Originally posted by Solomon Draak
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The rules for how the Disciplines actually work are meant for a game of Vampire PCs. A game where those PCs must contend, among other things, with the notion that mortals can become a threat if the vampires act as fools. Disciplines are extremely powerful and advantageous, but won't save your ass on their own.
Otherwise, the vampire PC would have no stakes in the conflict, no reason to play smart, no drama.
And in this sense, that's one of the reasons why books of other splats, including Hunter, do not use each other rules to represent a given other splat. In a game of mortal hunters against vampires, it is reasonable to tweak the powers of vampires in the directions you propose and even more. But the rules of Vampire: the Masquerade must be thought for a game of Vampires first.
In this, by the way, the problem isn't just how those rules apply against mortals, but the fact that they are rules and govern the use of the power all the time. They'll apply for those vampires when dealing with all the other shit they may come across, that generally is more central to their games. And then they'll be just an unnecessary burden if they get so complex.
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