I suppose this is going to get controversial quickly, but I was checking out old 6-9 Disciplines. I was thinking how to adapt them, perhaps through use of a Loresheet , then I just noticed...
Many of the old 6-9 powers are either
A) Very specific applications of the low level powers
Take for instance two Level-6 Potence powers:
Master of the Forge: The Kindred creates exceptional metalwork tools and weapons.
Relentless Pursuit: The Kindred makes extraordinary leaps through the air.
Or
B) Broad applications of the low level powers.
Take for instance a Dominate 6 power
Command Obedience: You no longer require eye contact for Dominate, relying on skin contact or your voice
V5 has ditched high level Disciplines, bringing them at level 4-5: generally speaking, Elder powers have been retconned through the specific math of the new edition (Blood Potency rerolls, bonus dice, Blood Surge, exploding criticals etc).
The basic ideas behind the cool powers are now unlocked and available to PCs, but the "mythic" effects are now a function of high Attributes and Blood Potency.
And I think it works.
I had proof of this when Storytelling an Ancillae V5 campaign: one of the characters had high Auspex (level 4), and Blood Potency 3. Between his dice pool, bonus dice, power surge, Willpower rerolls and exploding 10s, on his lucky rolls he often got more than 6 successes.
So, looking back at what old powers were... it may be unsurprising given I'm a resident V5 supporter... But I think we don't really them, to get a good high power game. I'm not saying this particular arrangement works for anyone, of course, but I think it gives a good, elegant framework for creating high level foes and also characters, reducing the power creep.
So, what do you think ... do we really miss high-level powers?
Many of the old 6-9 powers are either
A) Very specific applications of the low level powers
Take for instance two Level-6 Potence powers:
Master of the Forge: The Kindred creates exceptional metalwork tools and weapons.
Relentless Pursuit: The Kindred makes extraordinary leaps through the air.
Or
B) Broad applications of the low level powers.
Take for instance a Dominate 6 power
Command Obedience: You no longer require eye contact for Dominate, relying on skin contact or your voice
V5 has ditched high level Disciplines, bringing them at level 4-5: generally speaking, Elder powers have been retconned through the specific math of the new edition (Blood Potency rerolls, bonus dice, Blood Surge, exploding criticals etc).
The basic ideas behind the cool powers are now unlocked and available to PCs, but the "mythic" effects are now a function of high Attributes and Blood Potency.
And I think it works.
I had proof of this when Storytelling an Ancillae V5 campaign: one of the characters had high Auspex (level 4), and Blood Potency 3. Between his dice pool, bonus dice, power surge, Willpower rerolls and exploding 10s, on his lucky rolls he often got more than 6 successes.
So, looking back at what old powers were... it may be unsurprising given I'm a resident V5 supporter... But I think we don't really them, to get a good high power game. I'm not saying this particular arrangement works for anyone, of course, but I think it gives a good, elegant framework for creating high level foes and also characters, reducing the power creep.
So, what do you think ... do we really miss high-level powers?
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