Warhammer Flavor in D&D

I use the d20 magic system, with d20 and Warhammer spells.
How has that worked for you, hellbender? The D&D magic system doesn't seem very scary/corrupting -- and that's important to the Cthulhu-esque feel of Warhammer, isn't it?
 

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mmadsen said:

How has that worked for you, hellbender? The D&D magic system doesn't seem very scary/corrupting -- and that's important to the Cthulhu-esque feel of Warhammer, isn't it?

I seperate the magic between 'Schools of Magic' and 'Chaos Magic'. Negative magic (Death and Summoning [of evil creaures]) corrupt through time. Chaos magic corrupts thoroughly. It begins a road that once started, quickly gets out of control, propelling the mage/sorceror down the slippery slope to the service of the Chaos powers.

My world is by no means pure WH in a d20 setting, I utilize many elements to provide the best game I can, and to keep the players on their toes.

hellbender
 

I just bought the Warhammer Fantasy Role Play book about a month ago. Although I doubt I'll never use the game mechanics and rules therein, it has lots of "crunchy" ideas ripe for the picking.
Sounds good.
I do like the combat system...its like MERPS in that bloody agonizing wounds happen more often.
Totally inappropriate for Middle Earth, but great for Warhammer. ;)
It gives it a realistic edge that makes one think twice before rushing off into combat.
A little risk goes a long way.
I would love to have a critical hit chart like this in D&D.
That's what the old Rolemaster books were for, before it became its own system. We may see that kind of thing return.
 

Ulrick said:
I would love to have a critical hit chart like this in D&D.

As part of the WH d20 project refered to above, I converted the WHFRP Critical Hit chart to d20. You can get it here:*

http://groups.yahoo.com/group/d20_WFRP/files/Submissions/

One thing to keep in mind is that WHFRP Critical Hits aren't like D&D Critical Hits, they only take effect after you've exhausted all your hit points (Wound points).

I've been playing d20 in WH world for over a year now. The single best thing to do to get the "feel" is dramatically cut the XP given out. I'm only giving out 2/3 the recomended XP and, in hind sight, that is too much. 1/2 should be better. Also, consider starting at 0th level (using the apprentice rules).


Aaron

*You may have to be a member to download. If you want, you can email me at akkala@cyberramp.net and I'll send you a copy. If you want the Word file, you can have that too. I had to cut out most of the grusome flavor text to get the chart to fit on one page.
 

On careers, I think you could use a modified form of PrCs, using base classes, Stats rolled using a method to keep attributes low to average. The careers would add to the attributes and add skills as you spend exp for them.

Hit location and damage is easy, 60% of hits to body, 20% to arms, 10% to legs, 10% to head. So, you take your DC and break it down. Say DC of 12 to hit, that means nine numbers will strike target, 5 numbers to the body, 2 to arms, 1 to legs, and 1 to head. With crits you can easily make things bloody and messy.
 

One thing to keep in mind is that WHFRP Critical Hits aren't like D&D Critical Hits, they only take effect after you've exhausted all your hit points (Wound points).
Ah, that's very different from the Rolemaster notion of Critical Hits, where Hit Points eventually become meaningless; you'll never run out of Hit Points before a Crit kills you.
 

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