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<blockquote data-quote="kengar" data-source="post: 346944" data-attributes="member: 3230"><p>Magic isn't all that rare, it's just not so easy to learn. There are Wizards and Priests but they don't have as many spells. They also learn spells individually (like a Feat or Skill). Some casters (i.e. Demonologists & Necromancers) are more CoC-style in that their practice eventually consumes them. To be fair, I think d20 could handle the actual spellcasting aspect of the game. CoC is darned close as it is. The career-paths are a different matter, but you could argue either way on how "integral" they to the setting. </p><p></p><p>Armor is a big difference, too. I haven't read the rules about "Defense" values that some folks have referred to (WoT?), but DnD-style AC wouldn't work. Armor soaks up damage (& not a lot!), it doesn't prevent a hit. </p><p></p><p>The main defense against an attack is a parry (or a shield) and that uses up an attack slot. If you only have one attack per round (like a lot of beginning characters), you often make the choice between attacking that skaven or trying to block his blow. Even if you have a higher Initiative, you might be worried about using up that "slot" if he survives and swings at you. Also, the parry only blocks so much damage, it doesn't necessarily prevent the blow entirely. All this -to me- makes combat a very different experience.</p><p></p><p>In all honesty, you could probably go a long way towards adapting the Warhammer setting -and even some of the feel of the game mechanics- to d20. One of the main "selling points" of d20 is it can be used for many kinds of games. I just think that the WHFRP rules are designed to emphasize certain aspects of play and most of the d20 I've seen emphasizes others. The WH rules are just very well suited to the Old World setting and also just plain work. They aren't hard to learn and they are fairly consistent.</p></blockquote><p></p>
[QUOTE="kengar, post: 346944, member: 3230"] Magic isn't all that rare, it's just not so easy to learn. There are Wizards and Priests but they don't have as many spells. They also learn spells individually (like a Feat or Skill). Some casters (i.e. Demonologists & Necromancers) are more CoC-style in that their practice eventually consumes them. To be fair, I think d20 could handle the actual spellcasting aspect of the game. CoC is darned close as it is. The career-paths are a different matter, but you could argue either way on how "integral" they to the setting. Armor is a big difference, too. I haven't read the rules about "Defense" values that some folks have referred to (WoT?), but DnD-style AC wouldn't work. Armor soaks up damage (& not a lot!), it doesn't prevent a hit. The main defense against an attack is a parry (or a shield) and that uses up an attack slot. If you only have one attack per round (like a lot of beginning characters), you often make the choice between attacking that skaven or trying to block his blow. Even if you have a higher Initiative, you might be worried about using up that "slot" if he survives and swings at you. Also, the parry only blocks so much damage, it doesn't necessarily prevent the blow entirely. All this -to me- makes combat a very different experience. In all honesty, you could probably go a long way towards adapting the Warhammer setting -and even some of the feel of the game mechanics- to d20. One of the main "selling points" of d20 is it can be used for many kinds of games. I just think that the WHFRP rules are designed to emphasize certain aspects of play and most of the d20 I've seen emphasizes others. The WH rules are just very well suited to the Old World setting and also just plain work. They aren't hard to learn and they are fairly consistent. [/QUOTE]
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