![]() ![]() We definitely played the superheroes with fangs variant most times.or all the time, really. The system wasn't D&D, so that was good.but the system itself wasn't good, so that was bad. The more mature, grown up, and more powerful version of those looks, of course. Goth kids and punk kids reflected in the books was great to us. A lot of the aesthetics matched the urban decay that me and my friends lived in. Doing this meant there was no useful adventure support, but at the time, the GM didn't mind the extra prep work involved. We enjoyed the setting, in large part for its breadth that allowed the GM to always be able to create conflicts that meant something to the PCs. Without those boundaries, it leans to attempts to turn vampires into lawn chairs and other nonsense. Within those boundaries, it was the best magic system I've seen that made a character's magic particularly personal. The freeform magic system was a big positive for us - what is required to make it work is a common understanding of how the mechanics work, a GM who is consistent with their implementation, and players who are not interested in trying to ignore the intent of the rules or setting to gain mechanical advantage. In helping to support the GM's attempt to broaden out his game world, I also had a secondary character, a Vampire, that came into play occasionally, so I have some familiarity with those rules as well. Another PC was a Werewolf, so we worked extensively with those rules as well, without much of a bump over the seams between them. There's some interesting setting work in there, but the rules design has serious flaws. I am not a fan of Mage: the Awakening (from the "Chronicles of Darkness" line of games). I have not looked extensively at the 20th Anniversary rules. ![]() We looked at the Revised edition, but didn't see much reason to adopt it for our games. We played with 1st, and then 2nd edition rules. V20 is a re-release of 3rd edition with some balance changes and rule changes, so people you play with may have picked up some stuff from there, but certainly many people houserule a lot as well in my experience.The best tabletop campaign I ever played in was a Mage: the Ascension game. Potence is a quite overpowered because yes it adds automatic successes to all Strength related dice pools. Celerity ignores the multiple action penalty if you use it. Attack+Dodge 1 attack = 2 actions so -2 on the first action, then -3 on the next action. You take a penalty to the first roll equal to the number of actions you are doing, and -1 penalty for each additional action. You do this for example saying "I'm going to punch the guy, and I'm also going to try and dodge an attack". You can also split your action using the multiple actions rule and be allowed to defend. ![]() Each success on the dodge roll subtracts successes from the attack and if there are 0 or less successes remaining, the attack misses. Then yes, it is basically a contested roll. If they haven't acted yet, they can abort their declared action to dodge. Lots of people run combat with their own spin on it, but the rulebook says you declare your action the start of the round (in reverse initiative order, lowest declares first).įirst, in order for the defender to even be entitled to a Dodge roll they have to take a defensive dodge action. Is that just the rules as they were meant to be, or were we doing our own thing?Īnd then one more questions, if you will indulge me…ĭoes your rating in Potence add to your damage dice pool OR does it just make automatic successes of the dice that are already there?Īssuming you mean 3rd edition and not V20 (the newer revamped form of 3rd edition) So, if the opponent rolled just 1 success on their dodge attempt, they would not succeed, but their 1 success would cancel out 1 of the attacker’s bonus damage dice. However, any successes they did score would negate the attackers bonus dice in a 1 for 1 ratio. In the scenario above, we would say the opponent needed 3 or more successes to dodge. I believe my old troupe and I had home brewed the combat system a bit but I can’t be sure. I know extra successes will count towards damage, but I can’t remember what impact the have on the opponents dodge or parry. In combat, say hand to hand, if the attacker rolls his Dex+Brawl and scores 3 successes, does the opponent need to score 3 or more successes to dodge? Or will one suffice? It’s been a little while since I have rolled any dice and I am trying to remember a couple details about the official rules in the D10 system. ![]()
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |