My group recently tried running a campaign using
Vampire: The Masquerade 20th. We really enjoy the setting and lore and would like to keep playing in that world, but the system didn’t quite support the kind of gameplay we were hoping for.
The main issue for us was that combat didn’t feel very satisfying, especially compared to more tactical RPGs. A few things contributed to that:
- Very little tactical depth. Positioning, terrain, and movement didn’t matter much, and the system doesn’t really support grid or map based play. Most fights felt like trading dice pools rather than making meaningful tactical decisions.
- Limited differentiation between combat actions. Many turns ended up feeling mechanically similar; roll to hit, apply damage without many interesting choices about abilities, positioning, or teamwork.
- Hard to judge encounter difficulty. Our GM struggled to estimate how dangerous enemies would be ahead of time. There isn’t really anything like encounter building guidelines or a CR style framework.
- Combat pacing felt awkward. Some fights dragged due to multiple rolls and resolution steps, while others ended abruptly depending on how damage rolled.
None of this is really a criticism of the design; it's clear the game is focused more on drama, politics, and personal horror than on tactical combat. But our group tends to enjoy combat heavy campaigns with structured fights and tactical decision making.
What we’re hoping to find is a system that:
- Supports tactical combat (grid/map play preferred)
- Provides tools for building balanced encounters
- Can replicate vampire style supernatural powers similar to disciplines
- Works well for a combat focused campaign
We’re happy to adapt powers or do some conversion work if necessary. Mostly we’re looking for a system that handles tactical fights and encounter balance better while still letting us run a World of Darkness vampire game.
Any recommendations?