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No Harry Potter RPG?
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<blockquote data-quote="Justin Bacon" data-source="post: 2745650" data-attributes="member: 3795"><p>The only trick I see with Harry Potter D20 is the magic system. Half the problem will be getting a designer who won't try to "balance" it with a fatigue system or something. The other half will be trying to get decent gameplay out of a system which, in the novels, doesn't feature any kind of meaningful counterspelling techniques (beyond <em>expelliarmus</em>).</p><p></p><p>I'd probably split Potterverse spells into two categories: Those spells with physical effects that have to hit you, which prompt a Reflex save; and those spells with mental effects, which prompt a Will save.</p><p></p><p>Counterspelling wouldn't look like D&D counterspelling at all. You're not so much using magic so disrupt magical energies as you're casting a different spell to disrupt the caster's spellcasting (by taking their wand away, silencing them, etc.). To add a bit my dynamic to magical duels, I'd probably look at a system where you can ready a counterspell as a standard action and definitely get it off (disrupting the opposing spellcaster unless they make their save) or you can ready a counterspell as a move action, which requires an opposed Spellcraft check to get it off. Needs some tweaking.</p><p></p><p>There'd be two classes: Wizard and Muggle.</p><p></p><p>And you'd need some really solid potion-making rules. I'd probably be looking at a simplified version of the ritual magic system from R&R for the more complicated potions (like polyjuice).</p><p></p><p>Simplifying the D20 system down to an appropriate level for the Potterverse is simplicity itself:</p><p></p><p>- The skill system is reduced to a list of skills with the generic difficulty DCs. The only skill that might get particular attention would be Spellcraft (for obvious reasons).</p><p></p><p>- Combat is stripped down to its most basic elements without a lot of the optional rules for handling specific maneuvers. Attacks of opportunity would be stripped out. The grapple rules would be streamlined through the simple expedient of removing most of the conditional modifiers (so the only thing you have to worry about is: Am I grappled? Am I pinned?), and I'd probably look to include a simplified set of bull rush mechanics into the grapple rules (since the ability to push other people around is vital).</p><p></p><p>You could get the actual <em>rules</em> for such a D20 game to fit into about 15 pages (not counting spell descriptions).</p><p></p><p>Justin Alexander Bacon</p><p><a href="http://www.thealexandrian.net" target="_blank">http://www.thealexandrian.net</a></p></blockquote><p></p>
[QUOTE="Justin Bacon, post: 2745650, member: 3795"] The only trick I see with Harry Potter D20 is the magic system. Half the problem will be getting a designer who won't try to "balance" it with a fatigue system or something. The other half will be trying to get decent gameplay out of a system which, in the novels, doesn't feature any kind of meaningful counterspelling techniques (beyond [i]expelliarmus[/i]). I'd probably split Potterverse spells into two categories: Those spells with physical effects that have to hit you, which prompt a Reflex save; and those spells with mental effects, which prompt a Will save. Counterspelling wouldn't look like D&D counterspelling at all. You're not so much using magic so disrupt magical energies as you're casting a different spell to disrupt the caster's spellcasting (by taking their wand away, silencing them, etc.). To add a bit my dynamic to magical duels, I'd probably look at a system where you can ready a counterspell as a standard action and definitely get it off (disrupting the opposing spellcaster unless they make their save) or you can ready a counterspell as a move action, which requires an opposed Spellcraft check to get it off. Needs some tweaking. There'd be two classes: Wizard and Muggle. And you'd need some really solid potion-making rules. I'd probably be looking at a simplified version of the ritual magic system from R&R for the more complicated potions (like polyjuice). Simplifying the D20 system down to an appropriate level for the Potterverse is simplicity itself: - The skill system is reduced to a list of skills with the generic difficulty DCs. The only skill that might get particular attention would be Spellcraft (for obvious reasons). - Combat is stripped down to its most basic elements without a lot of the optional rules for handling specific maneuvers. Attacks of opportunity would be stripped out. The grapple rules would be streamlined through the simple expedient of removing most of the conditional modifiers (so the only thing you have to worry about is: Am I grappled? Am I pinned?), and I'd probably look to include a simplified set of bull rush mechanics into the grapple rules (since the ability to push other people around is vital). You could get the actual [i]rules[/i] for such a D20 game to fit into about 15 pages (not counting spell descriptions). Justin Alexander Bacon [url]http://www.thealexandrian.net[/url] [/QUOTE]
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