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MagusRogue

Joined: 20 Aug 2004 Posts: 1698
| Posted: Sun Sep 25, 2005 10:45 am Post subject: World of Warcraft FAQ and Questions | |
| Hey guys, since our old one got deleted with the release of the new product, I figured I might as well start a new one. I'm gonna basically take questions and answer them for everyone. If I don't have an answer for you, I can always ask my boss, and post his responces here.
I want a strict format here though when posting questions, capeche? All questions need to be bolded, and if you already have a responce (or think you do), then start it on a new, unbolded line. I'll post a couple things that have come up already that needs to be addressed.
Oh and if someone can get this Stickied, I'd love it.
Onto the FAQ!
I just bought all the Warcraft products, and now I see there is a new version. Does this mean that I just wasted $XX.XX money?
Certainly not! Everything within our line is still backwards compatable. While certain books may recieve an update in the future, everything is still perfectly use-able in the new version. For the conversion manual, click on the following link: http://www.white-wolf.com/downloads.php?category_id=64
You can also find an excerpt of the core rules, the Arcanist class, there.
Here's the character sheet as well: http://www.white-wolf.com/downloads.php?category_id=63
You need Adobe Acrobat, 6.0, to view any of these documents.
So, what all books do I need to play this game?
Until otherwise, all you really need is the following:
World of Warcraft RPG (By us) Manual of Monsters (by us) Dungeon Master's Guide v.3.5 (by Wizards) Monster Manual v.3.5 (by Wizards)
If you don't wanna shell out the money for the MM from dnd, Wizards of the Coast produces a free SRD (System Reference Document) that gives you all you need to run monsters, so that'll save you some money. Unfortunately, at this point you still need the DMG for experience, traps, epic rules, planar rules, and so on. Sides, the book makes it easier to GM, giving you plenty of healthy tips.
U guys R teh suxxors! U all should die or something! U guys make stoopid changes! Thrall did not kill Grom! Illidan is dead, he didn't kill Mannoroth!!! Scouts suxxors!!! U suxxors!!!!
First off, responces and emails like this (and I myself have had more than enough of both) are not going to be recieved very well. Polite criticism and well-thought out complaints will be much more effective, I'm afraid. As for Grom, we apologize. One of our writers misunderstood a manuscript and thought that Grom was killed by Thrall, since you fight him as an enemy in the last Orc scenario in Warcraft 3. Grom was not killed by Thrall, but by the pit lord Mannoroth, who also died at the same time from Grom's axe. Think of that depiction as... the human's viewpoint. Perhaps the Alliance saw Grom's death at Thrall's hands and not some demon? Illidan didn't die on the Frozen Throne. There is even a couple missing sound bytes you can find in the World Editor where Arthas informs Illidan that he's not worth killing, and to flee to Outland to never return. Also, any references to Illidan killing Mannoroth should be turned to Magtheridon. Demon names all look the same, especially with pit lords. I've touched scouts more than once. I'm sure you can find the thread yourself. Just let that dead horse lay, please. Flies and Honey, guys.
Alright, so how exactly does the High Elf's arcane ability work? It's not so clear.
I'm afraid it isn't, but if you follow the wording exactly, you'll see the answer. Upon gaining this ability, you choose 4 cantrips you wish. While the book says Arcanist cantrips, you prolly can choose path cantrips as well if you follow that path before gaining Arcane Ability. up to your GM there. Anyhow, you choose those 4 cantrips permanently, and you cast them each 1/day. For an example like you'd see in a monster listing, say a 1st level blood elf (blood elves are just like high elves currently, btw, though this may change in the future) takes Acid Splash, Detect Magic, Read Magic, and Resistance. If we were gonna do her as a monster, it would look like this:
Spell-like Abilities: 1/day: acid splash, detect magic, read magic, resistance. Caster level 1st.
I hope that makes it a bit more clear.
Can we get this stickied?
Dunno, ask the forum moderators. I'd like it to be stickied.
Can I ask more questions here?
So long as you do so politely, and follow the guidelines I've set forth here.
Thanks everyone! _________________ Your friendly neighborhood Magus the Extreme. WoW RPG Game Designer. Serving you many warcraft goodies at www.geocities.com/magusrogue .
Last edited by MagusRogue on Sun Sep 25, 2005 10:49 am; edited 1 time in total. (6 percent) | |
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MagusRogue

Joined: 20 Aug 2004 Posts: 1698
| Posted: Sun Sep 25, 2005 11:02 am Post subject: | |
| Some more things I found that need to be added.
Do orcs have racial levels? The beginning of Chapter 2 implies that they do, but their racial listing doesn't have any.
Sorry bout that. Originally orcs had racial levels, but this was dropped as they're a 'standard' race now. So, to answer your question, no orcs do not have racial levels.
What's the starting gold of a hunter?
I knew we forgot something! Hunter was a bit of a late addition. Consider this official errata:
Hunters start with 5d4 x 10 gp.
How come a warlock's fel companion not advance like a familiar or a hunter's companion? Capping them at 10 HD but not advancing them somehow seems a bit weak...
Quick answer is: Demons are much, much, much more powerful than animals. They have a good BAB and all saves are good, plus they have a ton of skills. Their demon traits grant them several resistances that other creatures do not normally have, and most have fel strike, an incredible ability. Simply put, pound for pound, demons are incredible. If you added onto that, it would only make them ridiculously powerful, and everyone would want to be a warlock just to play with their juggernaut companions. If you still feel a little... twitchy about this, consider a couple options:
1) Allow them to advance as cohorts. Remember, though, as a cohort they count as a party member, which means your team won't be getting as much XP as they would without the fel companion. 2) Allow a new feat, such as Improved Fel Companion, which lets you break the 10 HD limit. I'd make it require minimum 5th level arcane spells and the ability to attract a fel companion, just to balance the ability. Discuss with your GM on that. 3) Apply an appropriete chart, such as Familiar or maybe the Hunter's Companion chart to the warlock and let them advance their 'pets.' Or make your own chart. It's your game, after all.
What's this Htr spells thing I keep seeing in the magic spells?
Luke said it better than me:
Luke Johnson wrote: | The original "hunter" in the book was a PrC akin to the old one from the first book - a bit like a D&D ranger, and sort of the Horde version of the elven ranger. During the development process, we realized that guy bore little resemblence to the WoW hunter. Plus, we wanted to make the hunter a base class. So, we (Andrew Rowe and I) designed the hunter that you see today. It was some time before he was finalized, and in all the exceitement, he got left out of a few tables and the original hunter's stamp still sits on a few spells.
Look for the other version of the hunter to appear in an upcoming book - with a different name, of course. | _________________ Your friendly neighborhood Magus the Extreme. WoW RPG Game Designer. Serving you many warcraft goodies at www.geocities.com/magusrogue . | |
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Luke Johnson
Joined: 12 Sep 2004 Posts: 281
| Posted: Mon Sep 26, 2005 3:21 pm Post subject: | |
| Hey gang!
Quote: | So, what all books do I need to play this game?
Until otherwise, all you really need is the following:
World of Warcraft RPG (By us) Manual of Monsters (by us) Dungeon Master's Guide v.3.5 (by Wizards) Monster Manual v.3.5 (by Wizards)
If you don't wanna shell out the money for the MM from dnd, Wizards of the Coast produces a free SRD (System Reference Document) that gives you all you need to run monsters, so that'll save you some money. Unfortunately, at this point you still need the DMG for experience, traps, epic rules, planar rules, and so on. Sides, the book makes it easier to GM, giving you plenty of healthy tips. |
I'm afraid this is only sort of accurate. The WoW RPG book is the only book you need to play the game, but the other books Magus mentions are certainly helpful. You can find loads of information for free via the SRD which is available in its official version here: http://www.wizards.com/default.asp?x=d20/article/srd35
and in an easy-to-look-at webpage version here: http://www.systemreferencedocuments.org/35/sovelior_sage/home.html
The only thing the SRD doesn't have is XP rules, but a clever GM can make judgments as to how much to dole out without official rules.
Thank for reinstating the FAQ, Magus! _________________ Luke Johnson WoW RPG and McWoD Developer http://www.lukejohnson.com | |
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The_Crimson_Binome

Joined: 01 Oct 2005 Posts: 15
| Posted: Sat Oct 01, 2005 2:58 pm Post subject: Dwarf question | |
| In the WoWRPG book, it states that dwarves get a racial bonus of +2 to craft (firearms). But in the technology section, on the table of item creation DC's, firearms and other technological devices are tagged as "Can only be created by tinker". Does this mean that only dwarven tinkers can benefit from the racial bonus?
I had considered letting characters in my game treat this (and other's) racial bonus like the racial bonuses in the Warcraft RPG {1e} are used. i.e. Night elven characters get a +2 bonus to Survival and Knowledge(nature) and these skills are always considered class skills. So I figured I'd let dwarven characters count their character levels as tinker class levels but only when crafting firearms. I just wanted to know if this is what was intended? _________________ Rule #1: The GM is ALWAYS right. Rule #2: In cases when the GM is wrong, refer to Rule #1. | |
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MagusRogue

Joined: 20 Aug 2004 Posts: 1698
| Posted: Sat Oct 01, 2005 8:48 pm Post subject: | |
| Craft (Technological Device) is a class skill only for Tinkers. Only one race gains a bonus on this skill and count it as a class skill: Goblins. Thus, goblins technically are the only race who doesn't even need a level in Tinker to make devices, though its ts limit is only gonna be 1.
The +2 to build firearms only comes into effect with dwarven tinkers, thus it's not as effective without at least one level of tinker. Furthermore, to do even 1 dice of damage, you need a TS score of at least 3. Thus you either need 2 levels of Tinker, or the Firearms Knack feat. You can certainly rule that a dwarf may use Craft (tech) without Tinker levels, so long as its firearms, but without Firearms Knack, you won't be able to make even a 1d6 gun.
You CAN repair guns though, even untrained, and this is where the bonus can come into effect. Even if the dwarf cannot make a gun due to not having Tinker levels, all dwarves are familiar enough with guns that they can correct malfunctions or just normal wear and tear. This was the actual intent.
Counting your character levels as tinker levels is a bit unbalancing, and would make dwarven tinker firearm specialists useless (as any dwarf can rival the tinker). Of course, you may also choose to do whatever you wish. This is your game after all. But, OFFICIALLY, you cannot build guns without levels of tinker, but you can fix and unjam them. _________________ Your friendly neighborhood Magus the Extreme. WoW RPG Game Designer. Serving you many warcraft goodies at www.geocities.com/magusrogue . | |
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MagusRogue

Joined: 20 Aug 2004 Posts: 1698
| Posted: Mon Oct 03, 2005 11:19 am Post subject: | |
| I'm playing a dryad, but I just realized something. I'm immune to any spell that has a saving throw! This means I can't be healed! Arg!!!! Addenum: I got SR! But my SR makes it hard for our healer to heal me, or our arcanist to shield me! no!!!!
This is a common problem in many games, and one I just ran into once again. For the short and skinny, yes you can be buffed and healed. Spell Immunity is simply a better form of SR. Generally, you can lower your Spell Resistance to voluntarily accept spells cast on you.
There is another way to interpret this. Most spells that have a beneficial effect either don't offer a Saving Throw, or have the words (Harmless) next to them. This means you may voluntarily forego your saving throw and accept the spell. Consider SR and SI as the ability to automatically succeed at any saving throw, without any ill effects. Like a hyped up Evasion. With Harmless spells, you may forgo the save, even though you always succeed anyhow, and accept the powers. If you don't take the save, you don't automatically succeed, and thus the spell isnt blocked.
Long words short, you don't have to block Harmless spells. So your dryad or spellbreaker or whatnot can still be healed, even if he/she is normally immune to all spells and effects. Same with casting Spell Immunity on yourself. Otherwise, these characters would die rather quickly, don't you think? _________________ Your friendly neighborhood Magus the Extreme. WoW RPG Game Designer. Serving you many warcraft goodies at www.geocities.com/magusrogue .
Last edited by MagusRogue on Mon Oct 03, 2005 11:20 am; edited 1 time in total. (2 percent) | |
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MagusRogue

Joined: 20 Aug 2004 Posts: 1698
| Posted: Sat Oct 08, 2005 7:25 pm Post subject: | |
| How does barbarian rage work for Forsaken (and any undead, generally)?
To quote Luke:
Luke Johnson wrote: | Honestly, I think the barbarian thing was a bit of an oversight. Taelohn's assessment is correct: Forsaken rage for 3 rounds, gain no bonus hp (or Fort save), and are not fatigued afterward. Not so bad, really; not a lot of combats last longer than 3 rounds.
However, you may not like that. Magus's solution of swapping Cha and Sta works fine. I'm sure you guys can come up with your own solutions as well. | _________________ Your friendly neighborhood Magus the Extreme. WoW RPG Game Designer. Serving you many warcraft goodies at www.geocities.com/magusrogue . | |
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Kaziel

Joined: 27 Dec 2004 Posts: 641
| Posted: Sat Oct 08, 2005 8:56 pm Post subject: | |
| B/c it will inevitably come up, High Elves are not extinct, are not all turned into Blood Elves. There is still sizable groups in both Theramore and Stormwind, easily comparable to the population of Gnomes everywhere. They are not a dead race. _________________ Kaziel, Master Mage of Dalaran (level 60), residing in Stormwind. Adept Arcanist (7 of 8 ), Apprentice of the Netherwind (2 of 8 ) Member of the Order of the White Lion. | |
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MagusRogue

Joined: 20 Aug 2004 Posts: 1698
| Posted: Thu Oct 13, 2005 8:35 am Post subject: | |
| please no discussions in this forum. this is strictly for me answering your most common questions.
Hey, Fog Cloud is a spell only for Healers! That's odd, because it's suppose to be an arcane spell. Dragonhawk riders use it, man!!!
Oops, our bad. Change the spell's levels to:
Arc2, Elements 2, Shm2.
Hey, I wanna use [Insert DnD Spell Here]! How do I use it in WoW?
Thanks to the wonderful compatability of d20 products, you can easily use any spell you want from dnd. While some spells may be a bit too much for this game, others, such as Obscuring Mist, are perfectly fine. Look at the various spell lists in our game, and translate them to the closest class. Generally, Druid spells can be split between Druids (for animal and plant spells, and buffs) and Shaman (for elemental spells). Mages tend to get most of your direct blast spells, while Warlocks get conjuration and curses and stuff. Necromancers get all Necromancy spells, without a pause. Likewise, your holy spells will translate over to Priests easily. Ranger spells often translate well to Elven Ranger, and the eventual replacement for the old Hunter PrC. Healers shouldn't get most elemental effects attributed to Clerics; save those for the Shaman list. Most domains don't translate well, however. Just use common sense.
For instance, Obscuring Mist would translate as:
Arc1, Shm1
Very few can use this spell anymore, but this is the closest you'll get. _________________ Your friendly neighborhood Magus the Extreme. WoW RPG Game Designer. Serving you many warcraft goodies at www.geocities.com/magusrogue . | |
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garouza

Joined: 03 Oct 2005 Posts: 25
| Posted: Fri Oct 21, 2005 10:05 pm Post subject: Healer - Shaman Doubts. | |
| Hi. One of my PC wants to start as a Shaman, Elements Domain, but I still dont have clear which spells she will know when she starts. Will she be able to prepare all Healer spells, all Shaman spells, and also her Elements Domain spell at level 1?
Last edited by garouza on Fri Oct 21, 2005 10:06 pm; edited 1 time in total. (31 percent) | |
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MagusRogue

Joined: 20 Aug 2004 Posts: 1698
| Posted: Sat Oct 22, 2005 7:36 pm Post subject: Re: Healer - Shaman Doubts. | |
| garouza wrote: | Hi. One of my PC wants to start as a Shaman, Elements Domain, but I still dont have clear which spells she will know when she starts. Will she be able to prepare all Healer spells, all Shaman spells, and also her Elements Domain spell at level 1? |
A healer is assumed to have learned all spells available to him at 1st level (or whatever level you've started at). So you can choose spells from the Healer and Shaman list, and automatically prepare 1 domain spell as well. The domain spell you never have to learn; it's automatic.
Once you gain access to new levels, you have to learn spells like normal, as per page 254. Remember, divine casters don't need spellbooks, and thus they have to pay 50 gp and 30 minutes per spell level to recieve instruction on it. They can also meditate for their spells, as if they had access to a spellbook or a scroll, though the GM mayu insist that particularly exotic spells (spells not out of the core rules) require instruction or a scroll to learn.
In my and Luke's games we ignore this, and just say that divine casters automatically know all spells available to them by level and path. This is unnofficial, of course, and just a house rule. Officially, you have to learn your spells when you gain levels.
Sorry guys. _________________ Your friendly neighborhood Magus the Extreme. WoW RPG Game Designer. Serving you many warcraft goodies at www.geocities.com/magusrogue . | |
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Felkoro Stormmaul
Joined: 28 Oct 2005 Posts: 61
| Posted: Fri Oct 28, 2005 11:00 pm Post subject: | |
| A question to you my masters...
There is an oficcial errata to make blood elves?
special traits? abilities? _________________ IN CONSTRUCTION | |
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garouza

Joined: 03 Oct 2005 Posts: 25
| Posted: Sat Oct 29, 2005 10:35 am Post subject: Re: Healer - Shaman Doubts. | |
| MagusRogue wrote: | garouza wrote: | Hi. One of my PC wants to start as a Shaman, Elements Domain, but I still dont have clear which spells she will know when she starts. Will she be able to prepare all Healer spells, all Shaman spells, and also her Elements Domain spell at level 1? |
A healer is assumed to have learned all spells available to him at 1st level (or whatever level you've started at). So you can choose spells from the Healer and Shaman list, and automatically prepare 1 domain spell as well. The domain spell you never have to learn; it's automatic.
Once you gain access to new levels, you have to learn spells like normal, as per page 254. Remember, divine casters don't need spellbooks, and thus they have to pay 50 gp and 30 minutes per spell level to recieve instruction on it. They can also meditate for their spells, as if they had access to a spellbook or a scroll, though the GM mayu insist that particularly exotic spells (spells not out of the core rules) require instruction or a scroll to learn.
In my and Luke's games we ignore this, and just say that divine casters automatically know all spells available to them by level and path. This is unnofficial, of course, and just a house rule. Officially, you have to learn your spells when you gain levels.
Sorry guys. |
Alright, thanks Magus! And sorry for posting many times, lol, my game started in 4 hours and my Shaman player was desperate to know, lol. Later! | |
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garouza

Joined: 03 Oct 2005 Posts: 25
| Posted: Sat Oct 29, 2005 10:41 am Post subject: Tinker Armor Question | |
| Hi, Im becoming a frequent customer here, lol. Two questions:
All Tinker Armors must be self powered? An armor that only increases AC+Str or Agy, can be created without an engine?
How do you calculate the TS of a gun that holds a barrel with many prepared shots, like the Repeating Gun or the Dwarven Reciprocator?
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MagusRogue

Joined: 20 Aug 2004 Posts: 1698
| Posted: Sat Oct 29, 2005 10:58 pm Post subject: | |
| Felkoro Stormmaul wrote: | A question to you my masters...
There is an oficcial errata to make blood elves?
special traits? abilities? |
All I can say is just wait. till then, just use high elves. they're practically the same. _________________ Your friendly neighborhood Magus the Extreme. WoW RPG Game Designer. Serving you many warcraft goodies at www.geocities.com/magusrogue .
from: http://forums.white-wolf.com/viewtopic.php?t=24828
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