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 Post subject: Witcher Profession
PostPosted: Mon Feb 12, 2018 12:27 pm 
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Well, whaddya know - just as I was lamenting the loss of DW content on the Internet, I find a new site that has a fleshed-out Witcher profession:



Balance has been restored :). I'd be interested in people's opinions on this profession (and maybe other computer-RPG to DW RPG crossover content).

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 Post subject: Re: Witcher Profession
PostPosted: Mon Feb 12, 2018 1:22 pm 
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Witchers, I saw the youtube letsplay for all 3 games. I think one of their key characteristics is not 'poison resistance' but a massively fast regeneration which is not covered. They can resist toxins that would kill ordinary men. I'd say a stat to reflect their fast recovery from wounds and ability to binge in the middle of combat to be quite amazing.


Should be extensive 'lore' on defeating vampires, werewoles and others unnatural demons and undead. Also I figure these guys never sleep but meditate. I'd say less knight/warlock skills and sorcerors alchemy skills would be appropriate.

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 Post subject: Re: Witcher Profession
PostPosted: Thu Feb 15, 2018 9:31 am 
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Although a Witcher profession would be amazing, it'd end up pretty OP and unbalancing the party, so they'd have to be especially vulnerable to some kind of enemy. Thoughts?


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 Post subject: Re: Witcher Profession
PostPosted: Thu Feb 15, 2018 10:05 am 
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What would be scary is a party of witchers. I've noticed in forum games hardly anybody wants to be a knight or barbarian. Assassins are supposed to be rare but I see too many 'superhero' games going on out there.

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 Post subject: Re: Witcher Profession
PostPosted: Thu Feb 15, 2018 10:31 am 
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Kharille wrote:
What would be scary is a party of witchers. I've noticed in forum games hardly anybody wants to be a knight or barbarian. Assassins are supposed to be rare but I see too many 'superhero' games going on out there.

Yes - the new professions were supposed to be like the creatures in book 4: rare exceptions to the ordinary. However, because they have so many additional abilities, skills, flexibility, and customisation choice over the original four professions (particularly the knight and barbarian, which are particularly lacklustre by comparison), nobody really wants to play them. Which is a shame because the role-playing opportunities of a knight or barbarian, with their social constraints and advantages, could make for really interesting encounters and challenges oft overlooked by a purely dungeoneering gaming group (which, admittedly, is the direction in which a lot of the published adventures go).

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 Post subject: Re: Witcher Profession
PostPosted: Thu Feb 15, 2018 10:50 am 
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I really think theres a lot of fluff we could write to inspire players, all the warrior fluff, stories handed down by bards through the generations of the greatness of warrior gods like Tor and not the effeminate gender bending transformations of Loge and Wotan. I think things like shields, cavalry, warrior culture could be expanded upon. Note in the bloodsword books warriors were given harsh penalties for fleeing. Also they couldn't do things like Ulixes in terms of cripping sleeping opponents and had to do everything the hard way.

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 Post subject: Re: Witcher Profession
PostPosted: Thu Feb 15, 2018 11:50 am 
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Kharille wrote:
I really think theres a lot of fluff we could write to inspire players, all the warrior fluff, stories handed down by bards through the generations of the greatness of warrior gods like Tor and not the effeminate gender bending transformations of Loge and Wotan. I think things like shields, cavalry, warrior culture could be expanded upon. Note in the bloodsword books warriors were given harsh penalties for fleeing. Also they couldn't do things like Ulixes in terms of cripping sleeping opponents and had to do everything the hard way.

I agree - a proper chivalric code of conduct which, whilst not entirely historically accurate, could give players of knights more structure to their character's behaviours. There was a feudal contract that would bind a knight's conduct, too, and I bring these out in my own interpretation of the knight profession. I think the Cobwebbed Forest is long overdue an update so I can start sharing all of this stuff!

Tor is a particularly inspiring god, although more inspiring to vikings than Elleslandic knights, I suspect, which would likely follow a more Christian model (although not necessarily - pagan influences are still very strong in Ellesland). Tor, Wodan, etc., would inspire barbarian behaviours, though.

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 Post subject: Re: Witcher Profession
PostPosted: Thu Feb 15, 2018 8:19 pm 
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Kharille wrote:
What would be scary is a party of witchers. I've noticed in forum games hardly anybody wants to be a knight or barbarian. Assassins are supposed to be rare but I see too many 'superhero' games going on out there.


Can't be my games your on about.

We've got 2 knights, 1 Barbarian, 1 Mystic, 1 Priest and a Warlock.

My other games got 2 knights, 1 barbarian, 1 Mystic, 1 Sorcerer and 1 Thief type Assassin.

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 Post subject: Re: Witcher Profession
PostPosted: Fri Feb 16, 2018 12:24 am 
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For a while there was a shortage of armoured units in one of those games. I'm compensating in two of your games by playing a knight.

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 Post subject: Re: Witcher Profession
PostPosted: Fri Feb 23, 2018 6:44 pm 
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I've done a little balancing and uploaded the Witcher Profession document to the Fan Projects subforum. Help with balancing and maybe some cultural background would be welcome :)

Another stats table (see Files + Sundries) is on the way, more in-depth this time!


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