Whats yoinkable from Warhammer for DnD?

Angel Tarragon

Dawn Dragon
Too much money, don't know what to spend it on. :heh: :lol:

Another purchase I'm contemplating is the Warhammer campaign setting book. I wouldn't mind eventually playing it but I'm more curious how much and what from it is yoinkable for dnd.
 

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Well, the setting can be used for the most part. I think it's actually easier to convert it to 4E than to 3.X, since spellcasters don't get as absurdly powerful at higher levels. And the spells in WFRP were already rather focused on combats (understandably, given the history of magic in that world).

I don't know how to represent Tzeentch's Curse (the fact that you can attempt to cast a spell as often as you want without limitations, but there's always a chance that you will have a rather nasty side effect), though. Maybe make it possible for arcane spellcasters to repeatedly cast daily and encounter spells, but making them throw for side effects each time?

Or maybe you could just say: "Imperial Battle Wizards limit themselves to X numbers of daily and encounter spells because that's the only safe way to cast magic..."
 


I can't imagine playing Warhammer without the actual Warhammer Fantasy RPG rules and setting. If you aren't worse off after the adventure, you're not doing it right ;)
 

Whats yoinkable from Warhammer for DnD?

If you can find copis of White Dwarf #1 - 100, or the CD-Rom for Issues #1 - 90 ... this would probably give you the best amount of material for the money. The early issues had a nice variety of AD&D 1e, RuneQuest, Warhammer Fantasy, and MERP.
 


Then there is little yoinkable - the rules are just too different.

Well, I think you can yoink most setting ideas and the adventures. Sure, some things will be lost in translation, but I think it could be possible.

Of course, I think Warhammer adventures only work at a lower levels of D&D, otherwise you have to much "story-breaker" spells. Divination stand directly against the whole notion of secret cultists and heretics everywhere.
 

WHF has a nice points of light feal to it which should work for 4.

For 3.x you will need a fair bit of house ruling. As the ArchChancelor points out, you will have to limit access to certain spells. As for the Tzeentch's Curse, have a look at adjusting the taint rules from Heroes of Horror.

Not too sure how I would go about it but something along the lines of no taint for (level+casting stat modifier) spells per day after that 1 point of taint per spell could work as a rough guideline, although it would be more interesting to work spel level into the mix somehow.

Phaezen
 

Run WFRP. It is a darn good game.

For D&D Yoink:
mutations {even if PCs don't get them other folks do]
fate points {in replacement of Raise dead... etc]
The way ogres look. {near-human better than the 3E feral muppet]
goblins and orcs in one family tree.

3E MMIII actually has a few Warhammer monster knock offs in it. Ibixan [Goatfolk], poison dusk lizardfolk and blackscale lizardfolk are prety much dead ringers for beastmen, skinks and kroxigors.
 

Why not just try running WFRP? D&D is waaay too glossy to use much from Warhammer.

Warhammer is a mood as much as a setting. Bleak, dark and futile. That is what makes it so much fun.


To GM, that is.
 

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