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Monte Cooks WoD is for 3.5
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<blockquote data-quote="mmu1" data-source="post: 3553126" data-attributes="member: 319"><p>My biggest issue? The fact that many of the conflict resolution mechanics pit the attacker's attribute+skill pool vs. the defender's single skill or attribute. Who went first and how many re-rolls your Willpower allows you to make matters more than relative skill levels.</p><p></p><p>I know this issue definitely comes up in combat and when using vampiric disciplines (I only played in a Vampire game that used the nWoD system) but I'm not sure if it comes up in opposed contests of skills. </p><p></p><p>Second, while I actually like die pools, I don't think a system as simplistic as nWoD actually has any need of them. </p><p></p><p>Most die pool systems that use <em>variable</em> Target Numbers produce results that are very difficult to replicate using the simple die roll + modifier system, but the nWoD, with its set TN, could have safely converted to d20 or 3d6, or 2d10 (+mods) - the only reason they kept the die pools is because they're a sacred cow... and all that really accomplishes is the slowing down of the gameplay by greatly increasing the amount of time it takes to make and read each roll.</p><p></p><p>Third, based on my recollection, the system was - because of its precarious balance - extremely susceptible to abuse, powergaming and min-maxing. I make an effort to play with people who avoid that sort of thing, so it's usually not an issue, but I'd much rather play a <em>good</em> system with people who won't try to absue it.</p><p></p><p>Fourth, physical combat itself was dull and slow. It seems to me like anything involving two opponents that weren't wildly mismatched ended up playing out as an endless series of flesh wounds as the damage tracks got whittled down a point or two at a time, and any tactical options you might choose were just window dressing. Again, who went first seemed to be the most important thing.</p><p></p><p>There were more, but it's been a while since I played...</p></blockquote><p></p>
[QUOTE="mmu1, post: 3553126, member: 319"] My biggest issue? The fact that many of the conflict resolution mechanics pit the attacker's attribute+skill pool vs. the defender's single skill or attribute. Who went first and how many re-rolls your Willpower allows you to make matters more than relative skill levels. I know this issue definitely comes up in combat and when using vampiric disciplines (I only played in a Vampire game that used the nWoD system) but I'm not sure if it comes up in opposed contests of skills. Second, while I actually like die pools, I don't think a system as simplistic as nWoD actually has any need of them. Most die pool systems that use [i]variable[/i] Target Numbers produce results that are very difficult to replicate using the simple die roll + modifier system, but the nWoD, with its set TN, could have safely converted to d20 or 3d6, or 2d10 (+mods) - the only reason they kept the die pools is because they're a sacred cow... and all that really accomplishes is the slowing down of the gameplay by greatly increasing the amount of time it takes to make and read each roll. Third, based on my recollection, the system was - because of its precarious balance - extremely susceptible to abuse, powergaming and min-maxing. I make an effort to play with people who avoid that sort of thing, so it's usually not an issue, but I'd much rather play a [i]good[/i] system with people who won't try to absue it. Fourth, physical combat itself was dull and slow. It seems to me like anything involving two opponents that weren't wildly mismatched ended up playing out as an endless series of flesh wounds as the damage tracks got whittled down a point or two at a time, and any tactical options you might choose were just window dressing. Again, who went first seemed to be the most important thing. There were more, but it's been a while since I played... [/QUOTE]
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