Warhammer d20

The only reason I can see to convert WHFRP to d20 is because folks don't want to learn the WH rules. I suppose that's as good a reason as any, but -IMHO- the game isn't that hard to learn and its rules work pretty well.
 

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Hand of Evil said:
I am really hoping that Iron Kingdoms gives me the same feeling I get from Warhammer.

Oh, the magic system has been cleaned up in the Realm of Socrery book.

I had heard about that. What did they do to change the magic system?
 

The only reason I can see to convert WHFRP to d20 is because folks don't want to learn the WH rules.
You might very well want to integrate certain elements or translate an adventure -- it's known for a particularly good adventure isn't it -- or introduce it to your die-hard d20 friends.
 

Although not related to Warhammer d20 here's a magazine some of you may not have heard of, its called Warpstone and it details a lot of the history and background of the Warhammer world in bits and pieces (and still done with the orginal rules in mind).

One of the best Warhammer mags I've read - shame its only put out 3 times a year :(
 


kengar said:
The only reason I can see to convert WHFRP to d20 is because folks don't want to learn the WH rules. I suppose that's as good a reason as any, but -IMHO- the game isn't that hard to learn and its rules work pretty well.
Because I'm not interested in anything besides d20 anymore? Because I can always find d20 players no matter where I go? Because I don't like consulting arcane tables with "hilarious" wound damage?

I can see tons of reasons to convert the setting, most of them have to do with the fact that I like the setting and have little interest in the system.
 

Because I don't like consulting arcane tables with "hilarious" wound damage?
LOL. :)
I can see tons of reasons to convert the setting, most of them have to do with the fact that I like the setting and have little interest in the system.
The system does support the setting though. D&D combat has a particular feel -- that is not "grim and gritty" -- and obviously the magic system affects the flavor of the game dramatically. How does Warhammer magic work anyway?
 

mmadsen said:

How does Warhammer magic work anyway?

Mana point system, perform spell casting skill, sometime see if you hit the target. That simple.


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Warhammer could have been more than a cult game when it came out (before 2nd edition) if it was supported by Games Workshop. They rushed it, converting everything from Fantasy Battles and then did not put out anything for the game. If I remember one module every 6 to eight months.

While I play it every now and then it is the setting that I really enjoy.
 

I ran a WFRP campaign using D20 rules for a while.

The party got to about 5th level and I had to force them all to change to the WFRP rules.

The AD&D system doesn't support the 'Grim World of Perilous Adventure' - the power level is far too high.

And beyond 5th level, there's no possibility of 'Lucky Goblin Syndrome' creeping in. In WFRP it's perfectly possible for a crummy goblin to critical and kill a powerful knight on horseback.

In AD&D, that same goblin would have to hit and critical about 40 times to have the same effect.

LGS is what makes the Warhammer world 'perilous' - no character is safe from it.

When talking about the resource books (and I think I've got 'em all now), then try to avoid the battle game books. Especially the latest release. It's too colourful and cartoon-y. Warhammer Battle has turned away from the gothic roots it had in the 80s, and is now all about selly garish coloured paints to little kids. As a result, even the skeletons have to be attractive. The world as sold by Games Workshop ain't as grim as it used to be.

The good stuff's in the Roleplay rulebook. But without really re-hashing the HitPoint rules and downgrading spells, the D20 system is too over the top to function properly.

I agree about most of the races, mind you. Skaven are all about the attitude. If you're just interested in Skaven I believe that Hogshead are due to do a Skaven sourcebook at some stage.

Anyway. I've gone on for long enough. Shutting up now...
 

If it's what you really want..

Things you might try to make a WHFRP-ish d20:
  • Only PC races are human, elf, dwarf, halfling
  • Give everyone a base d6 hit die (+1 for dwarves, -1 for halflings, minimum of 1) no CON Mod
  • Gain 1 hp (yes POINT) per level.
  • 5 alignments: Law, Good, Neutral, Evil & Chaos
  • Spells are gained as individual skills.
  • Spellcasters are prestige classes
  • Mana is based off of WIS or INT score (divine v. arcane)
  • Use WH spell list, the 3e spells are WAY too powerful
  • Severely limit magical healing
  • modify weapon damage to fit reduced hp levels,etc.
  • Armor = damage absorption
  • armor (even plate) only absorbs 1 or 2 pts of damage
  • use CoC-style insanity rules for certain monster effects and for spellcaster progression as necromancer or demonologist (don't forget diseases! :D )

Are you still playing d20 at this point? It sure ain't D&D 3e.

YMMV, IMHO, etc.
 
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