This list covers every Gift from the W:tF Core book, Lore of the Forsaken, and The Rage, focusing primarily on those that are considered under powered. I am balancing with an eye for making the effects enjoyable, and roughly along the power lines of Changeling and Vampire. The changes to Gifts vary from tiny tweaks for clarity to completely rewrites and restructuring of whole Gift progressions. I have done my best to maintain the theme and flavor of each Gift and stick to the original effect where possible.
My goal was twofold. First, to balance Gifts amongst themselves and improve those that had extremely limiting drawbacks or needless weaknesses that made them undesirable. Much of these changes were alterations to duration of the effect, or removal of the chronic "fails vs supernatural" flaw that plagues the system.
The second objective was to balance the gifts in a crossover setting. This isn't to say that I am trying to turn Werewolves into Mage 2.0, but merely to make certain that the general power of their gifts stayed in line with that of other splats. This often meant increasing bonuses or reorganizing Gift's placement within their respective tree.
I will do my best to assess and balance those Gifts with feedback from the discussion. But I will say this now: there is no way this revision will please everyone. Cherry picking is encouraged, for those Gifts that you find to be appropriate revision. As is civilized and constructive feedback on ways to better balance effects (inflammatory or unconstructive commentary will be ignored...sorry)
Signature Renown
One of the greatest difficulties of the Renown system is how incredibly random the application appears to be. Within an individual Gift tree it is possible to have every single form of Renown represented. This can require players to buy up several different forms of renown, including non-favored ones to improve effects that are otherwise well within auspice theme. A lot of players are not fond of that. However, more importantly, it is confusing...really confusing. Having to record renown for each Gift, check and double check. Even for a mechanically savvy player it is a huge drag.
Dateweaver was kind enough to restructure the listed gifts into five categories, each tied to a separate renown that best represents the Gift Tree's flavor:
Take note that Father Wolf and Mother Luna Gifts do not fall under any of the listed Renown. Being universal Gifts they are tied innately to the Werewolves nature and spring internally from their own prowess as opposed to being external blessings. Whenever a roll is required to activate one of their gifts the user's Primal Urge score should be substituted from the standard Renown. In addition, Primal Urge may be substituted for Renown when determining the highest dot rating in the Gift that may be purchased.
The choice of signature Renown for each Gift was borrowed from the "Emergent Beast" section of the Chronicler's Guide (a great resource for Werewolf fixes), then edited by Dataweaver and myself.
Those using Signature Renown may also want to use revised Auspice/Tribe Rules:
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Revision History:
My goal was twofold. First, to balance Gifts amongst themselves and improve those that had extremely limiting drawbacks or needless weaknesses that made them undesirable. Much of these changes were alterations to duration of the effect, or removal of the chronic "fails vs supernatural" flaw that plagues the system.
The second objective was to balance the gifts in a crossover setting. This isn't to say that I am trying to turn Werewolves into Mage 2.0, but merely to make certain that the general power of their gifts stayed in line with that of other splats. This often meant increasing bonuses or reorganizing Gift's placement within their respective tree.
I will do my best to assess and balance those Gifts with feedback from the discussion. But I will say this now: there is no way this revision will please everyone. Cherry picking is encouraged, for those Gifts that you find to be appropriate revision. As is civilized and constructive feedback on ways to better balance effects (inflammatory or unconstructive commentary will be ignored...sorry)
Signature Renown
One of the greatest difficulties of the Renown system is how incredibly random the application appears to be. Within an individual Gift tree it is possible to have every single form of Renown represented. This can require players to buy up several different forms of renown, including non-favored ones to improve effects that are otherwise well within auspice theme. A lot of players are not fond of that. However, more importantly, it is confusing...really confusing. Having to record renown for each Gift, check and double check. Even for a mechanically savvy player it is a huge drag.
Dateweaver was kind enough to restructure the listed gifts into five categories, each tied to a separate renown that best represents the Gift Tree's flavor:
Originally posted by Dataweaver
The choice of signature Renown for each Gift was borrowed from the "Emergent Beast" section of the Chronicler's Guide (a great resource for Werewolf fixes), then edited by Dataweaver and myself.
Those using Signature Renown may also want to use revised Auspice/Tribe Rules:
Whenever a character purchases a new Dot in a Renown they may either learn a Tribe/Auspice Gift, or any Gift that uses that Renown. Father Wolf and Mother Luna Gifts are considered to be "in Auspice" for all Uratha.
Revision History:
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