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  • By "+ Willpower" do you mean the +3 bonus from spending it?

    Generally, as you just found, you want to use contested rolls in cases where the outcome that matters is mostly binary (either it works or it doesn't), and resisted rolls either where the result is quantified by the number of successes. The former situation is far more common than the latter. Occasionally you might have a resisted roll in an edge case where failure is possible, but you want to bias in favor of success, usually when an action's effects aren't overwhelming and can be muddled through after being inflicted,...
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  • Stupid Loserman
    replied to WtF terminology
    The Nosferatu clanbook already retroengineers an alternate, less cinematic root for the clan name, Nosphoros, as does the Ventrue clanbook, suggesting it derived later from the simpler Ven. "Ven" has the extra benefit of being catchy and brief. Rolls off the tongue. Renaming the Gangrel is more of an open project, but there's countless old folklore of shapeshifters and hungry ghosts to pick from.

    The Gauntlet is a WoDism that I've never felt sits right for its role in either Forsaken or Awakening. I'd probably favor some name with more of a connotation of being an action...
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  • Stupid Loserman
    replied to WtF terminology
    Yeah, I kinda got that vibe a bit too.



    Speaking as an American, I'm with you on the imperial system being all kinds of obsolete and janky.

    Vigor and Resilience I like, though. The word "Resilience" connotes to me a more physical kind of resistance than "Fortitude," and since CofD 1e used the cardinal virtues as game traits, it would have posed confusing overlap. (Some glossary overlap is okay, so it's a judgment call; it's pretty fine for a Haunt to be both a secondary nickname for a vampire clan and a name for a type of power granted...
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  • Stupid Loserman
    replied to WtF terminology
    You'd come across as less pedantic and combative about it if you hadn't begun the thread specifically responding to posts to argue without acknowledging posts that do satisfy you, especially if an arbitrary "they just do, whatever" is supposed to be a valid answer but "it's a separate game and under no obligation in the first place" isn't.

    I don't personally travel among circles familiar with the World of Darkness much, having come to the tabletop hobby long after the 2004 switchover, when WoD was out of publication and CofD was well into its fifth or sixth gameline....
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  • Stupid Loserman
    replied to WtF terminology
    I'd also add that White Wolf RPGs in general, and both the World and Chronicles of Darkness universes in particular, are historically very big on using diction to communicate feel through connotation. This is a company famous for picking a new synonym for "player group" every time they release a new game: why doesn't everybody gather in, say, troupes, instead of coteries of vampires, packs of werewolves, cabals of mages, throngs of frankensteins, motleys of changelings, cells of hunters, rings of demons, broods of beasts, flocks of seagulls? Because White Wolf tends to like to pick a...
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  • Stupid Loserman
    replied to WtF terminology
    The age, yes. It's roughly approximated Sumerian run through a reversal of the consonant shift described by Grimm's Law, where sounds shifted from use in Proto-Indo-European morphemes into use in later Proto-Germanic morphemes. In other words, if pronunciations of words inherited from one of our oldest identified Eurasian language families acquired certain qualities as time passed and the languages spread and were adapted, then First Tongue is an imagined version of an even older language which is to Proto-Indo-European what PIE is to Proto-Germanic, as expressed by having even fewer of those...
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  • Stupid Loserman
    replied to WtF terminology
    White Wolf was still feeling out boundaries while developing the first three gamelines in the Chronicles of Darkness (which were at least somewhat developed in tandem, though they came out staggered by years), knowing they were making a potentially alienating move by rebooting and reimagining their flagship World of Darkness universe. There was a lot of uncertainty at the time over how much to stretch their legs and push boundaries versus how much to stay safely recognizable to fans of the old gamelines, and you can kind of see, over the course of the first three games' development, the development...
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  • I mean, you're looking at five-dot spells here. You are not typically going to ramp up quickly from character generation to becoming a Master, and an Unmaking spell is probably going to be able to wreak some havoc no matter what Arcanum it's for. The deadliness of a mage is going to derive from her creativity far more than system mastery in picking Arcana to specialize in.

    You can probably get far more enjoyable bang for your buck with ten Merit dots than with two flat dots of starting Gnosis. Gnosis is useful, but it is a bland kind of useful when compared with all the different...
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  • Stupid Loserman
    replied to resisted endowments
    Powers that have a potent or overwhelming binary effect (either it works or it doesn't) should incline towards being contested.
    Powers that have a sliding scale of effect, where the number of rolled successes matters to the magnitude of the result, or powers that have a binary effect that doesn't overwhelm the target and thus generally are more interesting when they succeed more often than not, should incline towards being resisted.

    Salt to taste....
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  • You can continue to issue commands as long as your victim is Mesmerized, though note that injury or a command that forces them to experience a breaking point will resolve the condition early.
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  • Stupid Loserman
    replied to Sleeping Slashers
    Don't know how 2e Vigil's slashers are going to turn out, but going by the 1e presentation I'd probably judge rippers and scourges as comparable to the divide between lower-tier hunters and conspiracies with supernatural Endowments, with maybe a little wiggle room. If a slasher is just monstrous due to outlook and behavior, they're a Sleeper; if their killing genius has surpassed the natural, treat them like a Sleepwalker.
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  • You're going to enjoy the God-Machine.

    This half of the book is reprinted from a previous book, where the God-Machine Chronicle and a more basic form of the CofD 2e ruleset was presented as a non-standalone bolt-on for the 1e rulebook. I mention this only to note that a large swath of that book's content, mostly from the Introduction chapter which is analogous to the part you are reading now, was cut for space, and I think that's a shame, because the cut content was a very accessible walkthrough of a ground's-eye view of what the God-Machine is, why it is the way it is from a storytelling...
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  • I'm not really sure why it's more important for a player to commit to roleplaying a one-dot Attribute than, say, a three-dot Attribute. Or a two-dot. Or a four, which is perfectly feasible for a Vampire or Mage character who gets to distribute an extra starting dot. A one-dot Attribute has comparatively little actual in-game effect: it makes you worse at things, but no more worse than having three dots makes you better at it. If it were meant to represent a strong deficiency, it does a rather poor job of it. (It's not; Persistent Conditions represent that. That's why there are Conditions like...
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    Last edited by Stupid Loserman; 03-03-2017, 02:49 PM.

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  • I don't have an image on hand, but Demon's illustrations aren't full-spectrum color like the Vampire 2e core. They're single-tone purplish, like grayscale but with a color tint. Is that what you're seeing, or is it gray without a hint of purple?

    (The paper should also be somewhat thicker than you get if you order a grayscale book, as I recall. The grayscale paper is thin and rough, or at least, it was the last time I ordered one grayscale.)
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  • Initiative isn't actually determined by a dice pool, it is an odd man out in the system. You roll a single d10, then add the Initiative Modifier to the value rolled, and then that sum is the character's base initiative for the encounter. So if you roll a 4 on the die and your initiative is +7, you've got initiative 11. You then apply whatever penalty for weapons drawn, so if you draw a -1 initiative knife on the first turn, then from the second turn on you're acting at initiative 10.

    Defense is not rolled unless you're Dodging. Defense 7 is indeed a lot. Don't forget the ability to...
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  • Stupid Loserman
    replied to Ghost Gate Query
    Remember spell Duration. Reach to target without the gate, Reach again for Advanced Duration, Reach a third time and spend Mana if you're going for an indefinite effect, Reach a fourth time if you need to cast faster than ritual time, don't forget your casting dice penalty based on how long a duration you're going for (if you want it to last indefinitely that's -10), and it's going to eat a slot of Spell Control unless you burn Willpower to relinquish it, which has its own problems.

    If you can pull all of that off, then yes, the sucker is stuck in Twilight until somebody comes along...
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Stupid Loserman
Stupid Loserman
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