S&SS World of Warcraft RPG - What would you change?

frank_blankenship

First Post
Hi!

I'm trying to organize a World of Warcraft tabletop game using the S&SS rules (and I have the rules, and several supplements). Am waiting mostly on the Monster Guide due out the beginning of next month.

Anyhow, I have come across quite a few opinions regarding how the rules for the tabletop rpg are some not up to par? I have read them lightly and have not seen ANY problems besides not having a friggin' map-scale for travel times. But hey, I can wait on that or just improvise.

Which brings me to my point. If you were going to be running this game, and were determined to not only have fun but bring the awesome so to speak, how would you run it?

What rules changes would you make (in keeping as much as possible with the setting as described)?
 

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If you want the feel for the online game, I would think about using Everquest system from S&SS which gives a more feel to the online games I think. Now I have not really looked at the WOW Rpg, so I would not know if S&SS used the same Engine for WOW. Everquest is a good system, I just never had a good DM to run the system.
 

I have the Warcraft RPG, not the WoW rules, but there, they used D&D style pseudo-Vancian spellcasting. Not really the same as how it works in Azeroth, but that's a minor quibble, IMO. I think otherwise, S&S got the feel spot-on.

I would try to do things the MMORPG doesn't support well, like intrigue-based games or go to areas not currently in the game, like Undermine and Northrend.
 

I would change the magic system to a either a Feat/Skill based or mana point based system. It really and truly does not fit the online feel at all.

Other than that it seemed close enough.

The Auld Grump
 

It really depends on the edition.

Personally, I prefer the stats for the Tauren from the first edition, where they are large size and have a +1 level adjustment. Being medium size with powerful build just doesn't work for me when they're as tall and physically imposing as they are in WoW (I mean, Night Elves are about seven feet tall, and Tauren are at least a head taller and twice as broad).

I would also remove the Druid's animal companion from the 2nd Ed. version, since WarCraft Druids have never had animal companions (Mounts, yes, but never combat/flanking buddies), and the class is already quite powerful without one (it basically has everything that the 3.5 Druid has, plus domains and a limited ability to Planeshift).

I also prefer the Paladin PrC in the first edition to the Paladin core class in the second edition, but that's just a matter of taste.

Switching the game over to a different magic system also might not be a terrible idea, although I think that the more you emulate the computer game's system, the less flexibility the characters would have in non-combat encounters. Obviously, WarCraft does not have an equivalent spell for say Tongues, since people from opposing factions in WoW do not share a common language (which has always ticked me off), and so a lot of your ability to avoid fights is taken away.

There's probably a couple dozen things I'm forgetting, but those are the ones that first come to mind.

Robert "I Mostly Just Gut WoWd20 For My Homebrew" Ranting
 

I think it's a very good rules system as-is. Using the class levels as a method of bridging the gap for powerful races was an excellent idea, and I think adopting the Arcana Evolved spellcasting system adds some flexibility to spellcasting without bogging it down with a point based system.

It's good enough I've pulled several aspects of the game back into D&D.
 

and I think adopting the Arcana Evolved spellcasting system adds some flexibility to spellcasting without bogging it down with a point based system.

The World of WarCraft Roleplaying Game (2nd ed.) does not use the magic system from Monte Cook's Arcana Evolved, nor does it's system really resemble AE's at all.

Differences:

WoW: Distinguishes between Arcane and Divine magic by having seperate spell lists, the two spellcasting classes both cast up to 9th level spells from their respective lists.
AE: Has one spell list divided between simple, complex, and exotic spells. All casters can cast 0th-7th level simple spells, but only the Greenbond and Magister are "full casters" who gain 8th, 9th, and even 10th level spells.

WoW: Spells take 1 minute per spell-level, per spell to prepare.
AE: It takes a caster 1 hour to prep all his spells for the day.

WoW: It takes 8 hours of rest to change spells prepared, which likewise allows you to regain your spellslots per day.
AE: It takes one hour of rest to re-prepare spells, but regaining spent spellslots still takes 8 hours.

WoW: Has specific path lists for Mage, Warlock, Necromancer, Druid, Priest, and Shaman.
AE: All casters have access to simple spells. Each class gains access to additional spells based on complexity or descriptor, but the base list remains the same, and any caster with the right feats can cast any spell of the levels she has access to.

WoW: Spellcraft ranks can grant you additional spells per day.
AE: Spellcraft has no effect on your ability to cast or learn spells.

WoW: Your spells prepared and spells per day table are the same.
AE: Has seperate tables for spells prepared and spell slots per day, like the D&D Sorceror's Known and Slots table.

WoW: Casters who gain a level do not have any understanding of the new spells available to them until they take the time to seek out a trainer or find access to a spellbook from which to copy/learn new spells from. It costs gold to do so, and in the case of the arcanist, they must scribe new spells into their spellbook.
AE: When your spellcaster gains a level, he also gains an intuitive understanding of the magic available to him, and adds all spells of the appropriate complexity and/or descriptors to his repertoire, with no cost of time or money.

WoW: Spells generally work exactly like the SRD versions.
AE: Every spell has a heightened and diminished version, a slightly more powerful version that uses a spellslot one level higher, and a slightly less powerful version when cast as one level lower. AE 's core book does not contain equivalent spells for Magic Missile, Wish, Cure X Wounds, etc., and all spell conversions are significantly altered. (Magic Missile is a touch attack, Wish has a heightened 10th level version that reads the caster's intent, Spells that cure damage either drain the caster by inflicting 1/2 the damage healed to subdual, or else leave scars, and all classes can cast healing spells)

I'm not sure where you got your information, but it's in error. Don't worry, happens to everybody. I myself had heard the hype about the WoWd20 books and hoped to see something like AE's excellent magic system implemented, and was brutally disappointed when I bought the new core book. If my above post seems antagonistic, it's because I'm annoyed that I had the same misconception, and was let down, not because you honestly just didn't know they weren't the same.

Robert "Really Dislikes the WoWd20 Casting System" Ranting
 
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