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#1 |
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Join Date: Aug 2005
Location: Denmark
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Another recent thread on D&D schools of magic (http://forums.sjgames.com/showthread.php?t=155919), got me thinking of the Warhammer Fantasy magic and it's colleges.
I have many times considered running a Warhammer game using GURPS. For the most part I would run a low-powered game with focus on grim and gritty. Using a lot from Low Tech and mainly focusing on a more medieval feel and less on a high fantasy feel. So for the most part I would just use GURPS as is. But I now realize spells should probably get a special treatment. Anyway. My point is I would like to use the traditional GURPS magic rules but sort them differently. I would not try to convert Warhammer spells into GURPS. Have anyone done this before? I seem to recall someone making a GURPS-hammer book. But I cant find it, and what I could find was very limited. From how I remember Warhammer. Spells were divided into two categories. Petty spells, than any wizard could learn. College spells, that are more powerful and that you needed to be part of a specific college to learn (ie. Bright wizards had destructive fire spells for instance). So I am thinking you could pile most spells with no Magery requirement into a common group of "petty spells". And then have Magery be "college specific", and divide the spells into those colleges. |
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#2 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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If you have the full suite of GURPS spells available, aren't you going to change the feel of Warhammer quite a lot? GURPS has a lot of spells that are just plain useful, in ways that Warhammer magic, which concentrates on combat, doesn't seem to match.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#3 |
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Join Date: Jan 2016
Location: Italy, Rome
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From warhammer fantasy rpg you can find a lot of different spells..
From warhammer wargame you will find different lore of magic, everyone design to be used into the battlefield.. depending, in my opinion, about what you are trying to do.. could u do some examples? |
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#4 |
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Join Date: Jun 2017
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Now I do not have too much experience with the Warhammer RPG, but I am fairly familiar with the setting and have played the 40k games quite a bit. With that said there are some big differences to take into account with the magic system.
First, as was noted, I agree Warhammer spells tend to be more combat focused than GURPS magic. Second, Warhammer magic tends to be much more powerful on the battlefield. Especially in the wargame, wizards had multiple spells which would destroy troops in a sizable area, and they could cast these many times without collapsing with fatigue. Compared to the underwhelming GURPS Explosive Fireball, playing used to Warhammer magic might be disappointed. However since you said you are focused on a gritty low level feel this might not be a problem. Most importantly, Warhammer magic should be dangerous. Battle wizards who trained in the Colleges of Magic are safer, but the PCs should be afraid every time a wizard opens his mouth, he will accidentally summon a daemon to rip their faces off. In many ways this solves the first issue. All those utility spells become less useful once you include the aforementioned face-eating daemon risk. Magic should be powerful, but dangerous to use. What does all this mean for GURPS? I don't know. If I were doing this, I would go through magic and get rid of a lot of spells, and sort the rest into colleges. To make magic powerful and dangerous, perhaps allow high levels of Magery, add some new high powered combat spells, and allow Wizards to purchase a sizable energy reserve. However, put a limitation on the Magery and/or the Energy reserve that when they are used, bad things can happen. |
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#5 |
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Join Date: Aug 2004
Location: Austin, TX
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I would handle Warhammer magic with Threshold Magic. Set a fairly low Threshold, around 15 or 20, and a very high Recovery Rate, like 80/day. And then have a Catastrophe table that involves a lot of demon summoning. You may also want to reduce the effects of Threshold on the table, by giving a -1 modifier per 10 or 20 points over Threshold instead of per 5.
That lets mages cast one big spell like a 9d Explosive Fireball without melting, and spells after that become risky. But the risk resets after a day, so there's a strong incentive to push it at least a little. For even more hostile and risky magic, set the Threshold to 10 and the RR to 40, but have recover happen every 4 hours. So a wizard can spend 50 FP every 4 hours with no long term effects as long as he doesn't suffer a catastrophe on any given roll. You can adjust the numbers to get the exact feel that you want, but that's what I'd go for: some Threshold, a Recovery Rate that is much, much larger than the Threshold to encourage people to go over, and a catastrophe table that is fairly flat but features demon summoning happening fairly early in the results.
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#6 |
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Join Date: Oct 2010
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WRFP 2nd split magic into 3 categories:
Petty Magic - the most basic spells that any of a particular type of caster would have (there was Petty "Arcane" "Hedge" and "Divine", with a couple of extra additions in the splatbooks). These basically let them be roughly equivalent to a level 1 (D&D) wizard. Essentially Sleep, Light, Magic Missile, Ghost Sound... and possibly Mage Hand and Prestidigitation? Petty Hedge Magic had "Protection from Rain" (and some other even less useful spells). The Divine one... can't remember, didn't have any Priests in the game I ran. Lesser Magic - Available to all casters (I think of a particular type, but Divine and Arcane casters may have shared shared the same selection). Largely various utility or protection spells that any wizard would find useful, like Mage Armour and I think the equivalent to Knock. Oddly actually the hardest spells to learn, as they were acquired individually. At least some of these were meant to be flavoured by a wizard's college, possibly being different spells but with identical game mechanical effects. Lore Spells - Based on the college they belonged to. The most powerful spells, and the ones that really defined the colleges (or religions in the case of the divine spells). You got them as a package, but you couldn't cast them all at the start (as you couldn't reach the require casting numbers. Then you had Battle Magic (the magic in the wargame), which was of out of the realms of WFRP (and noted as such). There were some spells that kind of mimicked spells in the table top, but the scale simply was not the same (the spells might decimate a whole regiment on the table top, but affect 4 or 5 people in the roleplaying game). Personally I came the conclusion that a mighty Wizard Lord in the roleplaying game was probably roughly equivalent to a Level 2 dweeb in the tabletop game. Note that this did not stop a Wizard Lord being a ridiculously powerful character in the context you would play in the RPG. I think part of the split was simply down to player expectations and playability. "Petty Hedge" was probably closer to how lower level magic works in the setting (and I really liked the expansion for it in one of the splatbooks, which added more powerful effects, but were much subtler than college Magic), and according to the lore pretty much any other (human, non-evil) magic should probably be college based (eg, Sleep doesn't make any sense for a Bright Wizard). However players expect to have some offensive spells and some generic useful spells from the beginning, and not be locked entirely into a certain style of spells without any flexibility. Also, why repeat "low level attack spell" for each college, when having a single one would do and you just vary it where it was really needed (such as the Bright College getting an identical spell with slightly more damage to emphasise their role as the damaging magic college). Tonally standard GURPS Magic and Warhammer Magic are quite different (as suggested a heavily modified form of Threshold Magic is probably closer... and some of the spell sets are probably more like Magic as Powers, with some kind of possibility of backfire), so I don't think it will feel like Warhammer regardless of what you do, but splitting it according to theme would help. I don't think it should be based on Magery requirement though, more how tightly they fit into the theme of the Warhammer Colleges. Last edited by borithan; 02-21-2018 at 08:41 AM. |
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#7 | |
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Join Date: Aug 2005
Location: Denmark
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I think many of you missed my point about it being low-powered and inspired by WFRP not the Fantasy Battle minature game.
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I don't know how threshold magic works. I have only ever used the traditional GURPS system. ... and psionic powers as I mostly play sci-fi with GURPS. Threshold might be a better fit. Where do I find info on it? |
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| warhammer, warhamster |
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