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demonsbane 09-04-2009 06:36 PM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 844952)
EDIT: Update. Now includes a setting (somewhat). You'll steel need basic understanding of the universe of the witcher to use it, but it explains things in a little detail. The setting takes place in Redania.

Check it out - leave comments :)

I just downloaded it and I must say this is promising and a very good looking work. Please go ahead!

Regarding the Witcher template, I see you've put "Social Stigma: Second-Class Citizen".

I saw the computer game and there Geralt is constantly insulted as "freak" (in Spanish it's subtitled and translated literally as "monstruo" ("Monster")), and many things are there emphasizing the social rejection suffered by the Witchers -included the assault of masses of people against Kaer Morhen for eliminating all them- so I wonder if that disadvantage should be worse.

The success with women can be seen as contradictory or paradoxical, or maybe a particular gift of Geralt of Rivia.

Anyway I'm no expert in this setting because I haven't read the books.

Grunker 09-04-2009 09:33 PM

Re: The Witcher
 
Hi! Thanks alot for your comments!

The Witcher template seems to be the hardest nut to crack, and it definetely needs alot of work. They have a hard time finding work nowadays for example (Wealth: Struggling), but I still have to find some way for them to start with a broadsword made of silver (12500$)...

So yeah.

The women-thing; the game exaggerates that particular advantage a little. As for whether it's strictly Geralt; Geralt does have a knack for it, but actually the fact that the witchers are infertile has a role to play: A quickie in the hay will never result in children, and some women know this! (Especially important in the middle ages, with no access to... well, you know)

demonsbane 09-04-2009 10:45 PM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 845833)
They have a hard time finding work nowadays for example (Wealth: Struggling), but I still have to find some way for them to start with a broadsword made of silver (12500$)...

You may include in their template Traded Points for Money (Basic Set p. 26) for attaining that amount. Or you may add the sword of silver as Signature Gear in the template. You can also use the variant takes on these subjects in Dungeon Fantasy 1 ("Buying (and Selling) Gear", p. 23)

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The women-thing; the game exaggerates that particular advantage a little. As for whether it's strictly Geralt; Geralt does have a knack for it, but actually the fact that the witchers are infertile has a role to play: A quickie in the hay will never result in children, and some women know this! (Especially important in the middle ages, with no access to... well, you know)
It makes sense. And even more sense if the Witchers have immunity to STDs/STIs/VDs.

The Benj 09-04-2009 10:50 PM

Re: The Witcher
 
I'm pretty impressed with the production, though I do have quibbles.

I'd say Minority Group or even Monster might be better fits for the Witcher Social Stigma.

Sign Affinity: Is this an Energy Reserve, or just extra FP with (only for Signs)? If the former, I think it should say so (in particular, the part about it regenerating independently, even if you're not resting). If the latter, it should probably be cheaper.

Sign Training: The "treats Signs as IQ/Hard skills instead of IQ/Very Hard skills" part is fine (it's much the same as Talent that's limited to 1 level), but the "you only need to spend 1 point per level for each sign, to unlock new abilities of the Sign, instead of 2" part is right out.
An ability that makes another ability cost less per level is just a bad idea.
I'd recommend just making this a Talent like Magery.

Less detailed stuff about the Signs:

They generally seem too cheap. But as they seem pretty Magic-like, I suppose that's to be expected. :)

Aard: Why not just build this as an attack with Double Knockback and No Wounding?

Heliotrop: Why not just make the third level of this work like Ward but without the requirement of knowing the spell?

I'm not sure about the way Toxicity works, but I don't know how it should work. I just don't like the idea of succeeding my HT roll meaning I ONLY take HP damage. I'd rather that success meant I didn't take damage, but the HT rolls be hard.

I'll second the suggestion to make the silver sword Signature Gear. Likewise the amulet.

Maz 09-05-2009 12:49 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 845833)
The women-thing; the game exaggerates that particular advantage a little. As for whether it's strictly Geralt; Geralt does have a knack for it

Well ther is also the fact that, you know, he has Appearance (Handsome) (according to my GF and several of her girldfriends...based on the computer game artwork) and also IMO he have charisma +1. In addition he seems to be in pretty good health, able to shrug of most stuff, so maybe HT:13. And he seems to certainly have the Sex Appeal skill, ie. he is not just running on default.

So even if his Social Stigma gives -3 to reaction rolls, he has +5 from other advantages. And probably have a Sex Appeal of 13 or 14.

demonsbane 09-05-2009 09:34 AM

Re: The Witcher
 
Quote:

Originally Posted by Maz (Post 845894)
Well ther is also the fact that, you know, he has Appearance (Handsome) (according to my GF and several of her girldfriends...based on the computer game artwork)

And there are the aesthetics including badass clothing (black leather, metal spikes). Geralt's adventures seem to include a fair amount of sex, toxic potions and hack & slash.

Grunker 09-06-2009 07:48 AM

Re: The Witcher
 
Quote:

ou may include in their template Traded Points for Money (Basic Set p. 26) for attaining that amount. Or you may add the sword of silver as Signature Gear in the template. You can also use the variant takes on these subjects in Dungeon Fantasy 1 ("Buying (and Selling) Gear", p. 23)
Starting wealth is 1000$, which means ”Traded Points for Money” isn't viable (since it would actually be cheaper to just buy wealthy). I'll check out Signature Gear and Dungeon Fantasy 1 though!

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It makes sense. And even more sense if the Witchers have immunity to STDs/STIs/VDs.
Precisely.

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If the latter, it should probably be cheaper
It is the latter – and should it really be cheaper? I mean, 1 point/level for ”mana”? Really?

Quote:

The "treats Signs as IQ/Hard skills instead of IQ/Very Hard skills" part is fine (it's much the same as Talent that's limited to 1 level), but the "you only need to spend 1 point per level for each sign, to unlock new abilities of the Sign, instead of 2" part is right out.
An ability that makes another ability cost less per level is just a bad idea.
I'd recommend just making this a Talent like Magery.
I agree... Though I might be changing them to powers, when next I give it an overhaul, so.

Quote:

They generally seem too cheap. But as they seem pretty Magic-like, I suppose that's to be expected. :)
Well, they have to be cheaper than magic, since they don't offer the same possibilities at all. I actually took the disciplines of Vampire the Masquerade, and cheaped that cost a little.

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Why not just build this as an attack with Double Knockback and No Wounding?
Yeah, as said, I'll be looking to make them powers.

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I'm not sure about the way Toxicity works, but I don't know how it should work. I just don't like the idea of succeeding my HT roll meaning I ONLY take HP damage. I'd rather that success meant I didn't take damage, but the HT rolls be hard.
In the book, he gets sick, tired, etc. In the game, a toxicity-bar fills up, blurring Geralt's vision more and more, and finally killing him when the bar is full.
Witcher alchemy is significantly cheaper than normal alchemy, and takes less time to prepare. That calls for serious drawbacks, methinks! That's why the HP damage is not avoidable.

Quote:

I'll second the suggestion to make the silver sword Signature Gear. Likewise the amulet.
Will be done.

The Benj 09-06-2009 08:06 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 846353)
It is the latter – and should it really be cheaper? I mean, 1 point/level for ”mana”? Really?

Not THAT much cheaper. More like -10% (which I believe is the suggested wisdom on "Magic only" FP).

Quote:

Well, they have to be cheaper than magic, since they don't offer the same possibilities at all. I actually took the disciplines of Vampire the Masquerade, and cheaped that cost a little.
The Disciplines from GURPS Vampire : the Masquerade were the single worst thing with the book. They were clunky and thoroughly unbalanced, encouraging genius vampires with tiny numbers of points in their Discipline Skills because it was more efficient. Using them as a guideline is a flat-out bad idea.

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Yeah, as said, I'll be looking to make them powers.
Sounds sensible. :)

Quote:

In the book, he gets sick, tired, etc. In the game, a toxicity-bar fills up, blurring Geralt's vision more and more, and finally killing him when the bar is full.
Witcher alchemy is significantly cheaper than normal alchemy, and takes less time to prepare. That calls for serious drawbacks, methinks! That's why the HP damage is not avoidable.
There's a big difference between harsh and completely unavoidable. Making it resistable at large penalties (and worse effects for critical failure) will work better for GURPS. In the same way that GURPS' damage system doesn't just have you suddenly die at 0 HP, flat, unresistable effects like this don't really jibe very well with the system.
Even if I've got a base +1 HT and +3 to my resistance rolls, I'll think twice before I drink a concoction that will call for a roll at -5, for instance, because I may well fail that, which is more interesting than an automatic effect with a small chance of an additional, much less serious effect.

Grunker 09-06-2009 08:32 AM

Re: The Witcher
 
Quote:

Originally Posted by The Benj (Post 846357)
Not THAT much cheaper. More like -10% (which I believe is the suggested wisdom on "Magic only" FP).

But it's already 2 points/level? How to cheapen that by 10%

Quote:

The Disciplines from GURPS Vampire : the Masquerade were the single worst thing with the book. They were clunky and thoroughly unbalanced, encouraging genius vampires with tiny numbers of points in their Discipline Skills because it was more efficient. Using them as a guideline is a flat-out bad idea.
I never had any problems with them in my campaigns, but then again, I don't really have any munchkin players... Well, it doesn't matter anyway, since I'll probably make them all powers anyway.


Quote:

There's a big difference between harsh and completely unavoidable. Making it resistable at large penalties (and worse effects for critical failure) will work better for GURPS. In the same way that GURPS' damage system doesn't just have you suddenly die at 0 HP, flat, unresistable effects like this don't really jibe very well with the system.
Even if I've got a base +1 HT and +3 to my resistance rolls, I'll think twice before I drink a concoction that will call for a roll at -5, for instance, because I may well fail that, which is more interesting than an automatic effect with a small chance of an additional, much less serious effect.
Alright, I get you. BUT, then I will harshen the effects of a failed roll, considering all Witcher potions takes 8 hours to prepare, whereas the quickest alchemy-potions take 2 weeks and a lot more money.

Alchemy is more potent because of the 4 forms of an elixir and their permanent effects etc., but still... The difference between two weeks and 8 hours is a lot.

The Benj 09-07-2009 03:02 AM

Re: The Witcher
 
Quote:

Originally Posted by Grunker (Post 846365)
But it's already 2 points/level? How to cheapen that by 10%

Sorry, I misread it as 3. 2's probably too cheap already.
You just take 10% off the final cost. This won't make a difference until you have at least 4 levels.

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I never had any problems with them in my campaigns, but then again, I don't really have any munchkin players...
You're a lucky fellow.

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Alright, I get you. BUT, then I will harshen the effects of a failed roll, considering all Witcher potions takes 8 hours to prepare, whereas the quickest alchemy-potions take 2 weeks and a lot more money.
Oh yeah, absolutely. I'm just saying that having poisons do irresistable damage is no fun.


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