0% found this document useful (0 votes)
341 views3 pages

Warhammer Fantasy With A D20 Warhammer Fantasy With A D20 Warhammer Fantasy With A D20 Warhammer Fantasy With A D20

This document proposes converting Warhammer Fantasy Roleplay from its percentile-based system to a d20 system to streamline gameplay. It outlines a revised character creation process that allows players to purchase attributes, wounds, and fate points using character points. Players choose a race that provides modifiers and selects talents. Careers are converted by dividing profile numbers by 5. The goal is to maintain Warhammer Fantasy Roleplay's mechanics while simplifying aspects through use of a d20.

Uploaded by

Anime300
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
341 views3 pages

Warhammer Fantasy With A D20 Warhammer Fantasy With A D20 Warhammer Fantasy With A D20 Warhammer Fantasy With A D20

This document proposes converting Warhammer Fantasy Roleplay from its percentile-based system to a d20 system to streamline gameplay. It outlines a revised character creation process that allows players to purchase attributes, wounds, and fate points using character points. Players choose a race that provides modifiers and selects talents. Careers are converted by dividing profile numbers by 5. The goal is to maintain Warhammer Fantasy Roleplay's mechanics while simplifying aspects through use of a d20.

Uploaded by

Anime300
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 3

Warhammer Fantasy With A D20

Purpose of WFW/D20 Step 3: Before you do anything else each player will get 22
There had been many discussions between myself and others Character points in which to buy Attributes, Wounds, and Fate
about the Percentile system of WFRP. While archaic and doing points. Keep it in mind as you buy everything
its job, it could very well be simplified and streamlined to make
for a quicker play experience. This may not be for everyone, the
old school and hardcore audience out there may hate the idea of Attributes
anything but percentile, but for some of us, this exists.
So the entire point of this is to cut down on things, all of the Each Attribute starts at a 4 by spending points you can
advancements and things that matter in WFRP are done in modify that attribute further. See table 1-1 for costs.
increments of 5%. This leads to the theory that all things in Table 1-2: Attribute Modifiers
WFRP can just be done on a D20. As each point on a D20 is 5%. Modifier Point Cost
You can see where this is going.
+1 1
Also I felt that Character creation need not be random. Each
+2 2
player should have the option of a little bit of control over their
stats rather than the whim of lady luck. Again, this isnt for +3 4
everyone and the original rules work just fine as they are, though +4 5
for the purposes of WFW/D20 I would highly suggest this new
method as it flows a lot better. So let us get things kicked off
here, and welcome to Warhammer Fantasy With a D20. Starting Wounds
Each player starts with 10 wounds. Modify this using the
table below.
Revised Character Creation
Table 1-3: Wound Modifiers
Where otherwise noted, use all the Attributes and Stats found Modifier Point Cost
in the Core Warhammer Fantasy Role-play book. +1 2
+2 3
Step 1: Character Concept: This is really important, and I cant +3 4
stress it enough as it helps you down the line when you wish to
choose your race, career, stats, and otherwise.

Step 2: Choose a Race. There are Four main races in


Warhammer Fantasy. Dwarf, Elf, Halfling, and Human. See the
WFRP core book about the background to each of these races,
depending on what you chose different bonuses and penalties will
be given.

Racial Modifiers
Modifiers
Depending on which race you chose earlier apply these
modifications to your characters statistics.
Table 1-1: Races
Race Modifiers
Dwarf +2WS, +2T
Strength, and Toughness Bonus
-2Ag, -2Fel Your strength and toughness bonus are equal to half of your
+1 Wound current Strength and Toughness, rounded down.
Elf +2BS, +2AG Strength or SB/TB
-1 Wound . Toughness
Halfling -2WS, +2BS, 4 2
-2S, -2T 5 2
+2Ag, +2Fel 6 3
-2 Wounds 7 3
8 4
9 4
Starting Fate Points
Depending on the race you selected earlier your starting fate
points will differ. Of course the first option of each race is free
(youll start with this regardless of points spent). As in the core
book, Dwarfs have the range, Elves costly and few, Halflings have
a good start but a hefty price to get more. And Humans have the
easiest of them all.

Table 1-4: Racial Fate Points


Dwarf
Starting Fate Poins Point Cost
1 0
2 2
3 3

Starting Fate Points


Elf
Point Cost
Random Talents
Instead of rolling for random talents for Human and
1 0
Halflings, youll be given the choice of a certain amount of
2 4
Talents from different brackets. Humans will get three picks
Halfling
(instead of the normal 2) and Halflings will still get 1.
Starting Fate Points Point Cost
2 0
3 4 Human Talents (Pick one from each Section)
Human Coolheaded Suave
Starting Fate Points Point Cost Marksman Savvy
2 0 Fleet Footed Very resilient
3 3 Hardy Very strong
Lightening Reflexes Warrior born
Ambidextrous Sturdy
Sixth sense Night Vision
Strong minded Luck

Acute Hearing Resistance to Disease


Careers Excellent Vision Resistance to magic
Careers are handled the same as they were before. To Mimic Resistance to poison
convert them to WFW/D20 Just divide each number on the Super numerate
profile by 5 so you get increments of 1. For example heres a
revised version of the Toll Keeper
Halfling Talents (Pick One)
Main Profile Coolheaded Sixth sense
WS BS S T Ag Int Wp Fel Marksman Strong minded
+2 +1 +1 +2 +1 ---- +1 ---- Fleet Footed Sturdy
Secondary Profile Hardy Luck
A W SB TB M Mag IP FP Lightening Reflexes Acute Hearing
--- +2 --- ---- ---- ---- ---- ---- Suave Excellent Vision
Savvy Mimic
So after completing your characters attributes go Very resilient Super numerate
through all the careers and pick one that suits your character Very strong Resistance to Disease
best. Remember to give your character one free advancement. Warrior born Resistance to magic
Advancements are handled the same as before, each +1 to an Ambidextrous Resistance to poison
attribute is 100xp.
Step Four: Pick your career and write down your starting
equipment as listed on pg. 20 of the Corebook. Feel free to flesh
out the Characters background using the random tables however
you see fit, and answer the 10 questions.
Your character is complete! Now to put it to use.

You might also like