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Old 09-18-2007, 01:36 PM
ParadigmCFO ParadigmCFO is offline
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Re: [RPG]: Witch Hunter: The Invisible World, reviewed by SomersetCollins (4/3)

Quote:
Originally Posted by jcfiala View Post
If you say so. But if you told me you were planning a game with nine stats, with a dice pool made up of d10s that succeed on a seven, I'd still think you were talking about world of darkness. I find World of darkness interesting enough, but somewhat bland, so I'm actively trying to find out more about the system here... but if you don't want to advertise, don't mind me.
LOL, alright. There is nothing bland about the Witch Hunter rules system.

The rules were designed with three goals in mind:

First, the rules should never get in the way of the story. At no point during an exciting action scene or tense moment of suspenseful horror should a Witch Hunter or the Grand Master have to look in the book. Anything you don't know should be easily approximated with an action roll, that can be tallied by a glance.

Second, the rules should actively reflect the theme of the game. Faith and Damnation are designed to model the rewards of virtue, and the true temptation of the enemy. It is hard to earn faith, but it is vital to your characters long-term success. It is easy to earn damnation, and doing so will always help in the short-term, the temptation to give in is ever present.

Third, the heroes should be able to do amazing feats, and should be actively encouraged to do so. With various talents, witch hunter order powers, and spells, high-flying movie stunt caliber deeds are there for the taking. 'I walk over and swing my sword at the werewolf' is not, mechanically, any simpler than 'I leap from the balcony to the chandelier and cut its rope - riding it down to land atop the werewolf'. At most the character should have to make an additional check upon landing, and he will likely get a hero point for adding to the excitement.
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