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Archived from groups: alt.games.whitewolf (More info?)
I'm about 2/3 of the way through with the core book and, overall, feel that
it does a fairly decent job updating the overall rules. Aside from a few
nitpicks detailed below, I think the book is an improvement over the
previous WoD (which was, of course, the object of the new edition). I can
already picture using the book as the basis of a Call of Cthulu-esque humans
vs. the unknown type of campaign.
Nitpicks and Rules Whining:
A) Character Creation -
1) Overall, very good and straightforward. Starting characters are nowhere
near as over the top as the last edition. It is utterly impossible to give a
character more than a single Attribute rating or 2 Skill ratings of 5; and
doing that would leave the character dangerously deficient in other ways. On
the other hand, the same factors which make it impossible to start your
character as some sort of hyper-death-ninja retard many legitimate character
options. Without freebie points for individualization, starting characters
may turn out a bit anemic.
For example, say I wanted to create a character named Ted who is a college
student who got an athletic scholarship as a male cheerleader. I leave Ted's
mental attributes as tertiary with one dot placed in each (he is an utterly
average student who only got into the school because of his scholarship).
Social attributes are secondary; one dot goes into manipulation and
composure while two go into presence (reflecting the enthusiastic nature
that makes him a competent cheerleader). Physical attributes are primary;
two dots go into strength (he'd sure hate to accidentally drop a female
cheerleader) and dexterity (because of the acrobatic routines). I want to
add two dots to stamina (to make carrying cheerleaders easier) but only have
one dot left. Ted apparently hasn't been jogging as much as he should.
The Advanced Characters (Option) section suggests that the Storyteller allow
starting characters with 35, 75 or 100 experience points if you want them to
start out more competent than normal; but this brings things right back into
the realm of powergaming as even 35 points can go a very long way towards
creating a combat monster. I'd personally suggest giving all starting
characters 15 experience points. About the best that a character could
manage with 15 points would be to raise an attribute from 2 to 3; which
would certainly help poor Ted but is hardly a game buster.
2) The number of traits derived from combining a bunch of different numbers
is a bit annoying, but nothing too serious. It is probably a good thing that
all of the info is dealt with in one place at character creation rather than
having to dig through the book every time you need it.
3) The morality system is screwed up. By giving EVERY starting character a
morality of 7 you wind up treating the 17 year old seminary student from an
Amish home the same way you treat the 60 year old ex-con who has spent over
2/3 of his life in prison for a brutal multiple homicide. This is messed up
in a major way.
B) Breaking Stuff -
1) According to the rules, every time a person hits an object he takes a
point of damage. Ergo, punching a boxing weight bag bare handed for five
minutes will put you into a coma.
2) According to the rules, anything that deals aggravated damage ignores an
object's durability and the damage that it inflicts CANNOT be repaired
without supernatural power. Ergo, if a werewolf scratches obscene graffiti
into the hood of your car, then no mechanic can possibly repair the hood
without resorting to magic.
3) An individual with total cover cannot make ranged attacks. Ergo, if you
are hiding in an alley dumpster to avoid enemy (or friendly) gunfire, then
you cannot toss a grenade (or a rock) over the side at the people in the
alley.
-Essex
I'm about 2/3 of the way through with the core book and, overall, feel that
it does a fairly decent job updating the overall rules. Aside from a few
nitpicks detailed below, I think the book is an improvement over the
previous WoD (which was, of course, the object of the new edition). I can
already picture using the book as the basis of a Call of Cthulu-esque humans
vs. the unknown type of campaign.
Nitpicks and Rules Whining:
A) Character Creation -
1) Overall, very good and straightforward. Starting characters are nowhere
near as over the top as the last edition. It is utterly impossible to give a
character more than a single Attribute rating or 2 Skill ratings of 5; and
doing that would leave the character dangerously deficient in other ways. On
the other hand, the same factors which make it impossible to start your
character as some sort of hyper-death-ninja retard many legitimate character
options. Without freebie points for individualization, starting characters
may turn out a bit anemic.
For example, say I wanted to create a character named Ted who is a college
student who got an athletic scholarship as a male cheerleader. I leave Ted's
mental attributes as tertiary with one dot placed in each (he is an utterly
average student who only got into the school because of his scholarship).
Social attributes are secondary; one dot goes into manipulation and
composure while two go into presence (reflecting the enthusiastic nature
that makes him a competent cheerleader). Physical attributes are primary;
two dots go into strength (he'd sure hate to accidentally drop a female
cheerleader) and dexterity (because of the acrobatic routines). I want to
add two dots to stamina (to make carrying cheerleaders easier) but only have
one dot left. Ted apparently hasn't been jogging as much as he should.
The Advanced Characters (Option) section suggests that the Storyteller allow
starting characters with 35, 75 or 100 experience points if you want them to
start out more competent than normal; but this brings things right back into
the realm of powergaming as even 35 points can go a very long way towards
creating a combat monster. I'd personally suggest giving all starting
characters 15 experience points. About the best that a character could
manage with 15 points would be to raise an attribute from 2 to 3; which
would certainly help poor Ted but is hardly a game buster.
2) The number of traits derived from combining a bunch of different numbers
is a bit annoying, but nothing too serious. It is probably a good thing that
all of the info is dealt with in one place at character creation rather than
having to dig through the book every time you need it.
3) The morality system is screwed up. By giving EVERY starting character a
morality of 7 you wind up treating the 17 year old seminary student from an
Amish home the same way you treat the 60 year old ex-con who has spent over
2/3 of his life in prison for a brutal multiple homicide. This is messed up
in a major way.
B) Breaking Stuff -
1) According to the rules, every time a person hits an object he takes a
point of damage. Ergo, punching a boxing weight bag bare handed for five
minutes will put you into a coma.
2) According to the rules, anything that deals aggravated damage ignores an
object's durability and the damage that it inflicts CANNOT be repaired
without supernatural power. Ergo, if a werewolf scratches obscene graffiti
into the hood of your car, then no mechanic can possibly repair the hood
without resorting to magic.
3) An individual with total cover cannot make ranged attacks. Ergo, if you
are hiding in an alley dumpster to avoid enemy (or friendly) gunfire, then
you cannot toss a grenade (or a rock) over the side at the people in the
alley.
-Essex