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Vampire: the Masquerade - New York by Night OOC Thread
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<blockquote data-quote="reapersaurus" data-source="post: 894764" data-attributes="member: 1194"><p>Wow.</p><p>I read the combat section three times, and didn't notice those 2 little blurbs.</p><p></p><p>That is stupifyingly ridiculous to not include that ruling in <em>the section that details Lethal Damage and Bashing damage.</em></p><p>2 seperate areas, when they write about lethal damage, they specifically include firearms, only to contradict themselves with 2 tucked away references that violate what they write.</p><p></p><p>I truly was not aware of how clunky the combat system was in V:tM until now.</p><p>I'd read for years how people dismissed it as unworkable and limiting, with flawed structure, but I always thought it was kind of neat.</p><p>Thanks to this combat example, I finally see what they were getting at, though I always like rolling dice and working thru any combat system, so I'm not exactly a control study group. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Something else that I was not aware of until you went thru it all the way, Barry:</p><p></p><p>You do your roll (i.e. Dex+Firearms) and any successes over one apply to damage.</p><p>Uh-uh ; Now you have to roll AGAIN!</p><p>This double-decrease of damage is fundamentally silly.</p><p>It's probably this way because of the prime complaint about Vampire rules: the Difficulty Rating system.</p><p>Having only one number to work with that incredibly affects the outcome is a very limiting mechanic, statistically.</p><p></p><p>Oh, well - I guess all systems have their weakpoints.</p><p>I still love the strategy and purity of combat as a gaming challenge more than the subjectiveness and misinterpretations that are inherent in character dialogue, or decriptions of actions.</p><p>It's just refreshing after all this discussion and manipulation of word-play to actually have something that is straight-out ; something that can't be taken a different way than intended, something where everyone can have the same approach, not dependant on whether your talk-partner responds the way you'd hope, or whether the scene plays out a certain way.</p><p></p><p>Thanks a bunch for going thru the example, Barry - it was quite helpful to me.</p><p>I have no idea if it helps other players, unless they're interested in combat, but it's only a handful of posts in the big thread.</p></blockquote><p></p>
[QUOTE="reapersaurus, post: 894764, member: 1194"] Wow. I read the combat section three times, and didn't notice those 2 little blurbs. That is stupifyingly ridiculous to not include that ruling in [i]the section that details Lethal Damage and Bashing damage.[/i] 2 seperate areas, when they write about lethal damage, they specifically include firearms, only to contradict themselves with 2 tucked away references that violate what they write. I truly was not aware of how clunky the combat system was in V:tM until now. I'd read for years how people dismissed it as unworkable and limiting, with flawed structure, but I always thought it was kind of neat. Thanks to this combat example, I finally see what they were getting at, though I always like rolling dice and working thru any combat system, so I'm not exactly a control study group. :) Something else that I was not aware of until you went thru it all the way, Barry: You do your roll (i.e. Dex+Firearms) and any successes over one apply to damage. Uh-uh ; Now you have to roll AGAIN! This double-decrease of damage is fundamentally silly. It's probably this way because of the prime complaint about Vampire rules: the Difficulty Rating system. Having only one number to work with that incredibly affects the outcome is a very limiting mechanic, statistically. Oh, well - I guess all systems have their weakpoints. I still love the strategy and purity of combat as a gaming challenge more than the subjectiveness and misinterpretations that are inherent in character dialogue, or decriptions of actions. It's just refreshing after all this discussion and manipulation of word-play to actually have something that is straight-out ; something that can't be taken a different way than intended, something where everyone can have the same approach, not dependant on whether your talk-partner responds the way you'd hope, or whether the scene plays out a certain way. Thanks a bunch for going thru the example, Barry - it was quite helpful to me. I have no idea if it helps other players, unless they're interested in combat, but it's only a handful of posts in the big thread. [/QUOTE]
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