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[5e] Witcher: Mother of Monsters
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<blockquote data-quote="Quickleaf" data-source="post: 7214507" data-attributes="member: 20323"><p>Yeah, I've incorporated the idea of Playbooks, Scenario Packs, and Threat Packs. Basically this translates to random tables, using stuff from your characters to fill in certain tables, and some behind-the-scenes "event threat level" type stuff. Easy to adapt to 5e (or any game).</p><p></p><p>There's a couple things I like about it...</p><p></p><p>I like how Sense Magic is built into the mage class – which I've already sort of included in my homebrew Sorcerer for the game. I like how mages eschew spell levels & the division of cantrip/spell/ritual. I especially like how they make ability checks to cast cantrips (with failure meaning you choose between miscasting or exhausting your use of that cantrip until resting). And magic is generally less damage-focused...some spells are direct analogues to D&D spells...but others have a more fairy tale feel, such as:</p><p></p><p>[SECTION]<strong>Second Sight (Intelligence)</strong></p><p>Using this cantrip allows the caster to see spirits of all</p><p>sorts: the dead, faeries, and demons of all stripes. This</p><p>cantrip only grants the caster the ability to perceive</p><p>these spirits; if she wishes to converse with them, she</p><p>must know their language.</p><p>A mage with this cantrip can also attempt to command</p><p>a spirit if she knows its true name. Rules for doing so</p><p>are covered on p.25 in the ‘Core Rules’ section along</p><p>with the rest of the information on true names.</p><p></p><p><strong>Obscurement</strong></p><p>Range: Self</p><p>Duration: 4 rounds/level</p><p>Save: no</p><p>With a simple gesture, the mage becomes hazy and</p><p>forgettable. She is difficult to see, and won’t be noticed</p><p>by most creatures. She receives +3 to any rolls for</p><p>sneaking about unnoticed for the duration.</p><p></p><p><strong>Summoning (Intelligence)</strong></p><p>Range: The Cosmos</p><p>Duration: Instant</p><p>Save: yes</p><p>The mage crafts a gateway into another realm and</p><p>calls a spirit. Any spirit may be called, though there</p><p>are some obvious reasons not to attempt to summon</p><p>a greater demon or one of the gods. The target may</p><p>make a saving throw, but receives a penalty equal to the</p><p>caster’s level. The target spirit is under no compunction</p><p>to obey the caster upon arrival.</p><p>Should the caster fail the ritual roll, it is very likely that</p><p>something else will come through the portal and into</p><p>the mortal realm. Good luck.</p><p>This ritual requires that the mage draw various intricate</p><p>circles and signs in chalk and call out the names</p><p>of the spirit which he wishes to summon. Knowing the</p><p>spirit’s true name gives the caster a +5 bonus to the</p><p>Intelligence test for the ritual, making him much more</p><p>accurate in his summoning.[/SECTION]</p><p></p><p><em>Beyond the Wall</em> is more narrative (e.g. in terms of how distances are described as near/far & in terms of simple language for abilities & simple weapon stats), which I feel fits PbP & the Witcher setting. There's also a lower "power level" & de-emphasis on combat (as well as slower healing rules), which I thinks suits the sort of pacing we have – which is more like a fantasy novel, and less like a dungeon crawl. But I can kind of convey that from behind-the-DM-screen, so to speak, even in 5e.</p><p></p><p>I like the collaborative setting building aspect. Maybe a bit trickier to incorporate in an established setting of the Witcher, and requires a certain amount of player buy-in, but I thought it was cool.</p><p></p><p>I like the emphasis on True Names - those have a real fairy tale feel to them. Allies who know your True Name can utter it to grant you bonuses or restore you to your true form. True Dwarves have a bit of a "Rumplestiltskin" vibe, where their True Name can be a real vulnerability in the hands of an enemy.</p><p></p><p>The "Traits" (BtW's version of Feats) include things that are mechanistic like 5e's feats, as well as things that are much more story-based, for example:</p><p></p><p>[section]<strong>Pure of Heart</strong></p><p>This character loves his friends and comrades and would</p><p>never betray them. No mental control of any sort can</p><p>make this character harm his allies, important characters</p><p>from his background, or the other PCs.</p><p></p><p><strong>Insight</strong></p><p>This character has the frightening ability to look into</p><p>another’s soul. When this character first encounters any</p><p>important creature with a true name, she may spend a</p><p>Fortune Point to gain a 1 in 12 chance that the creature’s</p><p>name will come to her that night in a dream.[/SECTION]</p><p></p><p>While there are nowhere near the variety of monsters as in 5e, I do like how BtW has guidelines for making unique demons, dragons, and goblins. That philosophy fits the Witcher setting with each monster hunt being a unique experience.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 7214507, member: 20323"] Yeah, I've incorporated the idea of Playbooks, Scenario Packs, and Threat Packs. Basically this translates to random tables, using stuff from your characters to fill in certain tables, and some behind-the-scenes "event threat level" type stuff. Easy to adapt to 5e (or any game). There's a couple things I like about it... I like how Sense Magic is built into the mage class – which I've already sort of included in my homebrew Sorcerer for the game. I like how mages eschew spell levels & the division of cantrip/spell/ritual. I especially like how they make ability checks to cast cantrips (with failure meaning you choose between miscasting or exhausting your use of that cantrip until resting). And magic is generally less damage-focused...some spells are direct analogues to D&D spells...but others have a more fairy tale feel, such as: [SECTION][B]Second Sight (Intelligence)[/B] Using this cantrip allows the caster to see spirits of all sorts: the dead, faeries, and demons of all stripes. This cantrip only grants the caster the ability to perceive these spirits; if she wishes to converse with them, she must know their language. A mage with this cantrip can also attempt to command a spirit if she knows its true name. Rules for doing so are covered on p.25 in the ‘Core Rules’ section along with the rest of the information on true names. [B]Obscurement[/B] Range: Self Duration: 4 rounds/level Save: no With a simple gesture, the mage becomes hazy and forgettable. She is difficult to see, and won’t be noticed by most creatures. She receives +3 to any rolls for sneaking about unnoticed for the duration. [B]Summoning (Intelligence)[/B] Range: The Cosmos Duration: Instant Save: yes The mage crafts a gateway into another realm and calls a spirit. Any spirit may be called, though there are some obvious reasons not to attempt to summon a greater demon or one of the gods. The target may make a saving throw, but receives a penalty equal to the caster’s level. The target spirit is under no compunction to obey the caster upon arrival. Should the caster fail the ritual roll, it is very likely that something else will come through the portal and into the mortal realm. Good luck. This ritual requires that the mage draw various intricate circles and signs in chalk and call out the names of the spirit which he wishes to summon. Knowing the spirit’s true name gives the caster a +5 bonus to the Intelligence test for the ritual, making him much more accurate in his summoning.[/SECTION] [I]Beyond the Wall[/I] is more narrative (e.g. in terms of how distances are described as near/far & in terms of simple language for abilities & simple weapon stats), which I feel fits PbP & the Witcher setting. There's also a lower "power level" & de-emphasis on combat (as well as slower healing rules), which I thinks suits the sort of pacing we have – which is more like a fantasy novel, and less like a dungeon crawl. But I can kind of convey that from behind-the-DM-screen, so to speak, even in 5e. I like the collaborative setting building aspect. Maybe a bit trickier to incorporate in an established setting of the Witcher, and requires a certain amount of player buy-in, but I thought it was cool. I like the emphasis on True Names - those have a real fairy tale feel to them. Allies who know your True Name can utter it to grant you bonuses or restore you to your true form. True Dwarves have a bit of a "Rumplestiltskin" vibe, where their True Name can be a real vulnerability in the hands of an enemy. The "Traits" (BtW's version of Feats) include things that are mechanistic like 5e's feats, as well as things that are much more story-based, for example: [section][B]Pure of Heart[/B] This character loves his friends and comrades and would never betray them. No mental control of any sort can make this character harm his allies, important characters from his background, or the other PCs. [B]Insight[/B] This character has the frightening ability to look into another’s soul. When this character first encounters any important creature with a true name, she may spend a Fortune Point to gain a 1 in 12 chance that the creature’s name will come to her that night in a dream.[/SECTION] While there are nowhere near the variety of monsters as in 5e, I do like how BtW has guidelines for making unique demons, dragons, and goblins. That philosophy fits the Witcher setting with each monster hunt being a unique experience. [/QUOTE]
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