Zappo
Explorer
Nah, that's just bad design IMO. One thing is introducing the possibility of unexpected results, which is well and good and which most systems do. But this isn't it. The game simply holds together only because players try to limit dice-rolling for a variety of reasons. If you try to actually rely on the system, you stand a relatively good chance of having it turning into Toon, like one particularly dice-heavy session I had where we spent literally two thirds of the game running around screaming in terror from a variety of things due to botched Courage and Willpower checks, and the remanining third trying very hard to feed without being noticed. Mind ya, it was fun - heck, I hadn't laughed so hard in months - but it's not exactly the kind of fun you expect from Vampire.Nightstorm said:Zappo zappo zappo! I think youre missing the point of the whole storyteller system. That is, stuff happens! Botches happen people screw up and so do vampires. Normal humans can kill vamps and mages can sometimes-sometimes do wild things in front of sleepers.
Sammael99 - yes, a lot less emphasis is placed on mechanics, and that's why it's possible to have a decent game if you just take care never to roll 12 dice versus difficulty 9 (btw, the motorcycle accident had difficulty 7), and why the need for a major revision hasn't been fulfilled yet.
Hmm... I wonder if the designer did it on purpose, so that players would be forced to rely less on the dice and more on roleplaying.

As for the stand-alone vs. crossover problem, see my post in the Demon: tF thread.