Looking at the matter of Humanity and the Virtues from the perspective of the Virtues:
• Courage lets you resist the Beast's fears (as well as your own); that is, it lets you resist the flight impulse.
• Self-Control lets you resist the Beast's compulsions (as well as your own); that is, it lets you resist the fight impulse.
Between these two, you have both intimidation and temptation covered. What else is there?
Conscience is an odd duck. It's not a roll to avoid doing something foolish as Courage and Self-Control are; instead, it's a roll to avoid the personal consequences of having done something wrong. In its case, “doing something wrong” is defined by the Hierarchy of Sins, and the personal consequence is losing a dot of Humanity. This inversion comes from the fact that “doing the right thing" is often foolish in the World of Darkness, at least in the short term.
Frankly, if 4e is going to change somethng pertaining to Humanity and the Virtues, I'd want it to be how Conscience works. I'm not quite sure how I'd want it to be done; but consider some possibilities:
• What if Humanity loss was done as a voluntary player choice? That is, you don't lose Humanity by violating your Conscience; that hurts (in a mechanical way that needs to be specified — something painful but temporary), but doesn't cost you Humanity. But any time you suffer from violating your Conscience, you can choose to never again be bothered by that particular sin. Your Humanity drops by one, but you never again have to worry about violating your Conscience in that way. This keeps the notion that the lower your Humanity is, the fewer Sins bother you; but instead of a rigid Hierarchy of Sins, you decide the order that things cease to be sinful.
• What if the Conscience roll has a variable difficulty, based on the severity of the atrocity involved?
• What if Conscience rewards you in some way for doing the right thing, instead of or in addition to punishing you for Sins? That is, when you do the right-but-seemingly-foolish thing, you get some sort of reward (e.g., restored Willpower) to help you get through the trouble that you're letting yourself get into.
• What if the Conscience trait has nothing to do with what happens when you commit a Sin, but instead plays some sort of role in a subsequent act of contrition?
Synthesizing some of these into a different take on Humanity and Conscience:
• Committing a Sin exposes you to Guilt, a penalty that serves as a sort of mental counterpart to physical injuries. If you want to differentiate by the severity of a sin, do so by assigning a more severe Guilt penalty for a more serious Sin. This Guilt hangs around for the rest of the scene. Note that the human Virtues do not mitigate this Guilt: Self-Control and Courage deal with other things, and the last thing your Conscience is going to do is to let you off the hook.
• At the end of any scene where the vampire has Guilt, the player has three choices: he can simply remove the Guilt; he can choose to Degenerate (his Humanity drops by one, the Guilt goes away, and the Sin that caused the Guilt gets crossed off the list of Sins, never again to cause further Guilt); or he can choose to Atone (the Guilt sticks around for at least another scene). Possibly make it a binary choice on the player's part: make a Conscience check (success puts you on the path of Atonement, failure releases the Guilt, a botch causes Degeneration) or release the Guilt without a roll, so that the player never has to deal with persistent Guilt if he doesn't want to.
• If the vampire chooses to Atone, he continues to hold onto the Guilt until an opportunity to atone presents itself, or until he changes his mind and lets go of the Guilt (you can only Degenerate during the scene when you acquired the Guilt). Assuming the vampire succeeds in atoning, the Guilt goes away and the player rolls Conscience to see what benefits were gained (e.g., regain a dot of Humanity).
• Whenever Humanity goes down, cross off an appropriate Sin. Conversely: whenever Humanity goes up, add an appropriate Sin to the list, as you now hold yourself to a higher standard.
Paths of Enlightenment would work in a similar fashion, but with inhuman lists of Sins, with one or both of Conscience and Self-Control replaced by Conviction and Instinct, and without many of the benefits of Humanity (e.g., the ones that involve interacting with ordinary humans). Conviction would differ from Conscience in that it can be used to suppress Guilt right off the bat (treat like a Soak roll); but doing so usually eliminates the subsequent potential for atonement (no Guilt, no Atonement). Instinct would differ from Self-Control in the same way it currently does.
Another possibility would be to give both Self-Control and Courage “Instinct counterparts” that don't let you resist the way Self-Control and Courage do, but do let you “ride the wave”, maintaining some semblance of control during the episode. Maybe “Caution” as the counterpart for Courage…
• Courage lets you resist the Beast's fears (as well as your own); that is, it lets you resist the flight impulse.
• Self-Control lets you resist the Beast's compulsions (as well as your own); that is, it lets you resist the fight impulse.
Between these two, you have both intimidation and temptation covered. What else is there?
Conscience is an odd duck. It's not a roll to avoid doing something foolish as Courage and Self-Control are; instead, it's a roll to avoid the personal consequences of having done something wrong. In its case, “doing something wrong” is defined by the Hierarchy of Sins, and the personal consequence is losing a dot of Humanity. This inversion comes from the fact that “doing the right thing" is often foolish in the World of Darkness, at least in the short term.
Frankly, if 4e is going to change somethng pertaining to Humanity and the Virtues, I'd want it to be how Conscience works. I'm not quite sure how I'd want it to be done; but consider some possibilities:
• What if Humanity loss was done as a voluntary player choice? That is, you don't lose Humanity by violating your Conscience; that hurts (in a mechanical way that needs to be specified — something painful but temporary), but doesn't cost you Humanity. But any time you suffer from violating your Conscience, you can choose to never again be bothered by that particular sin. Your Humanity drops by one, but you never again have to worry about violating your Conscience in that way. This keeps the notion that the lower your Humanity is, the fewer Sins bother you; but instead of a rigid Hierarchy of Sins, you decide the order that things cease to be sinful.
• What if the Conscience roll has a variable difficulty, based on the severity of the atrocity involved?
• What if Conscience rewards you in some way for doing the right thing, instead of or in addition to punishing you for Sins? That is, when you do the right-but-seemingly-foolish thing, you get some sort of reward (e.g., restored Willpower) to help you get through the trouble that you're letting yourself get into.
• What if the Conscience trait has nothing to do with what happens when you commit a Sin, but instead plays some sort of role in a subsequent act of contrition?
Synthesizing some of these into a different take on Humanity and Conscience:
• Committing a Sin exposes you to Guilt, a penalty that serves as a sort of mental counterpart to physical injuries. If you want to differentiate by the severity of a sin, do so by assigning a more severe Guilt penalty for a more serious Sin. This Guilt hangs around for the rest of the scene. Note that the human Virtues do not mitigate this Guilt: Self-Control and Courage deal with other things, and the last thing your Conscience is going to do is to let you off the hook.
• At the end of any scene where the vampire has Guilt, the player has three choices: he can simply remove the Guilt; he can choose to Degenerate (his Humanity drops by one, the Guilt goes away, and the Sin that caused the Guilt gets crossed off the list of Sins, never again to cause further Guilt); or he can choose to Atone (the Guilt sticks around for at least another scene). Possibly make it a binary choice on the player's part: make a Conscience check (success puts you on the path of Atonement, failure releases the Guilt, a botch causes Degeneration) or release the Guilt without a roll, so that the player never has to deal with persistent Guilt if he doesn't want to.
• If the vampire chooses to Atone, he continues to hold onto the Guilt until an opportunity to atone presents itself, or until he changes his mind and lets go of the Guilt (you can only Degenerate during the scene when you acquired the Guilt). Assuming the vampire succeeds in atoning, the Guilt goes away and the player rolls Conscience to see what benefits were gained (e.g., regain a dot of Humanity).
• Whenever Humanity goes down, cross off an appropriate Sin. Conversely: whenever Humanity goes up, add an appropriate Sin to the list, as you now hold yourself to a higher standard.
Paths of Enlightenment would work in a similar fashion, but with inhuman lists of Sins, with one or both of Conscience and Self-Control replaced by Conviction and Instinct, and without many of the benefits of Humanity (e.g., the ones that involve interacting with ordinary humans). Conviction would differ from Conscience in that it can be used to suppress Guilt right off the bat (treat like a Soak roll); but doing so usually eliminates the subsequent potential for atonement (no Guilt, no Atonement). Instinct would differ from Self-Control in the same way it currently does.
Another possibility would be to give both Self-Control and Courage “Instinct counterparts” that don't let you resist the way Self-Control and Courage do, but do let you “ride the wave”, maintaining some semblance of control during the episode. Maybe “Caution” as the counterpart for Courage…
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