The Witcher TRPG
Core (3rd Printing)Best For
Groups who want dangerous Witcher adventures with detailed character options.
Core Mechanic
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.
The basic roll combines a d10 with a statistic and a skill. Combat adds distinct rules for positioning, armor and lasting injuries. Profession trees and several forms of magic create further character choices. Crafting and alchemy connect material preparation to specialized equipment.
- Free to tryQuickstartA free starter you can actually play
- Get it nowSold newIn print or as a legal PDF
- ✓IndexFind any rule by page number
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- ✓Cross-referencesRules point to each other by page
5 of 5 book tools found in the core book
Highlights
- 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
- 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.
Third-Party Publishing
Rules license All Rights Reserved
Free original homebrew relating to RTG rules, distributed outside retail marketplaces. Full rules, stat blocks, company logos and book art are excluded; limited VTT summaries and game aids have separate exceptions. This route does not grant the Witcher setting or CD PROJEKT intellectual property.
CD PROJEKT’s separate fan guidelines restrict incorporating its content into third-party games or products. Check both rights holders’ terms.
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