I have decided I am going to make it interesting and do a Warcraft d20. Because the lore is abundantly well known, it should be easy to throw together something and even give some people that little boost to their RP they may have been missing. I will be putting a link up soon that has all the materials one would need for this venture in PDF form.
Hope you guys are ready to roll some dice and make some shit up.
A lot of classes are completely different between books. See Death Knight (Alliance and Horde Compendium, Dark Factions) and Demon Hunter (Alliance and Horde Compendium, Alliance Player's Guide) as obvious and iconic examples.
1) 0 level spells do not consume spell slots 2) Skills will be simplified as per pathfinder 3) Pathfinder Grapple checks system ( Newbies, it will be so much easier) 4) If it seems Like a Monty Hall, accept it, you will need it.
#11600714 Oct 05, 2015 at 09:07 AM · Edited over 3 years ago
So I just became aware that there are *three* magic supplements for the WoW RPG:
Magic and Mayhem (M&M)
More Magic and Mayhem (MM&M)
Even More Magic and Mayhem (EMM&M)
MM&M I didn't find in Zanza's Google repository though I may have just missed it. It's got a lot of signature stuff from Warcraft in it as well as racial levels for the races that didn't get that treatment in Warcraft RPG 2nd Ed.
EMM&M seems almost like a 2.5 edition of the Warcraft RPG 2E, with several core class overhauls, merging of the Hunter and Scout classes, and a few more options to either round things out or make them feel more "Warcraft."
If you've been looking for a signature ability or spell like shaman's Purge, paladins' Blessings and Seals, or a warlock's Shadow Bolt, or the mage Fire line of spells, they're in those two books.
Having looked at a lot of the mechanics thoroughly in the past few days, I'd heavily recommend the trinity of Warcraft 2nd Ed, MM&M, and EMM&M as "core" books capturing the feel of Warcraft c. Vanilla and TBC. Not to speak for Zanza, just I've been doing a lot of thinking and reading of the tabletop version of the game and that ended up being my $.02. :)
Side note: Zanza, this exercise is making me nostalgic as hell for a lot of the mechanics that have been stripped out of class design over the years in WoW. It also makes me sad because I think there's enough rules options that I could actually build Cam the way I've always envisioned him.
Oh, if we were playing like pre-TBC I'd consider it. As is the character's got enough backstory I'd only bring him in as a high level replacement. Since we're playing post Mana Bomb/WoD Theramore, the fit isn't right. It's still fun to me to play around with the mechanics and think of how I'd implement the character, since tabletop allows a level of customization and fine tuning you just can't get in an MMO.
It'd probably work out something like...
Early to mid Vanilla: Paladin 4 (no powers)/Warrior 2
Late Vanilla (level 60): Paladin 4 (no powers)/Warrior 2/Gladiator 3/Human Racial 1
Late TBC (level 70): Paladin 4 (no powers)/Warrior 2/Gladiator 4/Human Racial 2
Late Wrath (level 80): Paladin 4 (no powers)/Warrior 2/Gladiator 5/Human Racial 3
At this point there's a split. The Ret version of Cam has an epiphany in ICC and regains his ability to use the Light. The Arms version doesn't. So if I wanted to simulate the paladin version of the character I play in WoW I'd start taking levels in Paladin again and reactivate his abilities, and if I was going for the warrior I'm currently raiding on, I'd stick with more Gladiator levels.
Anyhow, I know there's no context there without backstory, but it's still a fun mental exercise for me. :)
I like this blue but can we consider purple :^)