D&D General Recommendations for a "Witcher" style campaign

For a few thoughts here on The Witcher and power levels. Remember that Geralt is anything but a first level character. In 5E terms he's probably something like a 10th level ranger or fighter. Triss and Yennefer are both powerful wizards, they're perfectly capable of managing teleportation circles.

At a certain point The Witcher stops being about killing monsters, and starts to be about the monsters that control civilized society.
 

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"I heard Witchers always carry two swords. One for humans and one for monsters."
"Both are for monsters..."


Symbaorum seems like a really good choice for a Witcher campaign.

Regardless of system, I recommend the AD&D module Against the Cult of the Reptile God. The whole thing could be a Witcher story from start to finish with either a succubus or high vampire instead of the reptile god.
 

The first issue some people had was with Advantage. Saying it was too hard to track and too swingy. In Up In Arms the martial accessory book they released group advantage which which pretty much fixes this issue. It turns advantage into a pool of points which the party can spend for various one off benefits - including getting an extra action, breaking from combat or getting bonuses to a % roll. Good but less overwhelming. The enemy also get a pool.

My hat of "Enemy/GM" point pools know no limit... IMHO that is not a fix.

I fully realize others will have no problem with such a patch, but for me it is a no go.


The edition was also criticized for channelling not being good enough, too dangerous and that it was better to spam dart or bolt rather than pretty much any other spell. Winds of Magic the arcane supplement has fixed this by changing Channelling, giving various additional methods of improving spell casting and changing the way overcasting and damage for spells works, basically putting everything back on the table. It also introduces ritual spells which is so Witcher!

Now this part sounds the business.

But this:

Sounds good and like something that should have been core from the start.

I disagree with many of the design directions/fixes in WFRP 4e.

Although I like the fact that magic was brought in-line with the standard dice mechanic; For virtually everything else they would have been better served just employing known fixes and updating the WFRP2e rules set.

On paper the WFRP system should get you closer to running a 'Witcher' campaign with much less hacking than 5e out of the gate. But in my opinion, the 4e core book system is unfortunately in such a state that figuring out what rules fixes work for you may not be worth the monetary investment unless you already own the book.
 

My hat of "Enemy/GM" point pools know no limit... IMHO that is not a fix.

I fully realize others will have no problem with such a patch, but for me it is a no go.
I don’t understand what the problem with the foes getting an advantage pool as well?
Although I like the fact that magic was brought in-line with the standard dice mechanic; For virtually everything else they would have been better served just employing known fixes and updating the WFRP2e rules set.
I’m not really interested in edition wars. I get that 2nd Ed has its proponents. I recommend the live system that’s getting support. I’m not going to dwell on the past.
On paper the WFRP system should get you closer to running a 'Witcher' campaign with much less hacking than 5e out of the gate. But in my opinion, the 4e core book system is unfortunately in such a state that figuring out what rules fixes work for you may not be worth the monetary investment unless you already own the book.
Theres an unofficial FAQ plus lots of main issues have been updated in UIA and WOM. The remaining issues are corner cases or require actively seeking out problems. Both of which happen in any system with sufficient moving parts. It isn’t 5e. It’s more granular and simulationist than D&D. That’s precisely why I think it makes a good system for the Witcher world.
 
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Other reasons to use WFRP 4e for the Witcher World

  • Magic is powerful but dangerous. It can scar you if you aren’t careful and can come at a cost.
  • Combat is brutal. Critical hits can pop off arms and eyes etc but the game has a detailed section on prosthesis.
  • Careers and abilities are very grounded in the real world. There are rules for playing a toll-keeper or a bounty hunter, or a city watch.
  • Fate and Resilience points can keep you alive though and it isnt too easy for PCs to die.
  • Monsters are tough, and much more than just bags of HP.
  • Cool rules for monster parts exist - including how long they decay.
  • There are extensive rules for quasi-magical alchemy and herbs.
  • There are rules for status - important in a game with emperors and farmers.

Anyway. Just my thoughts, as a person who loves both games.
 

Quickleaf's conversion seems to not be available anymore on Google drive. Can it be found somewhere else?
I too was hoping it would still be available. I know @Quickleaf is still on the forum, because last night I checked to see when he was last active and saw that he had just looked at this thread. I was hoping that he might leave a reply as to whether he moved the conversion or why he removed it.
 

I don’t understand what the problem with the foes getting an advantage pool as well?

Like I said; some may have no issue with the fix. It is just not a fix to me.


There's an unofficial FAQ plus lots of main issues have been updated in UIA and WOM.

And that is the issue with WFRP 4e for me:

Two supplemental books to "fix" what should have been in my core book from the get go?


I recommend the live system that’s getting support.

In RPG land people will gravitate to the currently supported system.

But out of print does not equal unplayable. Older games, and past editions can be perfectly fit for purpose.

There are many options out there for those who do not want to buy the RTal version of The Witcher RPG.
 
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And that is the issue with WFRP 4e for me:

Two supplemental books to "fix" what should have been in my core book from the get go?
They released a game, then they listened to feedback, I’m not sure what the issue is with that?

There’s no point crying over spilt milk.

You can also never please 100% of people 100% of the time.
 

They released a game, then they listened to feedback, I’m not sure what the issue is with that?

They got the process backwards...

Playtesting, before release. It's used to be considered a thing.

You can say no crying over spilt milk all you want.

I am also free to say that I do not mind the cost of current full color RPG hardback core books at all: So having a functional game system that works out of the gate with no glaring issues in return is not an outrageous ask.

Call me crazy; But having to homebrew/fix their game system on release, essentially putting paying customers in the position of doing their play testing for them, are things "professional" game designers and RPG companies should not get to brush off with an "Oops!?"... 🤷‍♂️
 

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