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    Pixie in the Playground
     
    Kobold

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    d20 Can you tell me your power gaming tricks in old world of darkness?

    Greetings and good day to all. Ok, i know it's been quite a while since the glorious days of the classic world of darkness was published. I've been reading through the many sourcebooks of all species and i really find it somewhat limited and balanced. Now i know this is not D&D and the game purpose was not intended for straight power gaming but, there really isn't any cheese build or combination around that you ever found or even played? There is any way of creating a build powerful enough to make the ST tremble?

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    Ettin in the Playground
     
    RangerGuy

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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    It's been decades since I last played, but what I remember is choosing the "Ventrue" Vampire Clan, getting as low a generation as possible (Eight?), and then as many points into the "Dominate" Discipline as possible, and just going "I hyponooootise YOOOOOUUU"
    Grim specter of noogie hangs like shroud over us all


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    Pixie in the Playground
     
    Kobold

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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    Quote Originally Posted by 2D8HP View Post
    It's been decades since I last played, but what I remember is choosing the "Ventrue" Vampire Clan, getting as low a generation as possible (Eight?), and then as many points into the "Dominate" Discipline as possible, and just going "I hyponooootise YOOOOOUUU"
    The only issue here is that domination only works against vampires and mortals

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    Bugbear in the Playground
     
    SamuraiGuy

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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    There are no tricks in breaking the game. Want to be a combat monster? Dex 5, melee 5 and get as high in Potency, Celerety and Fortitude. Find a weapon that does aggrivated damage= profit. Lower generation always help but if you want to power play then diablery is the right way as it costs you zero points
    Optimizing vs Roleplay
    If the worlds greatest optimizer makes a character and hands it to the worlds greatest roleplayer who roleplays the character. What will happen? Will the Universe implode?

    Roleplaying vs Fun
    If roleplaying is no fun then stop doing it. Unless of course you are roleplaying at gunpoint then you should roleplay like your life depended on it.

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    Bugbear in the Playground
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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    Quote Originally Posted by Dr.Role View Post
    Greetings and good day to all. Ok, i know it's been quite a while since the glorious days of the classic world of darkness was published. I've been reading through the many sourcebooks of all species and i really find it somewhat limited and balanced. Now i know this is not D&D and the game purpose was not intended for straight power gaming but, there really isn't any cheese build or combination around that you ever found or even played? There is any way of creating a build powerful enough to make the ST tremble?
    Wait, which splat are you playing? The oWoD games are not mechanically cross-compatible and the power levels of the spalts aren't even close to equal vampires<werewolves<mages.

    The most powerful starting build out of all splats is a Technocrat Mage who has spent all their freebie points on backgrounds and has something like Resources 8, Backup 8, Requisitions 8 which gives them the ability to essentially field a company of Space Marines. In general, backgrounds are broken and power-gaming is built around having more backgrounds than you should. The Technocracy has the best excuse for having background scores above five (which shouldn't be allowed because it totally breaks the game, but it is a rules option).

    The way the Sphere magic system works generally, a Mage's power is limited pretty much only by how effectively you can fast-talk your GM. For instance, with Correspondence 3 and Forces 2, you can probably go on Google Maps, pick any structure within a hundred miles, and cause a massive electrical fire/gas leak explosion to engulf it in a hideous pyroclasm without ever leaving your desk. And most GMs would even consider this coincidental. Other mages can block this with wards, but Vampires without thaumaturgy and Werewolves without some very specific gifts are totally screwed.

    In terms of humorously broken stuff you can hypothetically do, The Book of Madness has a whole system for selling your soul to a demon lord in return for absurd amounts of power. Properly, this is something that should be used only for NPCs, but...
    Resvier: a P6 homebrew setting

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    Bugbear in the Playground
     
    SamuraiGuy

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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    Oh yeah I took it for VtM. Sorry, just play a mage and profit.
    Optimizing vs Roleplay
    If the worlds greatest optimizer makes a character and hands it to the worlds greatest roleplayer who roleplays the character. What will happen? Will the Universe implode?

    Roleplaying vs Fun
    If roleplaying is no fun then stop doing it. Unless of course you are roleplaying at gunpoint then you should roleplay like your life depended on it.

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    Pixie in the Playground
     
    Kobold

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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    Quote Originally Posted by Mechalich View Post
    Wait, which splat are you playing? The oWoD games are not mechanically cross-compatible and the power levels of the spalts aren't even close to equal vampires<werewolves<mages.

    The most powerful starting build out of all splats is a Technocrat Mage who has spent all their freebie points on backgrounds and has something like Resources 8, Backup 8, Requisitions 8 which gives them the ability to essentially field a company of Space Marines. In general, backgrounds are broken and power-gaming is built around having more backgrounds than you should. The Technocracy has the best excuse for having background scores above five (which shouldn't be allowed because it totally breaks the game, but it is a rules option).

    The way the Sphere magic system works generally, a Mage's power is limited pretty much only by how effectively you can fast-talk your GM. For instance, with Correspondence 3 and Forces 2, you can probably go on Google Maps, pick any structure within a hundred miles, and cause a massive electrical fire/gas leak explosion to engulf it in a hideous pyroclasm without ever leaving your desk. And most GMs would even consider this coincidental. Other mages can block this with wards, but Vampires without thaumaturgy and Werewolves without some very specific gifts are totally screwed.

    In terms of humorously broken stuff you can hypothetically do, The Book of Madness has a whole system for selling your soul to a demon lord in return for absurd amounts of power. Properly, this is something that should be used only for NPCs, but...
    Thank you all for the answers!!! So basically we are in a heavy cross-over ambient with every official published splatbook in old world of darkness allowed. Technocracy is a great option, the only catch is no matter what kind of creature we play we're always at the NPC's mercy. I need to find out a way to either one-shot the ST critters or be able to resist the punishment they rain above us. The background abuse it's the default method i've been using but when i need to apply all the force of the technocracy upon my enemies (specially via enhancements and requisitions) the ST releases a bigger threat or renders my back-up useless by narrative countermeasures. That's why im looking for a much more decisive method. Book of madness does the same, althought i ussually buy a crapton of features of all kinds i always end up losing my PC to the whim of an evil being.

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    Pixie in the Playground
     
    Kobold

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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    Quote Originally Posted by RazorChain View Post
    There are no tricks in breaking the game. Want to be a combat monster? Dex 5, melee 5 and get as high in Potency, Celerety and Fortitude. Find a weapon that does aggrivated damage= profit. Lower generation always help but if you want to power play then diablery is the right way as it costs you zero points
    Already tried this with an abomination tzimisce with the extra discipline merit (grabbing celerity) but in certain points the ST just hard counters this strategy either adding umbra spirits (which simply don't die by my means) or takes the history over a more political base and i don't get to see any battle in a long time.

  9. - Top - End - #9
    Pixie in the Playground
     
    Kobold

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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    Quote Originally Posted by Mechalich View Post
    Wait, which splat are you playing? The oWoD games are not mechanically cross-compatible and the power levels of the spalts aren't even close to equal vampires<werewolves<mages.

    The most powerful starting build out of all splats is a Technocrat Mage who has spent all their freebie points on backgrounds and has something like Resources 8, Backup 8, Requisitions 8 which gives them the ability to essentially field a company of Space Marines. In general, backgrounds are broken and power-gaming is built around having more backgrounds than you should. The Technocracy has the best excuse for having background scores above five (which shouldn't be allowed because it totally breaks the game, but it is a rules option).

    The way the Sphere magic system works generally, a Mage's power is limited pretty much only by how effectively you can fast-talk your GM. For instance, with Correspondence 3 and Forces 2, you can probably go on Google Maps, pick any structure within a hundred miles, and cause a massive electrical fire/gas leak explosion to engulf it in a hideous pyroclasm without ever leaving your desk. And most GMs would even consider this coincidental. Other mages can block this with wards, but Vampires without thaumaturgy and Werewolves without some very specific gifts are totally screwed.

    In terms of humorously broken stuff you can hypothetically do, The Book of Madness has a whole system for selling your soul to a demon lord in return for absurd amounts of power. Properly, this is something that should be used only for NPCs, but...
    Thank you all for the answers!!! So basically we are in a heavy cross-over ambient with every official published splatbook in old world of darkness allowed. Technocracy is a great option, the only catch is no matter what kind of creature we play we're always at the NPC's mercy. I need to find out a way to either one-shot the ST critters or be able to resist the punishment they rain above us. The background abuse it's the default method i've been using but when i need to apply all the force of the technocracy upon my enemies (specially via enhancements and requisitions) the ST releases a bigger threat or renders my back-up useless by narrative countermeasures. That's why im looking for a much more decisive method. Book of madness does the same, althought i ussually buy a crapton of features of all kinds i always end up losing my PC to the whim of an evil being.

  10. - Top - End - #10
    Bugbear in the Playground
     
    SamuraiGuy

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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    Eh.....you're going to fail. Do you want to know why? Because the Storyteller can just tell you "You fail" and you will.


    You can't win an arms race against the Storyteller. No matter the how powerful your character it just doesn't matter.
    Optimizing vs Roleplay
    If the worlds greatest optimizer makes a character and hands it to the worlds greatest roleplayer who roleplays the character. What will happen? Will the Universe implode?

    Roleplaying vs Fun
    If roleplaying is no fun then stop doing it. Unless of course you are roleplaying at gunpoint then you should roleplay like your life depended on it.

  11. - Top - End - #11
    Bugbear in the Playground
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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    Quote Originally Posted by RazorChain View Post
    Eh.....you're going to fail. Do you want to know why? Because the Storyteller can just tell you "You fail" and you will.


    You can't win an arms race against the Storyteller. No matter the how powerful your character it just doesn't matter.
    This is true, and I agree.

    In the spirit of gleeful ridiculousness I will note that in terms of truly overpowered things, Technomancer's Toybox has stats for military hardware in the appendix. So if you really want to know what happens when you bring a tank to a bar fight...
    Resvier: a P6 homebrew setting

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    Dwarf in the Playground
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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    Don't bring a tank to a bar fight, convince the GM to allow you to play a Marauder and bring a Dragon to the bar fight. Better yet, teleport the bar to the dragon fight.
    Quote Originally Posted by sikyon View Post
    C'tan fight wars simply because they want more candy.

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    Colossus in the Playground
     
    Psyren's Avatar

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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    Quote Originally Posted by Mechalich View Post
    The way the Sphere magic system works generally, a Mage's power is limited pretty much only by how effectively you can fast-talk your GM.
    This is in fact the only way to truly be overpowered in WoD. It's not the kind of system where you can stick a pile of points in something and be free of risk.


    Quote Originally Posted by The Giant View Post
    But really, the important lesson here is this: Rather than making assumptions that don't fit with the text and then complaining about the text being wrong, why not just choose different assumptions that DO fit with the text?
    Quote Originally Posted by gogogome View Post
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  14. - Top - End - #14
    Pixie in the Playground
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    Default Re: Can you tell me your power gaming tricks in old world of darkness?

    The way to break combat in the old storyteller system is through a merit called charmed existence. It negates the first 1 in every roll which enables you to split your dice pool completely without the risk of botching. The most effective is doing it in a werewolf. I dont have access to the books now so the example may not be perfectly accurate but in the vicinity.

    Newbie werewolf
    Dex 5 +2 for Hispo form
    Str 4 +3 for Hispo form
    Brawl 3
    Rage 10

    You spend 10 rage to get 11 turns on round 1 which you split into 10 (Dex+Brawl) attacks. So you make 110 attacks, of which 55 should land for 9 aggravated damage dies per attack. Almost nothing survives this.

    You could probably raise your brawl to 5 which raises it to 66 successful attacks.

    If you want to play a vampire the is a magic sword that gives a success on each attack. If you give this to a PC with celerity and potence it also works really well. Not the same first round punch but lasts over more rounds.

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