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How Would You Convert WHFRPG to OSR?
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<blockquote data-quote="Flamestrike" data-source="post: 8165212" data-attributes="member: 6788736"><p>It's not exactly a hard system (its roll percentile under a skill for 99 percent of it) and not knowing the rules/ monsters/ what things do is part of what makes the OSR experience the OSR experience.</p><p></p><p>To convert 5E into WHFRP would be monumental. </p><p></p><p>You'd largely have to re-do all the classes. </p><p></p><p>For casters, you'd keep the Wizard class (remove Druid, Warlock, Cleric, Sorcerer, Bard) and decide what spells from the various Winds of Magic (which now replaces the Arcane School) go where. In addition to the Winds, you want Necromancy, Chaos and High magic as well. </p><p></p><p>Break all spells into Universalist magic (everyone can cast) and the rest into one of the 7 Winds of Magic. When you select your Arcane school you get access to those spells as well.</p><p></p><p>Pyromacy get all the fire spells (hellish rebuke, fireball, wall of fire etc). Green mages get Druid spells, Light get Aburation and healing magic etc etc</p><p></p><p>Spells can be cast at will, but require a roll of some sort or trigger a check on the Winds of Magic table (causing anything from exhaustion, to burnout for the day, to mutations, to daemonic possession to being sucked away into the void).</p><p></p><p>Give them proficiency in a martial weapon instead of Arcane recovery, and make up some class features for the other Winds (Pyromancy = Evocation, Necromacy can stay the same, Light magic is Abjuration, Green magic is Druid stuff etc).</p><p></p><p>That's your biggest job. </p><p></p><p>From there, Fighter, Barbarian and Rogue can pretty much remain as is. Be selective with subclasses - Cavalier, Champion, Swashbuckler, Berserker, Thief, Assassin, Scout etc are all fine and fit with the theme. Eldritch Knight and similar, less so.</p><p></p><p>Monks dont really exist (outside of Nippon but it would be very out of genre to have one).</p><p></p><p>Paladins and Rangers dont really have a role either. They can all go. Monster Slayers Rangers do make decent Witch Hunters though, and Paladins can fill in as Imperial Knights of Sigmar.</p><p></p><p>That leaves you with 4 classes (but plenty of subclasses) plus maybe Rangers and Paladins.</p><p></p><p>You can create your own Subclasses as well (Troll Slayer Barbarians, Imperial Knights, Elven Blademasters etc)</p><p></p><p>From there, you probably want a Critical hit chart of some kind (to simulate the brutality of the genre).</p><p></p><p>From the DMG use Slow natural healing variant rules, and gritty realism variant rules, as should Firearms (and the Gunner feat). Maybe also the Sanity rules.</p><p></p><p>Good luck man. It's monumental.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8165212, member: 6788736"] It's not exactly a hard system (its roll percentile under a skill for 99 percent of it) and not knowing the rules/ monsters/ what things do is part of what makes the OSR experience the OSR experience. To convert 5E into WHFRP would be monumental. You'd largely have to re-do all the classes. For casters, you'd keep the Wizard class (remove Druid, Warlock, Cleric, Sorcerer, Bard) and decide what spells from the various Winds of Magic (which now replaces the Arcane School) go where. In addition to the Winds, you want Necromancy, Chaos and High magic as well. Break all spells into Universalist magic (everyone can cast) and the rest into one of the 7 Winds of Magic. When you select your Arcane school you get access to those spells as well. Pyromacy get all the fire spells (hellish rebuke, fireball, wall of fire etc). Green mages get Druid spells, Light get Aburation and healing magic etc etc Spells can be cast at will, but require a roll of some sort or trigger a check on the Winds of Magic table (causing anything from exhaustion, to burnout for the day, to mutations, to daemonic possession to being sucked away into the void). Give them proficiency in a martial weapon instead of Arcane recovery, and make up some class features for the other Winds (Pyromancy = Evocation, Necromacy can stay the same, Light magic is Abjuration, Green magic is Druid stuff etc). That's your biggest job. From there, Fighter, Barbarian and Rogue can pretty much remain as is. Be selective with subclasses - Cavalier, Champion, Swashbuckler, Berserker, Thief, Assassin, Scout etc are all fine and fit with the theme. Eldritch Knight and similar, less so. Monks dont really exist (outside of Nippon but it would be very out of genre to have one). Paladins and Rangers dont really have a role either. They can all go. Monster Slayers Rangers do make decent Witch Hunters though, and Paladins can fill in as Imperial Knights of Sigmar. That leaves you with 4 classes (but plenty of subclasses) plus maybe Rangers and Paladins. You can create your own Subclasses as well (Troll Slayer Barbarians, Imperial Knights, Elven Blademasters etc) From there, you probably want a Critical hit chart of some kind (to simulate the brutality of the genre). From the DMG use Slow natural healing variant rules, and gritty realism variant rules, as should Firearms (and the Gunner feat). Maybe also the Sanity rules. Good luck man. It's monumental. [/QUOTE]
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