Block, Dodge, Parry vs The Witcher TRPG
Compare Block, Dodge, Parry and The Witcher TRPG side by side. See differences in complexity, dice, genre, and more.
| Block, Dodge, Parry | The Witcher TRPG | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Tags | Classless, Skill-Based, Tactical, Inventory Management, Gritty, Exploration, Social Combat, Freeform Magic, Hackable, CC-Licensed Rules | Crunchy, Combat-Heavy, Tactical, Character Building, Skill-Based, Social Combat, Dark Fantasy, Gritty, Deadly, Licensed IP |
| Core Mechanic | To resist a sudden danger, roll d20 equal to or under STR, DEX, or WIL; a 1 always passes and a 20 always fails. When a deliberate action's outcome is in doubt, the Warden checks Time, Gear, and Skill. A character with all three succeeds without a roll, and one with one or none fails. With two of the three, roll d6: 4–6 succeeds, 2–3 succeeds at a cost, and 1 fails. Attacks have no hit roll: the weapon die minus Armor reduces HP, and leftover damage reduces STR and triggers a Critical Damage Save. | Roll a d10 and add the relevant statistic and skill. You succeed by exceeding the difficulty or the opposing roll. Natural 10s add another roll, while natural 1s subtract another roll from the statistic and skill total. |
| Dice | d20, d6 | d10 |
| Complexity | Medium | High |
| Availability | Free core rules | Free quickstart |
| Runnability | 4 of 5 book tools | 5 of 5 book tools |
| License | CC BY-SA 4.0 | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Creative Commons text reuse | Noncommercial only — Publisher homebrew policy |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Dice Goblin Games | R. Talsorian Games |
| Year | 2024 | 2018 |
| Languages | English, Portuguese | English, Polish, French, German, Italian, Spanish, Chinese, Portuguese, Russian |
| Best For | Groups who want old-school dungeon and wilderness expeditions with gear-driven fights and characters built from past careers rather than classes. Suits campaigns with downtime in settlements, where characters seek out trainers and new skills between adventures. | Groups who want dangerous Witcher adventures with detailed character options. |
| Highlights | Defensive reactions depend on gear: a character's weapon and armor determine whether they can block or dodge an attack and whether doing so costs Fatigue. New skills come from using them, training with a teacher found in play, or studying books, so advancement follows goals the characters pursue in the world. Arcane casters choose how many Magic Dice to invest in a spell, and duplicate results risk Arcane Feedback that damages the caster. | Nine professions develop through branching skill trees. Monster knowledge helps characters prepare equipment against specific vulnerabilities. An optional verbal combat system gives social conflicts their own resolve track. |
| Considerations | Whether a deliberate action needs a roll depends on the Warden judging Time, Gear, and Skill, rather than on fixed difficulty numbers. Fatigue and wounds fill the same ten inventory slots as gear, and a full inventory leaves a character at 0 HP. Raising HP and ability scores normally requires paid training during downtime, so campaigns with little time between adventures see slow character growth. | Combat combines several calculations and reference tables. Critical wounds can leave lasting penalties even after treatment. Graphic violence and social prejudice are central to the setting. |