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<blockquote data-quote="ValhallaGH" data-source="post: 4602324" data-attributes="member: 41187"><p>I've played in a couple of games that mixed and matched from the new WoD. The results were varied. Much of this stemmed from the fact that all the races were balanced internally rather than against the other races. The rest came from the fact that my Storytellers still thought in D&D terms, where characters are expected to take injuries every round of combat.</p><p></p><p>Humans: Simple rules, fully covered by the core book. The most balanced and easily grasped of the races, but also the weakest. Still, a well-equipped human, with a good plan and the time to implement it can take down anything the rules allow for.</p><p></p><p>Mages: If caught by surprise, mages are as squishy and vulnerable as any normal human. However, mages are rarely caught off guard and are very powerful. Mages probably have the widest disparity in power and utility, between campaigns and individual characters. Whoever is running the game will need to read over and approve any spells the mages want to learn, just to be prepared to accept the wackiness of their shenanigans.</p><p></p><p>Vampires: Very tough, very social, and great at either infiltration or combat (or both if very experienced). I don't like vampires, but that's simply because I don't like vampires; their mechanics are pretty solid and vampires are one of the more consistent races in my experience.</p><p></p><p>Werewolves: The winners of any straight-forward combat, werewolves are the combat-characters of a multi-race story. All werewolves are good at combat due to their shape-shifting, and most are better because of the skills that fit all werewolves. Oddly, the nWoD made me feel like I was cheating when I shifted to Gauru (big, scary hybrid) form, a sensation I never had with the oWoD.</p><p></p><p>Prometheans: These are really odd characters. Most aren't very useful in any sort of social encounter, but they can totally alter any physical challenge, and a surprising number of intellectual or skill-based encounters. They do require a lot of support systems and recovery time, making them almost as big a pain as humans for getting them healed up.</p><p></p><p>Changelings: These are weird. They're about as varied as mages, though without as wide a disparity of power levels. The stories for them get downright strange, as do many of the characters.</p><p></p><p>Hunters: Humans plus, hunters can actually take down many super-natural threats, even with a bad plan or insufficient prep time. However, they are still human and must use some sort of planning to survive in a state where they can return to base. They aren't as balanced as normal humans but they are still pretty good.</p><p></p><p></p><p>Overall, you can combine the disciplines. Just be prepared to offer regular humans a good bit more experience so they can actually be useful to the team.</p><p></p><p>Good luck to you and your table.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4602324, member: 41187"] I've played in a couple of games that mixed and matched from the new WoD. The results were varied. Much of this stemmed from the fact that all the races were balanced internally rather than against the other races. The rest came from the fact that my Storytellers still thought in D&D terms, where characters are expected to take injuries every round of combat. Humans: Simple rules, fully covered by the core book. The most balanced and easily grasped of the races, but also the weakest. Still, a well-equipped human, with a good plan and the time to implement it can take down anything the rules allow for. Mages: If caught by surprise, mages are as squishy and vulnerable as any normal human. However, mages are rarely caught off guard and are very powerful. Mages probably have the widest disparity in power and utility, between campaigns and individual characters. Whoever is running the game will need to read over and approve any spells the mages want to learn, just to be prepared to accept the wackiness of their shenanigans. Vampires: Very tough, very social, and great at either infiltration or combat (or both if very experienced). I don't like vampires, but that's simply because I don't like vampires; their mechanics are pretty solid and vampires are one of the more consistent races in my experience. Werewolves: The winners of any straight-forward combat, werewolves are the combat-characters of a multi-race story. All werewolves are good at combat due to their shape-shifting, and most are better because of the skills that fit all werewolves. Oddly, the nWoD made me feel like I was cheating when I shifted to Gauru (big, scary hybrid) form, a sensation I never had with the oWoD. Prometheans: These are really odd characters. Most aren't very useful in any sort of social encounter, but they can totally alter any physical challenge, and a surprising number of intellectual or skill-based encounters. They do require a lot of support systems and recovery time, making them almost as big a pain as humans for getting them healed up. Changelings: These are weird. They're about as varied as mages, though without as wide a disparity of power levels. The stories for them get downright strange, as do many of the characters. Hunters: Humans plus, hunters can actually take down many super-natural threats, even with a bad plan or insufficient prep time. However, they are still human and must use some sort of planning to survive in a state where they can return to base. They aren't as balanced as normal humans but they are still pretty good. Overall, you can combine the disciplines. Just be prepared to offer regular humans a good bit more experience so they can actually be useful to the team. Good luck to you and your table. [/QUOTE]
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