Warcraft conversion?

By Tkalamov, in Genesys

I have this idea hovering in my head that Genesys and Warcraft are more or less a perfect fit for each other.

There are a few main reasons as to why:

1) Races and their unique traits, which is really a no-brainer parallel between Genesys/WoW

2) Classes and the different specs and talent trees, something which would require a decent amount of work, but fitting nonetheless

3) The general action/pulpy feel that is just about perfect considering how WoW plays, as well as the themes of the game and such

I might start working on a conversion, but time is limited enough as is. Anyone with thoughts on this? What would you add in particular to make Warcraft for Genesys stand out from Generic Fantasy No. 5?

46 minutes ago, Tkalamov said:

I might start working on a conversion, but time is limited enough as is. Anyone with thoughts on this? What would you add in particular to make Warcraft for Genesys stand out from Generic Fantasy No. 5?

would it be different from warhammer with just all the fancy races added ?

I'd drill down on the magic system pretty hard, and make it more closely resemble what can be done in WoW, and probably divide up magic into Arcane, Light, Primal, Shadow, and Fel (and probably bar PCs from Fel magic unless they buy into it ingame as a talent). I probably would not leave it as open-ended as it currently is, and establish more can-do and can't-do stuff for those various divisions based on existing lore.

For races, I'd probably go with:

Alliance

Humans: as normal

Dwarves: Willpower 3, Cunning 1

Night Elves: Agility 3, Brawn 1

Gnomes: Intellect 3, Brawn 1

Draenei: Presence 3, Agility 1

Horde

Orcs: Brawn 3, Willpower 1

Tauren: Cunning 3, Agility 1

Trolls: Agility 3, Intellect 1

Blood Elves: Intellect 3, Brawn 1

Forsaken: Willpower 3, Presence 1

I'd leave out Worgen, Goblin, Pandaren, and the new BfA races unless someone was really insistent on playing them.

I'd tailor the careers a bit, but most of the careers from the book port over pretty easily without a lot of changes.

Edited by Direach

Magic Types:

  • Arcane (Mages) (Intellect)
  • Fel (Warlocks & Demon Hunters) (Willpower)
  • Light (Priests & Paladins) (Willpower)
  • Death (Necromancers & Death Knights) (Intellect)
  • Elemental (Shamans) (Cunning)
  • Nature (Druids) (Cunning)

Species:

  • Human (Alliance) (All 2s)
  • Dwarf (Alliance) (3 Willpower, 1 Agility)
    • Ironforge
    • Wildhammer
    • Dark Iron
  • Gnome (Alliance) (3 Intellect, 1 Brawn)
  • Elf (3 Agility)
    • High Elf (Alliance)
    • Blood Elf (Horde)
    • Void Elf (Alliance)
    • Night Elf (Alliance)
    • Highborn Night Elf (Alliance)
    • Nightborn (Horde)
  • Draenei (Alliance) (3 Willpower, 1 Cunning)
    • Exodar
    • Lightforged
  • Worgen (Alliance) (Mongrel)
  • Orc (Horde) (3 Brawn, 1 Presence)
    • Green-skinned
    • Mag’har
  • Troll (Horde) (3 Agility, 1 Presence)
    • Forest
    • Jungle
    • Ice
    • Dark
    • Zandalari
  • Tauren (Horde) (3 Brawn)
    • Mulgore
    • Highmountain
  • Undead (Horde) (3 Cunning, 1 Presence)
  • Goblin (Horde) (3 Intellect, 3 Cunning, 1 Brawn, 1 Agility)
  • Pandaren (3 Willpower)
    • Tushui (Alliance)
    • Huojin (Horde)

How would you go about constructing the magic system then? Would it be based on skill checks, or would there be talents for unlocking different power levels, etc.?

I've started brainstorming some Holy-type spells, please let me know what you think and whether any ability would be really overpowered if coupled with any of the additional effects tables.

Holy Light
Requirement: Light (Magic) rank 1
Cost: 2 strain.
Restores Wounds = successes earned. +1 wound healed per rank.

Consecration
Requirement: Light (Magic) rank 2
Cost: 2 strain.
The area around the caster deals 1 wound dmg, regardless of ANY soak, every round for the number of SUCC + caster’s Int.

Smite
Requirement: Light (Magic) rank 1
Cost: 2 strain.
Deals Holy damage = No. SUCC regardless of ARMOR soak, doubled vs. Demons/Undead. +1 dmg per rank.

Seal of Righteousness
Requirement: Light (Magic) rank 2
Cost: 2 strain
Grants the caster’s melee attacks an additional 2 damage for the duration of the encounter.

Cleanse
Req: Light (Magic) rank 1
Cost: 2 strain
Removes either 1 poison, disease, or magic effect from the target. 1 extra for each additional rank in skill.

I would recommend sticking to the spirit of the MMO, rather than trying to duplicate anything exactly, as far as the magic system goes. Magic and spells are likely to be much less common in regular play than in an MMO, where you're throwing spells as fast as you can while sustaining your resource regeneration. I think you'll find it a lot more manageable if you require player spells to conform to those used in the game, like you listed above, as well as making the magic feel much more like part of the setting. Gating the spells by their casting ability is a good way to go, it keeps everyone from being able to Teleport or Raise Dead from the start.

Thoughts on the spells you listed:

Consecration: needs much more specific verbiage, otherwise you will be torching your engaged allies with unsoakable damage every round. "Area around the caster" should be specified as engaged. I think a simpler spell effect would be to reduce the Soak of any engaged enemy by one per success on the casting, and the Consecration causes 1 Setback for engaged enemies. If you want it to last without being concentration, I'd make it last as long as Willpower rather than Intellect (since Consecration is probably going to be used by Willpower casters).

Smite: I don't recall if this is used with weapons or not in WoW. If it's just a regular Attack spell, I'd give it Pierce X vs. demons/undead (X = to Knowledge/Lore/etc), and otherwise be a regular attack spell.

Seal of Righteousness: I'd limit it to Willpower in rounds again, or make it Concentration, and apply to only one hit per round.

Cleanse: I'd change "magic effect" to "status effect", otherwise that seems fine. It's actually the weakest of these spells, since in tabletop play characters aren't likely to have multiple poison, disease, and other status effects piled up on them.

Thank you very much for the feedback on the spells - definitely the trickiest part of the entire conversion, along with the Specs and Talents.

I did some races for y'all, the Alliance ones first (maybe because of bias - always been an Alliance player). Horde will come a bit later.

UPDATE: Horde races added.

WARCRAFT RACES FOR GENESYS.docx

Edited by Tkalamov