stone Angel said:
bump....Just wanting some feedback.

I think that what you've put forward so far is very cool. I'm not exactly clammoring to run a HP rpg at the moment, but my wife is very into the books and I have read and enjoyed them as well. I have little doubt that these books will eventually be read to may daughter as bedtime stories and such. If I'm going to get her hooked on roleplaying, Harry Potter seems the perfect gateway drug.

My take on the setting as a basis for a RPG is that it will require a great deal of work by the DM. I agree with Chris_Nightwing that setting it outside the timeline of the books would be best so that the PC's are not running afoul of the central plot.

The setting seems ideal for the sorts of "kids solve the mystery" type adventures made popular by the likes of Scooby Doo and Nancy Drew. This will take intensive planning and perhaps even flow charts if you are looking for maximum verisimilitude. But for younger kids, you can probably just wing a lot of it.

It sounds to me that the type of adventures you've been running so far are perfect for the genre. The Sorting Hat, chase by Filch and flying lesson are just the sorts of things that I'd imagine would draw people to the setting in the first place.

I've got a lot of time before my daughter is even ready to start with the books (she's only 2), much less the RPG. By that time, there may be an official HP RPG on the market. But I'm still going to copy all your stuff, Stone Angel, because it might be better than what get's published. You never know.

Keep up the good work and keep us posted on the further adventures of your budding new RPG addicts.
 

Nice stuff, Stone Angel! I love the names you picked for the feats and skills. They fit very nicely with the setting:)

Have you thought about adding some stat bonusses as the characters age? Strength and Constitution sould improve a little at the very least..

-blarg

ps - I may end up using your system if I ever get to play the game I've prepared!
 

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