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P4ncaketree's avatar
9 years ago

Let's start discussing Witches

Edit: I've just realised there is a much much older thread discussing this too. Here is the link to it:
https://forums.thesims.com/en_US/discussion/680765/witches-in-sims-4/p1
With all those ideas from both threads, the witches gamepack ought to be awesome :)

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One of the Simgurus said that they used a lot of player ideas and wishes to create the Vampires Gamepack. So they really did read the billions of threads in this forum section. And my most recent shower thought from today is this one:

What if we started talking about witches now, so the developers have more ideas to add when they start developing?

While it's not known if Witches will be the next supernatural GP, I personally think that it's going to be done at some point. And by then we'll have a ton of ideas ready to give away, at least if this and similar discussions for other supernaturals do well.



So! WITCHES! <---- that's the topic :P



Here are my own thoughts about what witch things we should have:

- Witches should have powers. It's such a nice thing with vampires that other supernaturals really deserve to get them too.

- Transformations. Witches of a medium/high level could transform human Sims into any other creature and the other way around: aliens (if GTW is installed), animals (if Pets is installed), vampires (if that GP is installed) and so on. Even ghosts should be an available choice. Maybe the transformation spell should have several levels like it's done with some vampire powers, and each level is another creature. The very last level allows transformation from something else into a human Sim.
Alternatively (if transformation isn't divided into different levels), humanization could be a seperate ability that only a top level witch can acquire.

- For Pets owners: Witches could choose one or more pet companions who are absolutely submissive to them. Such a companion pet would be able to get certain magic abilities and even basic spells from their witch. And if small enough the pet can sit on the witch's shoulder and be transported that way. Companion pets should totally not be excluded from the Humanization spell either so we can ultimately turn them into a normal Sim.

- Potions are necessary of course. I mean, which witch doesn't know how to make potions?
If a Potion Brewing skill exists, then it could be combined with some other skills too. So depending on what other skills the witch knows, they can create special potions. Like a charisma potion that's only brewable with some level in Potion Brewing and level 10 Charisma.


And if you see this sentence here, then you should also add some idea to this thread. I'm not sure if I should create an ongoing list for all suggestions though... I think I'll do. I tried but it's impossible to keep up. It's epic how much support this topic gets! :D

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  • "TLM08;c-16877676" wrote:
    I think it would be cool for witches to have a good/bad meter. It could even tie into the new reputations from GF where using their magic for good makes the meter tip toward good and loosing control of their magic or doing evil ie killing and cursing makes it tip toward evil. It would also be cool if life events affected it. The meter could unlock special interactions as well as give them options with afterlife, like when a good witch dies she could choose to be turned into a special powerful tree(maybe another powerful witch could make a wand from it, or young witches can go study under the tree and it makes them gain skills faster or for adults it raises their power faster) or become a spirit that can positively affect the next generation of witch.


    I like the Tree and how helpful it is, but I disagree on the good/bad meter. I think it is very limiting to do that.
    Any alignment system or moral point system judges your actions regardless of reasoning or intention. Reputation is something else. It opens up storytelling potential. The reputation is only affected when stuff is seen. Reputation is what people think about you, not what you really are, so behaving one way in public for a show while completely different behind closed doors is possible. And if you commit a crime and there are no witnesses, it doesn't affect your reputation, because nobody knows it has something to do with you.
    If a witch curses someone, an alignment system judges it as an evil action. It can't know that she does so because you are writing a story where he tries to steal her child, so she cursed him in self-defense.
    I think it would be very annoying if we had to go through 30 minutes of interactions each time when she has to cast a spell the game deems as outside her alignment to adjust it. Every Witch should have access to all spells if she has good enough skills to perform it. How good or bad she is is something the player should decide and play the witch accordingly, not the game tell the player "You cannot cast healing spell lvl 5 because you are too evil to cast such a high lvl good spell" or "You cannot cast toad curse lvl 7 because you are too good to cast such a high lvl evil spell"

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