WARHAMMER 4E D&D

Post/Author/DateTimePost
#1

Emirikol

Jun 08, 2008 17:42:28
All:

I've been running Keep on the Shadowfell in the Warhammer Old World. Seems to be working great. In fact, I can't believe that I waited so long before using this world. It's PERFECT for D&D.

I've only got a couple house rules:
1. Dragonborn and Tielfings don't really fit..oh well, so sad
2. Rituals and magic that require a d20 check get a roll on the chaos-manifestation charts on a natural "1."
3. Firearms do d10 and cost 40gp and 1 gp/2 shots..

Regarding PC backgrounds, I have the players roll or choose a relevant career from the lists.

All of the rest of the published stuff works just fine.

Jay H
#2

Emirikol

Jun 08, 2008 17:46:16
Oh, one more thing I forgot. The Schools of Magic thing. PC wizzies have to take one and make their character "relevant" to the school. I don't think it improves the game or the experience by placing a crapload of hard rules on that subject. I trust my players to use their judgement to make it fit.

jh
#3

Steel_Rabbit

Jun 10, 2008 19:00:23
What do you do about Kobolds? They don't exist in the Old World. You could always call them Skaven.
#4

maybecca

Jun 11, 2008 3:26:19
Heh, you could change the alignments to the WHFRP system: Law-Good-Neutral-Evil-Chaos. A minor change, but it's worth nothing that "Law" isn't all that good. The gods of Law would prefer that the world be static, unchanging perfection, all crystalline and shiny. They're good in that they oppose Chaos, but not really all that good. Hell, Chaos aren't really all that bad when you get to know them. Papa Nurgle is a god who cares, and loves you, and wants you to share his gifts with the world...

You should also allow characters to own small-but-vicious dogs, and d20 dead rats on a stick.

Warhammer's more about attitude than the specific rules. You're doing well as long as the characters have horrible things happen to them regularly, end up missing the occasional extremity, possibly diseased, and a tad insane.