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<blockquote data-quote="TrippyHippy" data-source="post: 7718496" data-attributes="member: 27252"><p>Having a Classic and New World of Darkness line running conjunctionally with each other is a terrible marketing plan, so it makes sense to seperate the two. Moreover, I think the NWoD/CoD titles are beginning to reach the end of their cycle anyway, in all honesty. For those that are NWoD/CoD fans, it's probably worth noting that these new Vampire rules seem to be taking ideas quite liberally from both lines anyway. </p><p></p><p>I'll try to get this play tested over the next month, but my thoughts on the initial scan through is that I like the simple core mechanic, which is akin to a coin toss with a fixed target number of 6 for each dice. This is my personal preference anyway and the way I've always run it. The task difficulty is easily set by just the number of successes, it's easier to 'take half' and run the game diceless as necessary, and it's actually possible to use any dice type if the probability for each dice is 50%. Its also better to skip out on the whole Rule of 1/10/Botch nonsense which was mathematically dodgy in terms of the probabilities and beyond that, simply getting no successes is basically a critical failure now anyway. </p><p></p><p>I like the simplification in the Ability lists too. Simply having the three (Physical/Mental/Social) Attributes with specialities is cool, although I'd open up the list of specialities beyond the previous Strength, Dexterity, etc lists they had before. They don't need more stats than that and I think it looks like the delineation is for prioritising 4, 3 and 2. The skill lists are pretty awful though. Why introduce 'Dodge' again? It's not a real skill, adds too many combat skills to the sheet (implicating a combat heavy game) alongside Brawl, Melee and Firearms (why is this listed as a Mental skill?!), and flatly adds unnecessary complication to the combat system. In my view they should merge Dodge as part of Athletics (as in V20), and combine Brawl and Melee too into an 'Aggression' or 'Violence' skill. In a modern night setting, seriously, why differentiate between brawling and hand held weapons?</p><p></p><p>On the subject of the combat system, I wish they'd streamline it further. Scrap Initiative rolls and replace it with nominated actions (as used in Marvel Heroic Roleplaying). Rolling Initiative is a throwback to D&D, which adds bookkeeping to the action sequencing. If you simply had players resolving their actions with contested rolls, used fixed damage (based on weapon type/Discipline score +1 per two net attack successes), then nominating the next player to resolve their actions in turn, it streamlines everything substantially. </p><p></p><p>Anyway, first casual flick through. Haven't really tried out the personality mechanics - although I note the use of Virtue/Vice from NWoD rather than Nature/Demeanour from Classic. To me, the issue here is that Nature/Demeanour supported the "Masquerade" motif in the original, insofar that everyone was holding down a mask of sorts.</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 7718496, member: 27252"] Having a Classic and New World of Darkness line running conjunctionally with each other is a terrible marketing plan, so it makes sense to seperate the two. Moreover, I think the NWoD/CoD titles are beginning to reach the end of their cycle anyway, in all honesty. For those that are NWoD/CoD fans, it's probably worth noting that these new Vampire rules seem to be taking ideas quite liberally from both lines anyway. I'll try to get this play tested over the next month, but my thoughts on the initial scan through is that I like the simple core mechanic, which is akin to a coin toss with a fixed target number of 6 for each dice. This is my personal preference anyway and the way I've always run it. The task difficulty is easily set by just the number of successes, it's easier to 'take half' and run the game diceless as necessary, and it's actually possible to use any dice type if the probability for each dice is 50%. Its also better to skip out on the whole Rule of 1/10/Botch nonsense which was mathematically dodgy in terms of the probabilities and beyond that, simply getting no successes is basically a critical failure now anyway. I like the simplification in the Ability lists too. Simply having the three (Physical/Mental/Social) Attributes with specialities is cool, although I'd open up the list of specialities beyond the previous Strength, Dexterity, etc lists they had before. They don't need more stats than that and I think it looks like the delineation is for prioritising 4, 3 and 2. The skill lists are pretty awful though. Why introduce 'Dodge' again? It's not a real skill, adds too many combat skills to the sheet (implicating a combat heavy game) alongside Brawl, Melee and Firearms (why is this listed as a Mental skill?!), and flatly adds unnecessary complication to the combat system. In my view they should merge Dodge as part of Athletics (as in V20), and combine Brawl and Melee too into an 'Aggression' or 'Violence' skill. In a modern night setting, seriously, why differentiate between brawling and hand held weapons? On the subject of the combat system, I wish they'd streamline it further. Scrap Initiative rolls and replace it with nominated actions (as used in Marvel Heroic Roleplaying). Rolling Initiative is a throwback to D&D, which adds bookkeeping to the action sequencing. If you simply had players resolving their actions with contested rolls, used fixed damage (based on weapon type/Discipline score +1 per two net attack successes), then nominating the next player to resolve their actions in turn, it streamlines everything substantially. Anyway, first casual flick through. Haven't really tried out the personality mechanics - although I note the use of Virtue/Vice from NWoD rather than Nature/Demeanour from Classic. To me, the issue here is that Nature/Demeanour supported the "Masquerade" motif in the original, insofar that everyone was holding down a mask of sorts. [/QUOTE]
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