MCWoD second edition?


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Personally I suspect much of the problem was:

A. White Wolf intentially crippled its audience/acceptance by clearly stating it would be a single-shot offering with no follow-up/support.

B. Perhaps just as important was/is White Wolf and d20 players seemed diametrically opposed (much like the 3.x/4 flame wars) further limiting what little chance there was/is of finding groups willing to consider this mashup.

That said, I personally would love to see further expansion regarding conditions both inside and outside the impact zone, if/where other zones exist (because surely the USA wasnt the only place so-affected), how to create magical items (missing from RAW because Mages are still grasping the how/why of Rotes during this initial year, so none(?) have discovered Tass/etc). Likewise many d20 spells cant be duplicated per RAW because the necessary components were omitted/overlooked. Similar problems with Vampires/etc likely exist.

This.

I don't understand why they'd cripple a product. Maybe they didn't want to destroy their own rule set's monopoly on the genre? Why compete with themselves, right? Maybe that's why they had MC change the concept of the vampires and werewolves so significantly from the original WoD. They convert easily to new fluff, but still.

Weird policy.

I'm curious for how games like this function. Like how 4e is easy to build dungeons for (not a bad thing) and Pathfinder has all the options of a great tradition of games (also easy to build a dungeon for); but this I don't see as a dungeon crawl game. Could it become one?

I can see it getting out of hand fast: low level characters have fairly buff stats, and high level characters can likely one-shot anything they come across.

Mages can do literally anything, and I don't understand why all mages start knowing all rote spells (is this the case in MtA?).
 

Magic is the ability to alter surrounding Reality to your whim. Given the vast number of arcade games, books, comics, movies, television shows, &etc someone of the 21st/c is routinely exposed to, its a fairly moot point that an individual capable of altering the surrounding Reality to their whim would effectively have the entire gambit of traditional spells available to their imagination.

IRC, rotes simply provide a +2 against the DC roll of casting the same spell dynamically (adhoc without prior practice), making the difference mechanically insignificant to warrant increasing the player's bookkeeping of known rotes is my guess.

Also remember to factor in the d20McWod +3 LA when comparing them vs equalivant(sp) d20 creatures.

While its true many creatures, esp mages, are quite capable of one-shotting opponents ... doing so is inherently risky as it quickly drains the player's ability when the battle is unexpectedly prolonged (say timely arrival by further reinforcements) and/or faced with the unintended consequences of their actions: arrival of law enforcement/military, public spectators with follow-up outcry, etc.
 



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