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2013-05-03, 04:17 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
... What? No, silly. You get 1/5th an experience point at a time. At the end of a five scene session, most players are getting two beats; 2/5ths of one experience point. Coupled with early entry costing more compared to regular nWoD, and you're actually getting experience slower.
The game is designed around beats. For quick and dirty math, assume one beat is an XP and multiply all costs by five for the actual parameters.
Guns really are that lethal compared to melee. It's genre appropriate.
The integrity system only punishes an innocent until they are not. They will break a few times and get cynical. Once they are jaded twir breaking points change; there is no difference between a cop with a body list and a school teacher with a body list, except the school teacher racked hers up during play instead of in backstory. You don't "lock yourself in" to being screwed forever with an innocent character in a long campaign, and in a short one, why play an innocent character if not to explore that they will slowly erode under the stress?
Regular nWoD assumed you woul slowly degrade too, it just punished you for it. Here, you get XP. Playing an innocent is an XP factory for a while. The entire point of Vice, Virtue, and beats as implemented is to get you to enjoy soon bad things to your character. To write a story more than to 'win'. It achieves that goal admirably.
I like the new social mechanic because its not new; it's a codified method of what we did anyway. Having the formula now just means I can relax in conveying my intentions.
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2013-05-03, 04:22 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
My Homestuck role is Thane of Space of the Land of Insanity and Frogs.
The Malkavians would be proud.
***
Thanks to Mokipi for the Exalted avatar!
For avatars of your own, he's on White Wolf.
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2013-05-03, 04:26 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
The focus and concentration to launch a bullet into the brick by twir ear, stunning them with debris, sonic shock and concussive force.
Remember, in documented deaths (from police officers) with small arms, most of the deaths are from brain hemorrhage. From bein shot in the torso. Hydrostatic shock is nasty, why wouldn't close air bursts be similarly disruptive?
I guess the Initiative thing is meant to reflect having to pull out your weapon? If it doesn't include some kind of caveat about having it out already, though, that does seem rather foolish...
Not a simulation.
The core rules remain the same unless explicitly changed.
As for glass, I dunno. That looks easily breakable with a gunshot, moving into what's behind it. If the ST bothers to consider glass as armor at all. I mean, it's glass.
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2013-05-03, 04:51 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
We've already seen the Vampire system, haven't we? It's pretty similar to the original Humanity system, where lower Humanity scores mean you suffer fewer breaking points, with a bit of the Hunter Code thrown in (you can become permanently "immune" to a given breaking point in exchange for getting a new vampiric weakness).
Likewise, we've heard a bit about the Demon system, which is called Cover. Apparently, it's at least partially based on how well you play along with your cover identity, but the only concrete things I've heard is that you always get a breaking point for revealing your true form and using its associated powers and that you can opt to take "glitches" (minor "tells" that hint to your supernatural nature, such as a persistent scent of grave dirt or red eyes) instead of Conditions.
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2013-05-03, 04:54 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
That said... Beats can be exploited.
Originally Posted by GMC
Also, has anyone else noticed that Direction Sense means that if one is kidnapped, knocked out, and taken to a building they know nothing about, they can, nonetheless, make their way to the front door without penalty?
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2013-05-03, 04:55 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
I actually like that now all weapons deal lethal damage because having a GIANT MAUL dealing BASHING was stupid.
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2013-05-03, 05:09 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
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2013-05-03, 05:17 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Which is why I like the Party Beats sidebar. You get much less personal benefit out of repeatedly bashing your head against the wall while voluntarily accepting one dramatic failure per scene and using the Sympathetic merit to fall in love with everyone so you've always got a Condition to resolve.
That said, there really should have been a disclaimer about the ST vetoing obviously exploitative means of gaining Beats (such as taking critical damage in a safe environment).
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2013-05-03, 05:51 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Huh?
As I read it, you are capable of getting multiple beats per scene. One beat per scene if you have a Condition. One beat per scene that you want a dramatic failure. One beat per scene if you Surrender or give in socially or get beaten half to death.
And then another beat automatically at the end of the session, plus a second beat automatically if the ST was impressed by your roleplaying, plus another beat for every Aspiration you managed to manipulate the narrative into completing, which means that you can end the session with a full experience point without using any of the per-scene triggers.
So unless you're expecting that most of those per-scene triggers are actually happening less than once per session, you're almost guaranteed to get at least five beats per session, and possibly far, far more.
(As I noted, though, a lot of those problems vanish if you're using the Group Beats system, since players can be rewarded for anyone's involvement in the story. This is why I hate the personal Beats system, and like the Group Beats system.)
(a) no they aren't, and
(b) If it's genre-appropriate, you shouldn't be giving people so many merits based around combat.
It is literally impossible for an only-moderately skilled shooter to miss a moving target at a range of several dozen yards. That's not the way actual life works. It is literally impossible for anyone to survive more than two hits from most guns; actual guns are way more swingy than that, able to deal massive or minute damage depending on where a guy gets hit.
More importantly, if it is impossible to survive three rounds in a gunfight, any player entering a gunfight is going to die, in which case it is bad game design to give out all of that gunfight-based character creation options.
At the same time, it's almost impossible to land a blow at all in close combat against an equal opponent, unless you leave yourself totally open to getting murdered on the return blow, and you can usually take more hits because anything that does hit you is almost always going to do so with only one success.
The integrity system only punishes an innocent until they are not. They will break a few times and get cynical. Once they are jaded twir breaking points change; there is no difference between a cop with a body list and a school teacher with a body list, except the school teacher racked hers up during play instead of in backstory. You don't "lock yourself in" to being screwed forever with an innocent character in a long campaign, and in a short one, why play an innocent character if not to explore that they will slowly erode under the stress?
There's a very good chance that all of that extra experience you get and then some has to go towards making it so that your character doesn't wind up in the fetal position every time anything happens.
I like the new social mechanic because its not new; it's a codified method of what we did anyway. Having the formula now just means I can relax in conveying my intentions.
Lelial: Because you buried your responses inside my responses I am unable to quote you, and thus unable to deliver a point-by-point response. So let me use a short one:
a) There's a difference between "more lethal" and "impossibly more lethal in every situation". And lots of people try to kill each other every day, it doesn't require a white room duel.
b) I find it hard to believe that a police nightstick does such a significant amount more damage than a bone-covered fist that it halves how much damage someone can do.
c) In the real world we don't expect everyone to have an equivalent narrative ability to interact with the world. We also expect soldiers to be generally stronger and more fit than other people, but you don't decide your starting Attributes by picking whatever numbers seem appropriate.
d) Tone back the sarcasm, please. I understand that you don't agree with my opinion, but if your next post is as rude as your last one was I'm not going to bother responding to it.Last edited by Friv; 2013-05-03 at 05:52 PM.
If you like my thoughts, you'll love my writing. Visit me at www.mishahandman.com.
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2013-05-03, 06:11 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
First: It's spelled with an E. Frankly, I'm a little surprised-whenever I misspell it, it's a palindrome. Leiliel. It's just refreshing.
a) Um, yes they actually are, with a good shot at the other end. Lots of people are really bad shots, and most gun owners do not actually have a dot in Firearms. You can survive a gunshot, but multiple gunshot wounds is probably going to land you in the hospital, at least.
b) True. That's why the bony fist is probably lethal damage. Nightsticks are clubs, and clubs, as mentioned, screw people up.
c) Perhaps. But it's thematically appropriate to a horror story for the people who are completely unprepared to be...completely unprepared. Besides, as mentioned, I don't think mere gruesome scenes cause Integrity loss, it has to be rather traumatic as is. That's why we have a Breaking Point quiz and why people can argue about whether something is actually a Breaking Point.
d) Okay. Sorry, I had just come back from reading an argument with one of those page-long post screaming grognard fellows, who think minor flaws Ruins Everything Forever And If You Don't Agree I Hope Your Mother Dies For Bringing You Into The World You [CENSORED] [CENSORED]." I was a little peevish.My Homestuck role is Thane of Space of the Land of Insanity and Frogs.
The Malkavians would be proud.
***
Thanks to Mokipi for the Exalted avatar!
For avatars of your own, he's on White Wolf.
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2013-05-03, 06:35 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Oops, sorry about that!
a) Um, yes they actually are, with a good shot at the other end. Lots of people are really bad shots, and most gun owners do not actually have a dot in Firearms. You can survive a gunshot, but multiple gunshot wounds is probably going to land you in the hospital, at least.
If you upgrade guns so that they just about always kill people in a couple of hits, you have to reduce how often people are liable to hit each other with guns.
EDIT: Note that, in nWoD, the "accuracy much too high" problem was balanced out by making damage much too low, so that you'd spend several rounds plinking away at someone's health rather than relying on chance to either kill them or not. It can be argued whether this was a good idea or not, but it certainly meant that everyone could contribute in a fight.
b) True. That's why the bony fist is probably lethal damage. Nightsticks are clubs, and clubs, as mentioned, screw people up.
c) Perhaps. But it's thematically appropriate to a horror story for the people who are completely unprepared to be...completely unprepared. Besides, as mentioned, I don't think mere gruesome scenes cause Integrity loss, it has to be rather traumatic as is. That's why we have a Breaking Point quiz and why people can argue about whether something is actually a Breaking Point.
d) Okay. Sorry, I had just come back from reading an argument with one of those page-long post screaming grognard fellows, who think minor flaws Ruins Everything Forever And If You Don't Agree I Hope Your Mother Dies For Bringing You Into The World You [CENSORED] [CENSORED]." I was a little peevish.Last edited by Friv; 2013-05-03 at 06:37 PM.
If you like my thoughts, you'll love my writing. Visit me at www.mishahandman.com.
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2013-05-04, 01:31 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
That's not a rules problem. That's a people problem. Beats are units of dramatic fulfillment. If you are handing players beats for non dramatic, unfulfilling game mongering that's an entirely different issue. Plus, tere are ways to fix that. No White Rooms.
My thoughts exactly, yes.
There is. It's the storytelling system. The rules are explicitly in your hands if you think there's abuse.
One per session is fine. It was the 2-4 I scoffed at. If you can resolve an aspiration in a scene, and another in the next, and so on, I think maybe you aren't picking long enough aspirations. These are like mini virtues/vices, they are character arcs. An arc shouldn't be a scene long.
(a) no they aren't, and
(b) If it's genre-appropriate, you shouldn't be giving people so many merits based around combat.
It is literally impossible for an only-moderately skilled shooter to miss a moving target at a range of several dozen yards. That's not the way actual life works. It is literally impossible for anyone to survive more than two hits from most guns; actual guns are way more swingy than that, able to deal massive or minute damage depending on where a guy gets hit.
Guns are very lethal, but not worth arguing I suppose.
The combat merits are revamps because without them people would still use the frankly worse original set.
Abstraction systems. If you get hit by a gun for minimum damage, you're not getting grazed, you're getting shot in the "I'm dying now" sense. If you're grazed, winged or nicked that's a miss.
More importantly, if it is impossible to survive three rounds in a gunfight, any player entering a gunfight is going to die, in which case it is bad game design to give out all of that gunfight-based character creation options.
At the same time, it's almost impossible to land a blow at all in close combat against an equal opponent, unless you leave yourself totally open to getting murdered on the return blow, and you can usually take more hits because anything that does hit you is almost always going to do so with only one success.
Two guys with knives, equal dots in weaponry, dex, STR, wits, resolve, composure and athletics will have trouble hitting if they play unimaginatively. This is perfect, because this means two guys who went to the same dojang and know the same moves will be about even, as both guys circle, neither willing to give up his turtled position for a solid swing because it leaves him open.
Unless one guy bothers to feint, or throws crates at him as a distraction, or dashes over a trash can for terrain advantage, or dashes around a corner by really lurks for the ambush, or needs to end this now so blows willpower, all out attack and maybe some intimidation on top for a pool bonus for high-risk/high-reward (you know, like a fight to the death should be), and then as soon as that single success comes through, well, that's first blood and the tide turns. The other guy is Beaten Down, and the winner grins and closes in, unless the loser runs because why the hell are you sucking it out with knives?
No. White. Rooms.
There's one difference. When the two of them run into something that does cause a potential breaking point, say a random super-scary supernatural event, the cop now has a much better chance to resist because your permanent Integrity modifies all of your breaking point rolls forever, and every break reduces your permanent Integrity and it costs a crapton of experience to raise. In the time it takes the normal person to become hardened, he also becomes more likely to snap at a moment's notice, whereas the guy who starts hardened is not more likely to snap. This is a problem that did not exist previously.
There's a very good chance that all of that extra experience you get and then some has to go towards making it so that your character doesn't wind up in the fetal position every time anything happens.
Fair enough. I dislike the way that the codifications generally work, and I dislike having a social resolution mechanic that I'm encouraged not to use on players.
b) I find it hard to believe that a police nightstick does such a significant amount more damage than a bone-covered fist that it halves how much damage someone can do.
c) In the real world we don't expect everyone to have an equivalent narrative ability to interact with the world. We also expect soldiers to be generally stronger and more fit than other people, but you don't decide your starting Attributes by picking whatever numbers seem appropriate.
That does seem discongruous. However, most people in a shoot out are shaken pretty bad by it, even professionals at first. Accounting for that adrenal fear should drop it down to one die.
EDIT: Note that, in nWoD, the "accuracy much too high" problem was balanced out by making damage much too low, so that you'd spend several rounds plinking away at someone's health rather than relying on chance to either kill them or not. It can be argued whether this was a good idea or not, but it certainly meant that everyone could contribute in a fight.
Granted, but I would prefer starting the game prepared to be represented by some kind of Merit that immunizes you to certain kinds of breaking points, rather than just being left to each player's discretion. Combining freeform mechanics with rigid mechanics, in my experience, does not generally end well.
I think the allowance is so you can choose if you want to. If you want to play a one-shot game with hardened detectives you don't need to hand out a free merit or anything. In general though, I don't think a rule that allows you to shoot yourself in the foot is a problem. The problem is having a metaphorical tiger on the trigger while holding the rule-gun.
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2013-05-04, 08:04 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
This. There should really be at least a few types of weapon that deal Bashing, although certainly not the old "it's not cutting you, it must be bashing" nonsense. A bloody mace should not be dealing the same damage as fistcuffs, obviously.
If you give players the option to be thematic, but penalize them heavily, you're actually discouraging them from playing an interesting character. If D&D had given players a choice between a murderhobo and a level one commoner, would that have been any less focused on adventuring?
Oberoni Fallacy, mate. The ST can override anything; the point of rules is that you shouldn't need to ignore them in order to play.
Wasn't this better modeled by the old system, where you could, you know, actually get grazed or nicked?
True, but in the source material, the hero is generally either shot in the shoulder and keeps going or shot in the stomach and has a five minute conversation with his friends while wheezing dramatically.
Quoted for truth.
Some nitpicks:
- Feinting is a Merit now.
- Throwing crates at somebody is a regular action, so you sacrifice your attack, and will probably do far less damage than just hitting the guy.
- You're practically invulnerable if you're fully behind cover, but you can't sodding fight, and you get a net bonus of one whole die if you're partially concealed.
We expect life to be unbalanced because it is. If you want to play someone who can cope, that's fine, but you should be paying for it in Merit dots or something, and if you want to play someone who can't you should be rewarded in some other way. And no, the Beats you get are not rewarding the player, because they're worth less than the Integrity loss in the first place.
It doesn't have to be all that antagonistic. This is a horror game, horrifying stuff is everywhere.
Personally, I'd play it up in my description and hope it comes across, yeah. Same way you deal with ... everything?
Are you saying anyone taking part in a fight - even an experienced cop - should be having a Breaking Point? I didn't get that impression from the rules, but I guess that would balance it out.
You ... have seen the Merit list, right?
Still, there's something in this. Getting shot at is dangerous. Fighting monsters is even more dangerous. Of course, it's not so dangerous for the monsters, but that's a different story.
I don't understand this. On the one hand, if it was a Merit, people could choose without unbalancing things. On the other hand, is there some sort of problem with handing out (or requiring) certain Merits?
I think this is a cinematic thing. Never see a hero kick the gun out of someone's hand before they could shoot?
Hmm. I guess the ST could sic some angry conspiracy on you if you try to break the masquerade, yeah. But ... who exactly is working to keep these psychic powers under wraps? What do they get out of it? Where do these powers even come from? A creative ST could invent answers to these questions, but I would really prefer if there was some sort of explanation in the book.
Of course, maybe the answers are in the actual book...
Did anything come of this?
One of the questions decides what kind of supernatural event it would take to cause one, so no, not all supernatural stuff is a Breaking Point. Just the ones that push your bottons.
It does seem to have been the go-to for any roll that doesn't fit anywhere else, doesn't it? Breaking out of handcuffs is Athletics. Dodging is Athletics! I don't know ... maybe it's because Athletics doesn't see much use in normal situations?
Are you sure about these? Except for #2, I don't recall seeing any of these explicitly stated. I mean, it may not say you can use a called shot to avoid a human shield, but does it say you CAN'T?Last edited by MugaSofer; 2013-05-04 at 11:57 AM.
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2013-05-04, 11:32 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Not exactly accurate. There's a plateu effect in place.
Mechanically, the only penalty for breaking is that breaking is easier (on the dice) but also harder (to cause at all), so your innocent character will hit 'jaded' and then stop breaking almost entirely.
Oberoni Fallacy, mate. The ST can override anything; the point of rules is that you shouldn't need to in order to play.
The ST system does not compile. It's like left 4 dead. There are the game rules, an there is the director. The ST is the director who wields the game rules and decides on their application at any point. The rules are designed to fail outright without interpretation somewhere along the line. The game needs a story teller.
Wasn't this better modeled by the old system, where you could, you know, actually get grazed or nicked?
And yes, this happened. Caused an argument too, about how abstract damage is.
True, but in the source material, the hero is generally either shot in the shoulder and keeps going or shot in the stomach and has a five minute conversation with his friends while wheezing dramatically.
Haven't seen Supernatural though, so not sure if I'm actually correct; my sample size is small enough that it may be insufficient.
Some nitpicks:
- Feinting is a Merit now.
- Yes it is. Your character isn't just oddly symmetrical knife skill, right?
- Throwing crates at somebody is a regular attack, and will probably do FAR less damage than just shooting the guy.
But yes, guns are the way to go. Guns solve the knife fight dilemma real fast.
- You're practically invulnerable if you're fully behind cover, but you can't sodding fight, and you get a net bonus of one whole die if you're partially concealed.
Personally, I'd play it up in my description and hope it comes across, yeah. Same way you deal with ... everything?
Are you saying anyone taking part in a fight - even an experienced cop - should be having a Breaking Point? I didn't get that impression from the rules, but I guess that would balance it out.
However, yes, going in and killing someone unintentionally is a breaking point.
You ... have seen the Merit list, right?
That's why defense went up and weapons got more damage. Because every miss brings you closer to that hit, and it's a doozy...
Still, there's something in this. Getting shot at is dangerous. Fighting monsters is even more dangerous. Of course, it's not so dangerous for the monsters, but that's a different story.
I don' understand this. On the one hand, if it was a Merit, people could choose without unbalancing things. On the other hand, is there some sort of problem with handing out (or requiring) certain Merits?
Hmm. I guess the ST could sic some angry conspiracy on you if you try to break the masquerade, yeah. But ... who exactly is working to keep these psychic powers under wraps? What do they get out of it? Where do these powers even come from? A creative ST could invent answers to these questions, but I would really prefer if there was some sort of explanation in the book.
Of course, maybe the answers are in the actual book...
There are Entities which resemble the men in black from Summoners, there are agencies in Hunter and Mage, vampires would try to exploit you, the fearful would try to kill you, etc.
It does seem to have been the go-to for any roll that doesn't fit anywhere else, doesn't it? Breaking out of handcuffs is Athletics. Dodging is Athletics! I don't know...Last edited by SiuiS; 2013-05-04 at 11:35 AM.
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2013-05-04, 02:55 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Sorry, SiuiS, I double-posted there; the first one has a bit missing off the end and some typos left uncorrected.
Except all the other players are ALREADY jaded, so they get the same result only without losing half their Integrity in the process.
Every game on the market that isn't GM-less has Rule Zero noted somewhere - the only exception I know of is FATAL, which explicitly says you should keep going even if it's stupid in order to stay impartial. Because it's FATAL.
This doesn't change the fact that rules should strive not to be broken. A good enough ST could "run" anything by homebrewing an entirely new system if necessary; that doesn't change the fact that some rules work without, ost of the time, requiring the ST to houserule replacements.
I'm ... not sure what the issue is here. People have been known to die from untreated scratches. The amount of injury tracked by a single point of damage is more than enough to "transfer material".
In any case, if a gunshot deals, say, a single point of damage, how is that less important than the single point of Bashing he's got from being punched in the face earlier?
Thinking about it, it probably varies a bit depending on the sub-genre. I tend to prefer action-horror, so my sample is probably a tad skewed.
And really, the only hard rule is that a bullet does as much damage as is appropriate to the plot.
No idea, wasn't my thought experiment. Just noting that's not a tactic that's available by default.
Sorry, typos - I meant that pushing over crates was a regular action, and you'd be better off with a normal attack - not that you should have brought a gun, which is pretty terrible advice in the moment.
I don't think you normally get to inflict a Tilt on a regular success, though - unless it was a targeted attack (with a crate?) or an Exceptional Success, it would just, y'know, hurt. Probably only Bashing, unless it was a crate full of knives or something.
I don't have my books right now, but yeah, I guess running away would help. That's not a great strategy in some situations, though, depending on whyyou were fighting someone in the first place.
I guessed it might be rhetorical, but I figured it was worth pointing out anyway. Still, fair enough.
Actually, I quite like the idea of inflicting a Tilt on somebody because they never expected to do this for real. Shame it's not in the book, really.
That doesn't affect their ability in combat, though.
I can get behind more lethal combat. Watching people whittle away each other's health tracks with bullets was always a little immersion-breaking, anyway.
Still, I don't think that came across very well. What with the sheer number of combat-focused Merits, and the practical difficulty trying to play a naive character, it reads a lot more like a combat-focused game. Especially with the annoying Doors mechanic, but I guess that's just a personal preference.
I quite like the one-roll combat system, though - it emphasizes that shooting people isn't really the point, here. I'm tempted to expand that out with homebrewed stuff rather than use the default system, actually.
Of course, the first thing I'd do is go back to weapons giving an Equipment Bonus to the Skill Roll, so whatever.
Huh. Care to share your reasoning on this? If you're playing a Chronicle tightly focused on one concept - be it Hard-Boiled Detectives or medical drama, or even something vaguer like Lots Of Fighting - there are going to be some things your players will need, whether you state it explicitly or not. Ah well. Each to his own, I suppose. Your players could buy it if they wanted it, regardless.
Oh, sure, I was just curious about the implication that there was some organization acting to suppress knowledge of these Supernatural Merits.
I mean, OK, there are mysteries in other WoD stuff, but they tend to be labelled as "up to the ST" or "something everybody wonders about" rather than just ... forgotten.
That's knots, right?
The section on rope suggests Crafts as default, as I recall, but notes that it can be learned as as part of a lot of things - scouting and bondage enthusiasts being the ones mentioned.
Glancing at Wikipedia ... might I suggest Expression? There seems to be a lot of emphasis on looking nice and general aesthetic stuff.Last edited by MugaSofer; 2013-05-04 at 04:13 PM.
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2013-05-05, 05:34 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Sorry. A quick scan had only one more quote, that I wasn't goin to answer anyway. Didn't notice the typos and such.
Except all the other players are ALREADY jaded, so they get the same result only without losing half their Integrity in the process.
Every game on the market that isn't GM-less has Rule Zero noted somewhere - the only exception I know of is FATAL, which explicitly says you should keep going even if it's stupid in order to stay impartial. Because it's FATAL.
This doesn't change the fact that rules should strive not to be broken. A good enough ST could "run" anything by homebrewing an entirely new system if necessary; that doesn't change the fact that some rules work without, ost of the time, requiring the ST to houserule replacements.
I'm ... not sure what the issue is here. People have been known to die from untreated scratches. The amount of injury tracked by a single point of damage is more than enough to "transfer material".
In any case, if a gunshot deals, say, a single point of damage, how is that less important than the single point of Bashing he's got from being punched in the face earlier?
And a 1L gunshot is getting shot, not getting nicked, just like a 1B fist to the face isn't a monkeybump on your arm, it's a punch to the face. As for less important, it's not. It's more important, because now you're actually on the track to dying – down a bar and have guys looking to end you instead of rough you up.
No idea, wasn't my thought experiment. Just noting that's not a tactic that's available by default.Sorry, typos - I meant that pushing over crates was a regular action, and you'd be better off with a normal attack - not that you should have brought a gun, which is pretty terrible advice in the moment.
I don't think you normally get to inflict a Tilt on a regular success, though - unless it was a targeted attack (with a crate?) or an Exceptional Success, it would just, y'know, hurt. Probably only Bashing, unless it was a crate full of knives or something.Actually, I quite like the idea of inflicting a Tilt on somebody because they never expected to do this for real. Shame it's not in the book, really.
The conditions system codifies the Fast and Lose play style. When you intimidate someone, an they back off, that's not just "I intimidate them and they back off", it is literally, actually, for real, "I intimidate them an inflict the Scared Condition. They resolve their condition immediately by backing off."
Conditions are the key to those times where the player doesn't want to do something the story would have them do. If an NPC does something the character would be afraid of but the player would press on through, they get a condition. They can fight it and continue, or they can give in and ran juicy XP for role playing their character properly.
The 'throw crates on the ground' thing? That's what one of the writers of the GMC rules suggested. Because this isn't a numbers sim, this is two people in a room with motives and hang ups. No White Rooms. Tossing crates isn't even a Tilt; it's rough terrain now, the guy has to try and bypass. It's breathing room.
As for whether inflicting conditions is possible; why only on a dramatic success? Remember a dramatic success gives you your primary roll, and a condition; "I punch him for 5B, and knock him crosseyed." Is a condition any worse than straight damage? Why not "I shoot the found all around his feet to scare him into mobility" and that inflicts Immobile, or Coward for a bit? Damage could be the dramatic success bonus, then.
It's a game mechanic. Don't feel bad about trying to use it. Don't feel like it is special. It's always been there, just now explicitly instead of implicitly.
And as for 'not on the list/in the rules', the condition list isn't exhaustive. It's a list of examples. The GMc rules are quite literally "come up with idea, figure out a dice pool, make **** up from there". You can make any new condition or tilt you want, good or bad, within bounds. Is your guy Raging Pissed because the BBEG shot a little girl? Sure, +2 brawl against him! But only brawl, you gotta bypass your gun, and his. Get a beat!
I don't have my books right now, but yeah, I guess running away would help. That's not a great strategy in some situations, though, depending on whyyou were fighting someone in the first place.
I can get behind more lethal combat. Watching people whittle away each other's health tracks with bullets was always a little immersion-breaking, anyway.
Still, I don't think that came across very well. What with the sheer number of combat-focused Merits, and the practical difficulty trying to play a naive character, it reads a lot more like a combat-focused game. Especially with the annoying Doors mechanic, but I guess that's just a personal preference.
I quite like the one-roll combat system, though - it emphasizes that shooting people isn't really the point, here. I'm tempted to expand that out with homebrewed stuff rather than use the default system, actually.
Of course, the first thing I'd do is go back to weapons giving an Equipment Bonus to the Skill Roll, so whatever.
The practical difficulty of playing a naive character is also the reason why you would ply a naive character though. Unless you just want kicks out of Mary having a little lamb, which gets killed by werewolves before her eyes.
Huh. Care to share your reasoning on this? If you're playing a Chronicle tightly focused on one concept - be it Hard-Boiled Detectives or medical drama, or even something vaguer like Lots Of Fighting - there are going to be some things your players will need, whether you state it explicitly or not. Ah well. Each to his own, I suppose. Your players could buy it if they wanted it, regardless.
Say you want a game where everyone is a kungfu badass. But you don't tell the players that, you just tell them they get a free two dots of Kung fu and one for brawl.
Your characters are Pete, the hard boiled detective who was a boxer in his youth and still built like a brick though he's past his prime... Who is a Kung fu badass. Suzy, the innocent girl who's never been in an argument in her life, let alone a fight to the death... Who is a Kung fu badass. Veronica, the government trained psychic who eschews physical combat for telepathic manipulation and gunplay... Who is a Kung fu badass. Christopher, the former marine corps sergeant who devoted his life to being a lethal weapon, Who is a Kung fu badass.
That's stupid, and it happens because the holistic process of developing characters to fit the scenario was forsaken in lieu of stapling on an arbitrary requirement. More useful would be saying "this city has gone to the dogs. All sane people have fled. Those who are left are bad asses. If your character isn't a bad ass, save them and roll up a new one."
Additionally, if you want someone acclimated to a certain game form, that's what veteran XP is for. "You've got 10 XP, make sure you've got a military background." "You guys start with 5 XP, and you all need to know your way around a gun." That works. Picking that XP expenditure for your players isn't. It's entirely inorganic and shuts down stuff. Sure, the one guy who doesn't have any dots in firearms could be a problem. But he could also be a pretty damn cool character with a unique take on the setting tropes and concepts.
It's an interwoven issue. Part of it goes to D&D; I would hate for players to get free feats, too. But it's not just that.
That's knots, right?
The section on rope suggests Crafts as default, as I recall, but notes that it can be learned as as part of a lot of things - scouting and bondage enthusiasts being the ones mentioned.
Glancing at Wikipedia ... might I suggest Expression? There seems to be a lot of emphasis on looking nice and general aesthetic stuff.
But yes. It's a specific form of knot work focused on art as well as function. It's a security blanket thing for a changeling. She's borderline Antagonist, almost wants to go back but not quite. Misses the control.
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2013-05-05, 05:57 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
But yes. It's a specific form of knot work focused on art as well as function.Avatar by Simius
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2013-05-05, 06:31 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Wouldn't work. Expression is singing, craft is composing. Making artwork is crafts through and through. Covers just about all nonephemeral objects really.
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2013-05-05, 09:05 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
For those who aren't quite grasping the level of brokenness in the new combat system, here's a guy over on WW forums:
So attack dice pools have gone down... and Defense is now lower of your Dexterity or Wits plus your Athletics. That's potentially doubled your Defense, in the face of a reduced attack pool. That's not (Dex or Wits + Athletics) ÷ 2, I should clarify. That's just straight up increasing Defense by Athletics.
Speaking as, again, a non-maths guy, my revelations might be slow and obvious. I thought this might slow down combat just a tad, more than could be accounted for by the increased damage from weapons on successful hits. To check this for myself, I ran a fight between two gangbangers, from the core. They're tripping acid, so they’re doing this to the death, and wielding stolen police batons.
It took 9 rounds for one of them to take a wound, and 47 rounds for one to go down. He died, immediately, after suffering four hits from this stolen police baton.
Well! I said to myself. That was so excruciatingly boring and slow that I was almost moved to self-harm just to incite some brief flicker of emotion. Let’s see what the nWoD version looks like! So I ran the fight again, this time keeping a razor blade and some band-aids within easy reach.
Round 5, one of them falls unconscious, and the other is free to clobber him to death or just wander off. I had four times as many dice to roll, and was getting 3 times as many successes with each die, even if I was doing half as much damage with each successful round.
Well, at least now we can get onto the meat of the new combat system, the Tilts! Surely these will be clever penalties and bonuses, cunningly pilfered from FATE, to justify and mitigate the vastly reduced likelihood of hitting anything! ...oh. They're all applied with Called Shots, which are basically attack rolls with a further penalty. How lovely, more Chance Die.
EDIT: Yes, I am aware that this is technically a White Room. Maybe we should run an actual fight?Last edited by MugaSofer; 2013-05-05 at 09:19 AM.
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2013-05-05, 09:22 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Avatar courtesy of Szilard
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Re: General WoD Discussion #2: Its time to Celebrate!
Also, the claim that all tilts are induced by called shots is factually incorrect.
Last edited by Morty; 2013-05-05 at 09:30 AM.
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
Interested in the Nexus FFRP setting? See our Discord server.
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2013-05-05, 10:26 AM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Eh. "Let's take two guys with identical attributes for no reason, ignore that lethal damage breaks your spirit, ignore any supplementary rules and then declare the rules broken" is something that comes up a lot. These gangsters, let us say they are in a bar. Wow, look! Roll pool balls at them, splash beer in their eyes, kick a bar stool in their way! It's almost like a reality made of matter!
I would like to try the system out though, yes. I wish I were confident enough with the rules to run a game...
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2013-05-05, 12:49 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Unfortunately, my efforts at STing an nWoD game on these boards haven't been very successful in the past.
My FFRP characters. Avatar by Ashen Lilies. Sigatars by Ashen Lilies, Gullara and Purple Eagle.
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2013-05-05, 03:17 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
Play by post requires a certain dedication, and a certain willingness to be part of a unit, that table play doesn't require. The only games I've seen not fall apart are those where A) the storyteller says "post once every 24 hours, even if just to say 'I'm here, keep moving'" and B) the players comply. Otherwise, the boards are full of dead games.
Unfortunately... This means that unless its an idea the ST is already excited about and already has most of the prep work done for, there's no way to get one without potentially losing them to attrition.
Quite a pickle.
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2013-05-05, 03:34 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
I once took part in a long-running, successful Vampire: the Requiem game, run by Ichneumon. It lasted for months and kept going strong until our ST sadly had to cancel it. Unfortunately, such games are ultimately an exception.
Last edited by Morty; 2013-05-05 at 03:35 PM.
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Re: General WoD Discussion #2: Its time to Celebrate!
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Re: General WoD Discussion #2: Its time to Celebrate!
Quickie question from a WoD newb: I read on TvTropes that a nameless cabbie was involved in some heavy stuff, with the implication that
. What book or comic is this from? I was trying to explain it to a skeptical friend.SpoilerHe's actually Cain, the first vampire
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2013-05-05, 05:21 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
It's from the Vampire the Masquerade: Bloodlines PC game. There's a cabbie who drives you around, and
Spoiler
If you're a Malkavian, or if you open up the game files and look at the name of the cabbie's sound clips for dialogue, it's more or less stated that he's Caine.
NOW COMPLETE: Let's Play Starcraft II Trilogy:
Hell, It's About Time: Wings of Liberty
Does This Mutation Make Me Look Fat: Heart of the Swarm
My Life For Aiur? I Barely Know 'Er: Legacy of the Void
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2013-05-05, 06:27 PM (ISO 8601)
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Re: General WoD Discussion #2: Its time to Celebrate!
On the white room test:
I hear the new combat is either one side brutally cubstomping the other, or roughly evenly-matched combatants dragging on for ages. So that would fit.
It's interesting that the nWoD rules worked fine in a white room. Maybe this goes to show combat is more realistic now?
I might be up to ST a GMC PBP. I'm not very experienced, mind, but as long as we can avoid people wandering off I'm all for it.
Finally, a writer has confirmed that the little fiction bits are, indeed, depicting the creation of a Promethian. So that's nice to know.