D&D 5E Making D&D 5e feel more like WFRP

TheSword

Legend
If you wanted to recreate the Warhammer world for a campaign levels 1-10, what optional rules would you use form the PHB/DMG/Tasha’s etc.

What would you cut out? What would you push to the front.

I want to run a group through the new adventures published but I think the rule set might be too complex for them. They’ve only been playing D&D for a year.

NB. To be clear we’re talking about the RPG here, NOT the wargame!

NB. Please don’t tell me to use a different system. This is specifically for a group used to the 5e mechanics.
 

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If you wanted to recreate the Warhammer world for a campaign levels 1-10, what optional rules would you use form the PHB/DMG/Tasha’s etc.

What would you cut out? What would you push to the front.

I want to run a group through the new adventures published but I think the rule set might be too complex for them. They’ve only been playing D&D for a year.

NB. To be clear we’re talking about the RPG here, NOT the wargame!

NB. Please don’t tell me to use a different system. This is specifically for a group used to the 5e mechanics.

LOL. I actually made a few notes about this when I was working for C7, just in case I got asked to do it. :)

Can't share those, but for a somewhat similar setting (e.g. corruptive magic, some things ordinary people can't handle, non-human races being fairly rare for the most part), I'd say check out Ruins of Symbaroum.
 

From UA:
(Variant Rules) Vitality
Racial Feats (Grudge bearer for the dwarves, obvs)

From me:
Dangerous Magic: Spellcasting requires a DC 10+ Spell level (arcana, religion, nature) to cast. On a failed, use the Scroll Mishaps table from the DMG.

From the DMG:
Slow Natural Healing
Sanity and Honor
Cleaving Though creatures
Hitting Cover
Actions Options (Mark, Overrun, Climb on creatures etc)
Madness
Morale
Massive Damage
Lingering Injury

From XGtE:
Downtime expended

From Tasha's
Variant class features if wished

Restrict races and classes as desired.
 

They are so different that the only genuine answer to your question is the one you specifically said you don’t want. You gotta just play WFRP. Sorry!
Well it was worth asking. If AIME is the radical transformation of 5e into a different style, then the old world with its wizards, priests, chaos cults, runic weapons, and monsters should be possible with a lot less effort.
 

Unless you go complete homebrew I can't give a list of WotC variant or optional rules better than @vincegetorix did

EDIT: the possible downside is that with all those optional/additional rules it becomes a more complex game. But I don't think you can reasonable avoid that
 

Well it was worth asking. If AIME is the radical transformation of 5e into a different style, then the old world with its wizards, priests, chaos cults, runic weapons, and monsters should be possible with a lot less effort.
I know, but The One Ring is so much better. Round pegs and square holes and all that.
 

I think this really depends on how you define "feel" and how much of that feel you want without forcing newish players to learn a bunch of mechanical changes.

For example, I can imagine a setting where all spellcasters are sorcerers or warlocks. Not that familiar with the latter, but making pacts and things seems to fit what I know of the Chaos feel of WFRP. For the former, maybe limit to wild magic with a table that includes some corruptive results.

I'd also use some of the lingering wound and critical hit rule variants, for example.

Fun Fact: The only time I have ever played WFRP it was a one-off run by Mike Mearls about 15 years ago (or more).
 


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