The Witcher RPG Guide

The Witcher Tabletop Roleplaying Game from R. Talsorian Games takes you to the Continent of Andrzej Sapkowski's novels: a world of monsters, mages and wars where the right choice is rarely clean. This 10-part guide explains its rules, takes you from your first character through combat, magic, alchemy and the hunt, and on to running a campaign, or playing alone.

The core rollbeat the DC

The Witcher at a Glance

Four ideas carry most of the game. Each part of the guide builds on them.

Beat the Number

Roll a d10, add a stat and a skill, and beat the Difficulty Check, or your opponent's roll. A tie is not enough.

Exploding Dice

Roll a 10 and you roll again and add it; roll a 1 and you roll again and take it away. Fortunes swing fast.

Lethal Combat

Armour wears down, Stamina runs out, and beating a defence by enough causes critical wounds. Preparation beats bravado.

Lesser Evils

Contracts, politics and prejudice rarely offer a clean choice. The stories are about what your character chooses anyway.

The 10 Parts

Rules first, then the tools of the trade, then running the game and playing solo. Read in order or jump to what you need.

The Rules

Tools of the Trade

Run the Game

Playing Solo

Tools

Use these at the table.