Hidden 11 yrs ago Post by Kalamadea
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I was thinking of taking the setting of the Witcher series and adapting it to D&D mechanics, as I think the setting would work exceptionally well as a setting for some D&D campaigns. I will need help to do this, though, so I'm making this thread to do just that. Anyone that wants to help is welcome here.

I was thinking about using 1.0 since it offers the most freedom.
Hidden 11 yrs ago Post by Jerkchicken
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I'd help but I don't like D&D for many reasons.

Also what are you trying to do?
Hidden 11 yrs ago Post by Kalamadea
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Just get the setting adapted so people could run some campaigns. It's something I've been meaning to do for a while.
Hidden 11 yrs ago Post by Jerkchicken
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And that's cool but what are you looking to exactly adapt?
Hidden 11 yrs ago Post by Kalamadea
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The Witcher, as the title says.
Hidden 11 yrs ago Post by Jerkchicken
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I mean deeper in specific? Sell it to me the appeal of the series. What are the things you want to capture and convey with the usage of rules?
Hidden 11 yrs ago Post by Supreme Vampiric Evil
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You know? The Witcher Saga? Like LoTR with realism? I don't even know about D&D but let let me tell you about the witchers. They're orphans to begin with. Taken to Kaer Morhen where they're given the trials of herbs and grasses. Those who survive become more than human. And they are trained in the use of melee weapons, throwing weapons and a unique for a magic called signs. Many also learn other fighting techniques they are esential a medieval fantasy version of modern special forces soldiers. They are elite. But they no longer feel human compulsions. They were created to hunt the monsters that threaten the civilized world, Vampyrs, Leshii, Kikimora, Dragons, Sirens, Werewolves, Deep Ones, Drowners, Basilisks, and all manner of creatures who've taken up residence in this world since the conjunction of spheres.
Hidden 11 yrs ago Post by Jerkchicken
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Right supermen with herbs and mysticisms instead of technology or whatever. Tell me more about the magic and what makes it stand out from anything else.
Hidden 11 yrs ago Post by Kalamadea
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Not exactly. Superman is still far more powerful than even Geralt of Rivia.

The magic is already based on the magic system D&D uses, so I can pretty much get away with pulling the standard D&D spells into this. It likely won't take too much work considering the mechanics of the games is already based on D&D mechanics, but some extra help is always appreciated. It's mostly to help me figure out where to start and to make sure I don't miss anything important.
Hidden 11 yrs ago Post by Supreme Vampiric Evil
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There are two things that the witchers do unique to themselves. While mages cast spells, witchers utilize a unique form of minor magic known as signs. In the books these are described as being drawn in the air with the index and middle fingers.

Known signs:

The Sign of Aard– a telekinetic wave that can throw back, knock down or stun an opponent. This sign can also be used to destroy obstacles, for example crumbling walls or stacks of barrels.
The Sign of Igni– a gush of flames that wound opponents. When upgraded, the sign has a chance of incinerating opponents and has a larger area of effect. It can also be used to detonate flammable gases emitted by some bombs.
The Sign of Yrden– a magical trap placed on the ground, which will wound and immobilize opponents. The sign's basic level allows you to place a single yrden sign on the ground. After upgrading it, you'll be able to place up to three yrden signs at a time. These will work in unison, creating an impassible barrier.
The Sign Quen– a protective shield that lasts for 30 seconds at the sign's basic level. It absorbs all damage, and the upgraded version reflects 50% of the damage back toward to enemy.
The Sign of Axii– a charm placed on an opponent. If the charm attempt is successful, the enemy will become your ally for a short while, fighting at your side.
The Sign of the Heliotrop–The Heliotrop Sign creates a temporary immobile circular force-field area around the witcher, which considerably slows down everything inside the field except the caster himself.

The other unique ability is in their use of potions and alchemical mixtures. Because of the trials of herbs that they go through as children, they have a tolerance to chemicals and distilations which would prove fatal to anyone else.

Several recipes have been designed (and discovered) specifically for witchers. Essentially these boost their abilities beyond the capacity of most living beings, such as granting extreme speed and nightvision while having the side effect of making them look like corpses. Things like that. Some seem like spell effects but most are just insane stat boosts.

Oh! And I almost forgot their Medallions! A Witchers Medallion vibrates and let's them know whenever there are mgics or supernatural disturbances in close proximity.
Hidden 11 yrs ago Post by Kalamadea
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And there's proof that this will be a relatively easy conversion.

Vampiric, if you're willing to learn D&D, you could always participate in a campaign I'll be running in the near-ish future.
Hidden 11 yrs ago Post by Supreme Vampiric Evil
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Thanks. I'm interested. Always willing to learn new things.
Hidden 11 yrs ago Post by Jerkchicken
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Kalamadea said
Not exactly. Superman is still far more powerful than even Geralt of Rivia.The magic is already based on the magic system D&D uses, so I can pretty much get away with pulling the standard D&D spells into this. It likely won't take too much work considering the mechanics of the games is already based on D&D mechanics, but some extra help is always appreciated. It's mostly to help me figure out where to start and to make sure I don't miss anything important.


So vancian magic?

Also I meant supermen in the generic sense. Since the witchers it seems are basically your generic supersoldier but with herbs and magic instead of some sort of science serum.
Hidden 11 yrs ago Post by Kalamadea
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Here's a download for the 1st edition PHB. It contains all you really need to know about 1e, which is what I'll be adapting it to since 1e has the most freedom.

http://www.4shared.com/office/44ZKQRa6/Players_Handbook__1st_Edition_.html
Hidden 11 yrs ago Post by Kalamadea
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Jerkchicken said
So vancian magic?Also I meant supermen in the generic sense. Since the witchers it seems are basically your generic supersoldier but with herbs and magic instead of some sort of science serum.


Not exactly. They're not even considered human, as the mutation completely rewrites their genetic code. Witcher is its own race, separate from humanity. They're not as numerous as other races (they number in the thousands), but they are considered their own race nonetheless.
Hidden 11 yrs ago Post by Jerkchicken
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Same difference for me. Just with a different skin and set up.
Hidden 11 yrs ago Post by Kalamadea
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So, currently, the four races we have available for people to play are Man, Elf, Dwarf, and Witcher. I guess we could allow people to play Trolls, since they're considered a sentient race, but I'm not sure if we should consider that a monster race or player race.
Hidden 11 yrs ago Post by Jerkchicken
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Depends on how much you care for sticking to canon
Hidden 11 yrs ago Post by Kalamadea
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That's the problem. There are mixed feelings towards Trolls in canon, which is what makes it kind of difficult. Some people hate them, some people like them, and others just don't care about them.
Hidden 11 yrs ago Post by Jerkchicken
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I'd say include them but up to you
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