Surely it must say so in the book somewhere but I guess I overlooked it. Is it one point?
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How much rage can you spend per turn W 20?
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Revised had it at no more than half your permanent rating per turn. You're also soft-capped in how many actions you can get, as more than the lower of Dex or Wits (only Dex in a frenzy) increases the difficulty of each action by 3.
Edit: It's the same limit in W20. See page 266, "Spending Rage".Last edited by Saur Ops Specialist; 03-11-2023, 05:23 PM.
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Originally posted by Saur Ops Specialist View PostRevised had it at no more than half your permanent rating per turn. You're also soft-capped in how many actions you can get, as more than the lower of Dex or Wits (only Dex in a frenzy) increases the difficulty of each action by 3.
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I've had a simple houserule to help with that - as long as you're doing rip and tear stuff you're fine with using Strength as your attack roll base. If you want finesse (i.e. not hitting the flesh armor or the toxic oozing wounds) you use dex.
What doesn't kill you, makes you... stranger.
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Originally posted by Asmodai View PostI've had a simple houserule to help with that - as long as you're doing rip and tear stuff you're fine with using Strength as your attack roll base. If you want finesse (i.e. not hitting the flesh armor or the toxic oozing wounds) you use dex.
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I would caution about some of the knockout effects it can have. A lot of powers in the books are very generous to Strength in fashions that can make it very powerful to do that house rule if you're not thinking about adjusting other things as they come up. Pre-V20 VtM had the Potence Grapple issue for example.
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Originally posted by Heavy Arms View PostI would caution about some of the knockout effects it can have. A lot of powers in the books are very generous to Strength in fashions that can make it very powerful to do that house rule if you're not thinking about adjusting other things as they come up. Pre-V20 VtM had the Potence Grapple issue for example.
What doesn't kill you, makes you... stranger.
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Personnaly i play it like in v5: one roll and a damage bonus added to your result (werewolf claws +2 damage, bite +1 and use the v5 rules for weaponery bonus). Soak is always full and when a pc or npc has a lot of stamina, armor, or both they must use dex instead of strength to target a weak point or use specials moves to weaken their opponent (tear their armor appart, attack from behind. We got rid of damage and soak roll, wich make combat deadlier and faster.
We've got rid of damage and soaking roll since almost 2 years, now. After few adjustments and a houserule for rolling importants amount of dice (more than 10) and our game work now pretty well.
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I play with Dex having a slight nerf - your additional sux are halved for the purposes of figuring out damage dice.
For instance RAW if you roll 9 successes on an attack, you roll +8 damage dice; which is HUGE. This means Dex is far more important than Strength. A good roll, backed up by good Dex, difficulty modifications, boosts to your attacking stat, seriously outweighs your raw strength.
Meanwhile the houserule I play with halves the overflow. So 9 successes, that's 8/2 = 4. +4 dice - significant, perhaps doubling the pool even, but not drowning out Strength entirely.
With this houserule I've seen Strength matter a LOT more.
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