Follow TV Tropes

Following

YMMV / The Witcher Role Playing Game

Go To

  • Americans Hate Tingle: When The Witcher Role Playing Game was released in Poland, who always put extra scrutiny to anything Witcher-related, it was to scalding reviews. With the tabletop leaning more in line with Wild Hunt in terms of lore and setting, not to mention the myriad of editorial errors and poorly explained mechanics, the release did more to renew interest in the natively Polish Game of Imagination that many in TTRPG players in Poland had grown up with.
  • Better Off Sold: Many bandits and human enemies will drop ordinary armor and weapons that many players can start with. Therefor any loot on them is better off just sold at your nearest convenience, if you feel like taking it at all.
  • Broken Base:
    • How much things should be like in Wild Hunt and how much of lore from the books can be ignored? Upon release of the game, asking this question was enough to start an internet brawl.
    • The issue of crafting and looting systems being straight out of an early 10s video game, with the stance on it mostly depending on when exactly a particular person started their adventure with tabletop RPG.
    • The Merchant class existence, as it completely lacks the lore context original Corporate from Cyberpunk had (and of which it is a clear rename).
    • How mechanically similar its 1d10 system is to Cyberpunk. Depending on who you ask it's either a blatant ripoff or an adaptation of the core system with enough differences in themeatics and setting to give it its own identity.
  • Complacent Gaming Syndrome:
    • Quen: If you are capable of even meager spellcasting, you're likely going to get Quen. Being able to flatly lower incoming damage pre-armor, for relatively little Stamina cost, makes it a lifesaving spell for all styles of combat.
    • Dwarven Cloak: The highest level of armor that a person can go before they start suffering penalties to Dexterity or Reflex, the acquisition of a Dwarven Cloak is around the point that a character stops ever looking for another set of armor.
  • Fandom Rivalry: Not as much as rivalry as open, burning hate from Mekton fandom, as R. Talsorian Games cancelled development of a (successfully) crowd-funded Mekton Zero to make a fantasy RPG instead.
  • Game-Breaker:
    • Witchers: Perhaps unsurprisingly, considering they are gamebreaking in lore as well, but Witchers are definitively the strongest class at chargen. Being capable of adeptly using both combat and magic, as well as having natural boosts in their stats and lifepath options for boosting those even further. And in case they needed more power, a supplement was added which allowed Witchers to start with special armor from their school which came with a special ability to push them even further. A combat-optimized Witcher at chargen is capable of soloing some of the game's Medium difficulty monsters.
    • Teleportation/Standing Portal: While not something that will clear the field of enemies, it will make your mage nearly unkillable considering that at a moment of peril, they can instantly zip over to literally the other side of the Continent. And once they've achieved Standing Portal, any difficulties regarding travel (a significant part of the setting) become a non-factor.
    • Pretty much any of the Master-Level spells are stated to be army-killers, and can allow a high-level Mage to easily solo a squad of enemies.
  • Serial Numbers Filed Off: Mechanically, it's Cyberpunk in the Witcher setting.
  • So Okay, It's Average: Looking past the IP, it's a run-of-the-mill fantasy game that does nothing new or original, but is still functional, especially for a franchise tie-in (since they rarely are).

Top