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[Non-d20] Witch Hunter: Invisible World - my impressions
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<blockquote data-quote="Scurvy_Platypus" data-source="post: 4335103" data-attributes="member: 43283"><p>And here's a repost of an idea I had regarding the skill system.</p><p></p><p></p><p></p><p>It might be poor form to quote/reply to yourself, but I said I'd come back to this and this is how I'm doing it.<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I'm going to be starting up play with my wife in a game called "The Secret of Zir'An". Don't worry if you haven't heard of it, it flies under most people's radar since they had a printing problem.</p><p></p><p>It's a shame because the setting is pretty groovy, and while there appears to be some unnecessary fiddly stuff in the system, it's got some pretty good potential too.</p><p></p><p>One of the interesting things is how they've specifically handled skill mechanics.</p><p></p><p>Basically, there's 2 components to a skill, one being the Finesse level and the other being Points of Practice.</p><p></p><p>If a character is in an Unstressed Situation, and their Finesse Level is greater than the Difficulty Level, the character automatically succeeds. The character narrates how they succeed and you just move on.</p><p></p><p>If a character makes a skill test and not only succeeds at it, but actually does well enough that they could have beat a higher difficulty? That's a Superior Success, and the player gets to narrate an additional action or benefit related to the task.</p><p></p><p>A Stressed Situation is generally:</p><p>Combat</p><p>Stat damage (due to poisons or whatever)</p><p>Damage past a certain point</p><p>Extraordinary environmental conditions (blizzard, being chased, outnumbered, etc)</p><p>Hostile environment (natural disaster, damaged car, etc)</p><p></p><p>That's pretty groovy stuff, and is usually the sort of thing that the small press/indy games are playing around with. It wasn't something I expected to see in a "mainstream" game that came out under the publishing imprint of White Wolf.</p><p></p><p>It's an idea that's perfectly workable in Witch Hunter too.</p><p></p><p>Being a simple fellow, I'd probably just start off with the Difficulty chart on page 102.</p><p></p><p>If a character has the number of dice equal to the Difficulty, in an Unstressed Situation, then they're going to succeed.</p><p></p><p>Is that mathematically accurate? I'm pretty darn certain it isn't.</p><p></p><p>Now the first question about this is going to be, how do you figure the number of dice? Is it "stat+skill" or just "skill" alone?</p><p></p><p>I'd say that's up to the decision of the GM. If you're looking to try and give the feel of extremely competent and scary people (Action with a bit of horror elements), go with Stat+Skill. If you're wanting to keep the feel more like the core book (Horror with swashbuckling or equal parts of each), Skill alone is probably where you should look.</p><p></p><p>You can homebrew a couple of Talents if you want, to cover some sort of adrenaline-junky type character, or whatnot. Or tie it in with an Order. For example, a Stalker of the Unseen Hunt might not consider Hostile Environment to be a Stressful Situation. So they can function at a greater degree of competence than other Witch Hunters in the same situation.</p><p></p><p>I'd also add doing Magic to the list of Stressful Situations for most folks. A better fit for the feel of the core book, would probably be to use the True Faith score of the caster instead of the skill level, when looking at the Difficulty of the rite.</p><p></p><p>If you wanted to push Witch Hunter in a different direction, you could always add a Talent (or maybe a Greater Talent) that allows them to treat casting as an Unstressed situation. Or it could be a benefit reserved for the "Sanctioned" casters. They've survived the horrors that the church visits upon them to be sure they're free from the taint of evil, and therefore they're no longer subject to the same sort of stresses that ordinary folks experience when messing with the Invisible World.</p><p></p><p>I've been mulling this over a bit and I'm seriously thinking about introducing this way of handling skills as my first "serious" rule tweak to the game. Of course, it's a pretty minor rule tweak on the whole, but the potential implications are pretty groovy. I need to think about it a bit more to make sure I'm not missing anything.</p><p></p><p>While the bit I've quoted above mentions Acrobatics, really it applies to just about any skill.</p></blockquote><p></p>
[QUOTE="Scurvy_Platypus, post: 4335103, member: 43283"] And here's a repost of an idea I had regarding the skill system. It might be poor form to quote/reply to yourself, but I said I'd come back to this and this is how I'm doing it.:) I'm going to be starting up play with my wife in a game called "The Secret of Zir'An". Don't worry if you haven't heard of it, it flies under most people's radar since they had a printing problem. It's a shame because the setting is pretty groovy, and while there appears to be some unnecessary fiddly stuff in the system, it's got some pretty good potential too. One of the interesting things is how they've specifically handled skill mechanics. Basically, there's 2 components to a skill, one being the Finesse level and the other being Points of Practice. If a character is in an Unstressed Situation, and their Finesse Level is greater than the Difficulty Level, the character automatically succeeds. The character narrates how they succeed and you just move on. If a character makes a skill test and not only succeeds at it, but actually does well enough that they could have beat a higher difficulty? That's a Superior Success, and the player gets to narrate an additional action or benefit related to the task. A Stressed Situation is generally: Combat Stat damage (due to poisons or whatever) Damage past a certain point Extraordinary environmental conditions (blizzard, being chased, outnumbered, etc) Hostile environment (natural disaster, damaged car, etc) That's pretty groovy stuff, and is usually the sort of thing that the small press/indy games are playing around with. It wasn't something I expected to see in a "mainstream" game that came out under the publishing imprint of White Wolf. It's an idea that's perfectly workable in Witch Hunter too. Being a simple fellow, I'd probably just start off with the Difficulty chart on page 102. If a character has the number of dice equal to the Difficulty, in an Unstressed Situation, then they're going to succeed. Is that mathematically accurate? I'm pretty darn certain it isn't. Now the first question about this is going to be, how do you figure the number of dice? Is it "stat+skill" or just "skill" alone? I'd say that's up to the decision of the GM. If you're looking to try and give the feel of extremely competent and scary people (Action with a bit of horror elements), go with Stat+Skill. If you're wanting to keep the feel more like the core book (Horror with swashbuckling or equal parts of each), Skill alone is probably where you should look. You can homebrew a couple of Talents if you want, to cover some sort of adrenaline-junky type character, or whatnot. Or tie it in with an Order. For example, a Stalker of the Unseen Hunt might not consider Hostile Environment to be a Stressful Situation. So they can function at a greater degree of competence than other Witch Hunters in the same situation. I'd also add doing Magic to the list of Stressful Situations for most folks. A better fit for the feel of the core book, would probably be to use the True Faith score of the caster instead of the skill level, when looking at the Difficulty of the rite. If you wanted to push Witch Hunter in a different direction, you could always add a Talent (or maybe a Greater Talent) that allows them to treat casting as an Unstressed situation. Or it could be a benefit reserved for the "Sanctioned" casters. They've survived the horrors that the church visits upon them to be sure they're free from the taint of evil, and therefore they're no longer subject to the same sort of stresses that ordinary folks experience when messing with the Invisible World. I've been mulling this over a bit and I'm seriously thinking about introducing this way of handling skills as my first "serious" rule tweak to the game. Of course, it's a pretty minor rule tweak on the whole, but the potential implications are pretty groovy. I need to think about it a bit more to make sure I'm not missing anything. While the bit I've quoted above mentions Acrobatics, really it applies to just about any skill. [/QUOTE]
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