Running the WFPR3 Rules in the Altdorf's HIGH MAGIC district

By Emirikol, in Warhammer Fantasy Roleplay

Hey, someone had to bring up this subject eventually (I originally entitled it Froghopping Realms, but that made me kind of nauseous ;)

Would the WFRP3 system on Magic and items be able to handle a HIGH MAGIC setting (Pretend a Higher Magic version of Altdorf..more like a high magic D&D setting)? Theories?

jh

Could it be done or would there be an uprising of 200 ton, bed-sore-riddled mutant she-Wargor readers?

If you look for a High Magic setting Warhammer (in neither of its incarnations) is the game for you...

I suggest you D&D.

Acid Spit aside, I really don't know if WFRP3 would be appropriate... sure v1 or v2 are not, 'cause it would be needed to change a good part of the magic system to make them high magic... anyway, the WFRP setting it's not appropriate at all, you can take the system, but if you put the setting to high magic it would not be WFRP anymore...

Well, that's just it. I'm wondering if WFRP3 is 'capable' of handling high magic. It seems that with the dice and channelling, really anything is possible without having to go overboard. Really , D&D4e makes me quite ill as a DM and is a big reason why I switched finally and fully over to WFRP.

As for the warhammerisms. Perhaps the empire isn't high magic, but how about in the realm of chaos or Ulthuan or the Necrarcies of Araby?

jh

The concept is not if there are places with high magic capabilities, the concept is that there are really FEW people capable of withstanding more than the average magical power a normal person can handle.

Yes, there are High Elves High Mages, but they're really a few and they hardly put theyr nose out Ulthuan.

Yes, there are the Chaos Wastes, but that's a place no one should go, since you would loose your mind, if you're lucky, loose you very essence in the real of chaos for eternity, if you're slightly less lucky, or worse :)

And finally Yes, there are the araby nations, but those who have been great and powerfull mages there right now are something like Liches or sort of...

Again, if you want to take the SYSTEM and use it for an high magic setting ok, but the WFRP SETTING is not mean to be played high magic, in any of its places, sorry :)

What elements do you think you would need to make it a "High Magic" setting?

Well, "sharks with frickin laser-beams attached to their heads" would be a good start ;)

On a more serious note, I think having the following would make it "high magic:"

* "Generic", boring magical weapons: +1 [W] to higher

* 15-20 "spells" for the casters (access to a plethora of magic). Could be anything from a +1 red/reckless to actually doing stuff for the PC

* Magic potions galore (fly, levitate, invisibility, healing draughts, climb, etc). Potions traditionally solve all skill checks. Probably bonus whites to rolls, but no auto success.

* Healing wands/cure disease wands (BUT, since WFRP doesn't have disease anymore, that part would be moot). Not much to think about here.

* Demons. Demons tossing off a bunch of at-will powers always represents high magic. Already have that.

* Going otherplanar and "magical creatures" are another thing that comes to mind. Already have that..Tales of the Old World...etc.

Setting changes in high magic wouldn't be an issue because only personal magic affects characters.

Anyways, those are some thoughts on the subject (you can detect my cynicism from years of DMing D&D).

I don't see any reason why this system couldn't handle a high magic setting.

jh

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There's also the Colleges of Magic. I'd call that high magic. (That IS what Teclis and Finreir used to build them, isn't it?)

Emirikol said:

* Healing wands/cure disease wands (BUT, since WFRP doesn't have disease anymore, that part would be moot). Not much to think about here.

jh

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Why Doesn't WFRP have disease anymore? Do you mean its currently not covered by the rules? Its pretty easy to make up your own rules about diseases. make toughness checks or willpower checks and if the players fail describe som detriment to them or if you will impose some misfortune dice upon them.

Thats what I like about this system. its so easy to make up rules on the fly and apply them. Similiarly I don't understand the great fuss about lack of horse rules. Most of the time you'd use them in story mode anyways.

The sysem CAN handle it, few doubts about it, but the SETTING would be completely different.

Colleges of Magic it's actualy just an institution to instruct people with sensivity of the Winds of Magic, thus suposely avoiding the insurgence of a lot of Hedge wizards, who coul become Chaos Corrupted quite easely...

On the 15-20 spells to choose from, I don't really know how many spells 3ed does have, but in 2ed every wizard have quite a lot of them to choose from (from second career on)...

You would need to write a whole new bunch of item/spell cards. But it is feasible.

This said, WFRP characters can't withstand a whole bunch of raw magical power, so you would need many defensive amulets/cloaks/runic armour etc to give them a fighting chance.

My two cents.