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GunCraze vs The Witcher TRPG

Compare GunCraze and The Witcher TRPG side by side. See differences in complexity, dice, genre, and more.

GunCrazeThe Witcher TRPG
GenrePost-Apocalyptic, ModernFantasy
TagsTactical, Crunchy, Classless, Skill-Based, Deadly, Gritty, MiniaturesCrunchy, Combat-Heavy, Tactical, Character Building, Skill-Based, Social Combat, Dark Fantasy, Gritty, Deadly, Licensed IP
Core MechanicStatistic Test: roll 1d10, add the relevant Attribute or Skill rank plus modifiers, and meet or beat a target number; contested actions are Opposed Rolls where the higher total wins and ties favor the defender. A natural 9 or 10 on a combat test banks a Craze! Point, and up to three Craze! Points can be spent after a roll to add +1d6 each. Attacks roll a d10 for hit location and deal damage in d6s against per-location hit points.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.
Diced10, d6d10
ComplexityHighHigh
AvailabilityPaidFree quickstart
Runnability5 of 5 book tools5 of 5 book tools
LicenseProprietary (GunCraze OGL v1.1)All Rights Reserved
Third-Party PublishingNot yet researchedNoncommercial only — Publisher homebrew policy
Summary only, not legal advice. Check current terms before publishing.
PublisherAction Tactics Roleplay Gaming LLCR. Talsorian Games
Year20252018
LanguagesEnglishEnglish, Polish, French, German, Italian, Spanish, Chinese, Portuguese, Russian
Best ForGroups who want crunchy, grid-based tactical gunfights with genuine lethality in a post-apocalyptic setting and don't mind learning a dense rulebook before the first session.Groups who want dangerous Witcher adventures with detailed character options.
HighlightsA natural 9 or 10 on a combat roll banks a Craze! Point, and up to three can be spent afterward for +1d6 each or to dive for cover mid-attack, but never to boost damage, keeping firefights swingy without softening lethality. Damage tracks per body location, so a destroyed limb is disabled and spills further hits into the torso past armor, turning partial wounds into mounting handicaps rather than one shared health bar. Characters are built from specializations, tiered talent trees, ranked skills, and jobs rather than classes, letting any blend of gunplay, melee, and noncombat skill live in one survivor.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.
ConsiderationsSocial conflict resolves through single skill tests, with no structured subsystem for extended negotiation, interrogation, or social maneuvering. The rules cover realistic firearms, melee, and cybernetics only, with no rules for magic, psychic powers, or other fantastical abilities. Installing cybernetics requires both Surgery and Engineering (Robotics) skill ranks plus high target-number tests, gating the augmentation catalog behind dedicated character investment.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.