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white wolfs new Vampire: The Requiem
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<blockquote data-quote="Nightchilde-2" data-source="post: 1728320" data-attributes="member: 4109"><p>Grumpy Celt: Next year for Werewolf and Mage. I can't remember the exact months. Werewolf the Forsaken (yes, yes, WtF..get it out of your system now..hehe) was to be released in...November I think...of this year originally with Mage in..March?...2005, but they had more work to do on WtF and had to push its' release date (and, one could guess, Mage's) back. I suspect this will be a Good Thing (tm).</p><p></p><p>Initiative is, like in D&D, only rolled once now at the beginning of combat.</p><p></p><p>Here's a fairly quick example. Suppose Bob (Str 3, Weaponry 3 weilding a knife (+1)) wants to attack Supervamp (who has Defense 3 and is wearing a leather jacket (armor rating of 1)). Bob's dice pool for the attack is Str + Weaponry + Equipment - (Defense + Armor). Or 3 + 3 +1 - 3 - 1 = 3 dice. Bob's player rolls 3 dice. Every die that comes up an 8, 9 or 10 is a success and translates into one lethal wound level dealt to Supervamp.</p><p></p><p>Now, a permutation, if Bob's player rolls a 10, he invokes the 10 Again rule, which is "reroll the dice that come up a 10. If you get an 8, 9 or 10, you get another success. Repeat as often as needed."</p><p></p><p>Botching is completely different as well (and it's now called a Dramatic Failure). You can only botch on a Chance Roll. What's a Chance Roll? If your dice pool is reduced to 0 (or less), you still get to roll a single die. If you roll a 10, you get a success (and the 10 Again rule). If you roll a 1, you suffer a Dramatic Failure.</p><p></p><p>Non-combat dice pools follow the same rules. X + Y + Equipment + Bonuses - Penalties = Dice Pool. X and Y are most often Ability + Skill, but are Ability + Ability in some cases. Supernatural powers (so far) often add a "+Z" to the equation, where Z tends to be the power's rating. So the roll for, say, an Animalism power might be Persuasion + Animal Ken + Animalism plus or minus any appropriate bonuses.</p><p></p><p>No <strong>single</strong> bonus or penalty (barring supernatural stuff) goes above +/- 5. Granted, you get three or four -5 penalties you're gonna really be suffering..</p><p></p><p>Anyway, that's it in a nutshell. Just about everything else is handled by bonuses or penalties to the die pool. It's very elegant.</p></blockquote><p></p>
[QUOTE="Nightchilde-2, post: 1728320, member: 4109"] Grumpy Celt: Next year for Werewolf and Mage. I can't remember the exact months. Werewolf the Forsaken (yes, yes, WtF..get it out of your system now..hehe) was to be released in...November I think...of this year originally with Mage in..March?...2005, but they had more work to do on WtF and had to push its' release date (and, one could guess, Mage's) back. I suspect this will be a Good Thing (tm). Initiative is, like in D&D, only rolled once now at the beginning of combat. Here's a fairly quick example. Suppose Bob (Str 3, Weaponry 3 weilding a knife (+1)) wants to attack Supervamp (who has Defense 3 and is wearing a leather jacket (armor rating of 1)). Bob's dice pool for the attack is Str + Weaponry + Equipment - (Defense + Armor). Or 3 + 3 +1 - 3 - 1 = 3 dice. Bob's player rolls 3 dice. Every die that comes up an 8, 9 or 10 is a success and translates into one lethal wound level dealt to Supervamp. Now, a permutation, if Bob's player rolls a 10, he invokes the 10 Again rule, which is "reroll the dice that come up a 10. If you get an 8, 9 or 10, you get another success. Repeat as often as needed." Botching is completely different as well (and it's now called a Dramatic Failure). You can only botch on a Chance Roll. What's a Chance Roll? If your dice pool is reduced to 0 (or less), you still get to roll a single die. If you roll a 10, you get a success (and the 10 Again rule). If you roll a 1, you suffer a Dramatic Failure. Non-combat dice pools follow the same rules. X + Y + Equipment + Bonuses - Penalties = Dice Pool. X and Y are most often Ability + Skill, but are Ability + Ability in some cases. Supernatural powers (so far) often add a "+Z" to the equation, where Z tends to be the power's rating. So the roll for, say, an Animalism power might be Persuasion + Animal Ken + Animalism plus or minus any appropriate bonuses. No [B]single[/B] bonus or penalty (barring supernatural stuff) goes above +/- 5. Granted, you get three or four -5 penalties you're gonna really be suffering.. Anyway, that's it in a nutshell. Just about everything else is handled by bonuses or penalties to the die pool. It's very elegant. [/QUOTE]
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