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Monte Cooks WoD is for 3.5
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<blockquote data-quote="Felon" data-source="post: 3556028" data-attributes="member: 8158"><p>The remark by Campbell that drew the rebuttal about ballistic fallacies was likely "vampires take bullets like ordinary people take punches since their organs are no longer vital". Whether it was his point or not, it is true that there are plenty of plenty of ways to inflict heavy tissue damage with firearms. Bullents aren't deadly just for their ability to poke little holes in vital organs.</p><p></p><p>Undead don't exist in the real world, but the game tells us how vampire physiology, so we do have something to critique and criticize. If they wanted vamps to be resistant to bullets, they probably just should've gone with a full-on magical explanation, rather than something pseudo-scientific which opens itself up to deconstruction. Ballistic damage can indeed shred and explode meat and bone.</p><p></p><p>Now, it's been a while since I played WoD, but I don't recall firearms being especially weak. Just the opposite, acutally. In the very first version of the Vampire rules, any extra successes on an attack counted as extra damage. Like a lot of WoD rules, the min-maxing strategies were obvious: strength was of secondary value if dexterity served both attack and damage. I had a 13-year-old kid gangrel that had minimal strength and maxed-out dexterity, and he did ridiculous damage with his claws.</p><p></p><p>Then a revised rulebook came out, it had those extra successes only counting as extra damage with ballistic weapons. Little Billy faced sudden, brutal nerfing. It was just another one of those discrepencies you get when game designers intend for Strength to add into melee weapons, but then they wind up without an adder to apply to firearm damage. </p><p></p><p>D20 has this very issue as well, it should be noted. Strength adds to melee damage, and to muscle-powered might longbows, but nothing adds to firearm damage. Try introducing .45 automatics into your D&D campaign, and you will find your fellow gamers seriously underwhelmed.</p></blockquote><p></p>
[QUOTE="Felon, post: 3556028, member: 8158"] The remark by Campbell that drew the rebuttal about ballistic fallacies was likely "vampires take bullets like ordinary people take punches since their organs are no longer vital". Whether it was his point or not, it is true that there are plenty of plenty of ways to inflict heavy tissue damage with firearms. Bullents aren't deadly just for their ability to poke little holes in vital organs. Undead don't exist in the real world, but the game tells us how vampire physiology, so we do have something to critique and criticize. If they wanted vamps to be resistant to bullets, they probably just should've gone with a full-on magical explanation, rather than something pseudo-scientific which opens itself up to deconstruction. Ballistic damage can indeed shred and explode meat and bone. Now, it's been a while since I played WoD, but I don't recall firearms being especially weak. Just the opposite, acutally. In the very first version of the Vampire rules, any extra successes on an attack counted as extra damage. Like a lot of WoD rules, the min-maxing strategies were obvious: strength was of secondary value if dexterity served both attack and damage. I had a 13-year-old kid gangrel that had minimal strength and maxed-out dexterity, and he did ridiculous damage with his claws. Then a revised rulebook came out, it had those extra successes only counting as extra damage with ballistic weapons. Little Billy faced sudden, brutal nerfing. It was just another one of those discrepencies you get when game designers intend for Strength to add into melee weapons, but then they wind up without an adder to apply to firearm damage. D20 has this very issue as well, it should be noted. Strength adds to melee damage, and to muscle-powered might longbows, but nothing adds to firearm damage. Try introducing .45 automatics into your D&D campaign, and you will find your fellow gamers seriously underwhelmed. [/QUOTE]
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