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Vampire the Masquerade: Love the setting but not the system
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<blockquote data-quote="azabaro" data-source="post: 9873958" data-attributes="member: 14006"><p>Your 1st and 3rd goals are directly at odds with each other; the style of powers seen in various incarnations of Vampire are typically either of the save-or-die variety when applicable in combat or an outright "I win" button, and a number of these cost nothing to use. Tactics for dealing with opponents with these sorts of abilities consist of avoiding combat entirely in favor of e.g. blowing up their haven while they sleep.</p><p></p><p>If you're OK with a tactical combat system which is sort of compatible with the Storyteller System you should seek out White Wolf's Street Fighter: the Storytelling Game. I say "sort of compatible" because it achieves tactical combat by not only avoiding the sort of powers seen amongst White Wolf's typical supernatural character types, but also by throwing out the standard combat system entirely: even the most basic determinations like the order in which characters take action, whether an attack hits, and how much damage is inflicted or resisted are completely disconnected from the rest of the system and bear at most a passing resemblance to it (in that various quantities are measured in "dots" rather than just given numerical values).</p><p></p><p>Assuming you really do want tactical combat that works well with a combat focused campaign and allows various superhuman abilities, you're basically looking at a themed superhero game. DrunkOnDuty mentions using HERO - I think that's one of your better options if you're willing to pre-build both the common powers intrinsic to vampirism as well as the powers available for individuals to pick up, all while keeping an eye on the built-in options for resisting and overcoming each of those powers. The HERO system also has at least some guidelines for trying to keep characters in the same ballpark combat-wise, but I don't recall much discussion of how to build balanced encounters - Lord_Blacksteel's claim that isn't a big focus for TTRPGs outside the D&D 3.x-5.x cluster seems pretty accurate to me.</p></blockquote><p></p>
[QUOTE="azabaro, post: 9873958, member: 14006"] Your 1st and 3rd goals are directly at odds with each other; the style of powers seen in various incarnations of Vampire are typically either of the save-or-die variety when applicable in combat or an outright "I win" button, and a number of these cost nothing to use. Tactics for dealing with opponents with these sorts of abilities consist of avoiding combat entirely in favor of e.g. blowing up their haven while they sleep. If you're OK with a tactical combat system which is sort of compatible with the Storyteller System you should seek out White Wolf's Street Fighter: the Storytelling Game. I say "sort of compatible" because it achieves tactical combat by not only avoiding the sort of powers seen amongst White Wolf's typical supernatural character types, but also by throwing out the standard combat system entirely: even the most basic determinations like the order in which characters take action, whether an attack hits, and how much damage is inflicted or resisted are completely disconnected from the rest of the system and bear at most a passing resemblance to it (in that various quantities are measured in "dots" rather than just given numerical values). Assuming you really do want tactical combat that works well with a combat focused campaign and allows various superhuman abilities, you're basically looking at a themed superhero game. DrunkOnDuty mentions using HERO - I think that's one of your better options if you're willing to pre-build both the common powers intrinsic to vampirism as well as the powers available for individuals to pick up, all while keeping an eye on the built-in options for resisting and overcoming each of those powers. The HERO system also has at least some guidelines for trying to keep characters in the same ballpark combat-wise, but I don't recall much discussion of how to build balanced encounters - Lord_Blacksteel's claim that isn't a big focus for TTRPGs outside the D&D 3.x-5.x cluster seems pretty accurate to me. [/QUOTE]
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