New answers tagged

0

If you're truly concerned on letting the cat out of the bag, there's a simple tactic that you can use to avoid letting your players catch on: throw in a red herring or two. If instead of just saying "No X clan" you say "No X, Y, or Z clan", or perhaps "No X or Y clan and no I or J class" to mix things up a bit. This might still set off people's tin foil ...


2

I always try to keep in mind that the players have no idea what I'm planning for them as a GM. If the plan WAS to have them encounter a villain from Clan X, but one of the players unintentionally ruins this by deciding to be from Clan X? Well, I just change the story a bit: Now, the Villain is from clan Y. I've never played the Masquerade, so perhaps the ...


7

Instead of giving them a blacklist of character options they must not take, give them a whitelist of character options they are allowed to take. You might also consider to throw in some options from official or unofficial supplemental material to make the list longer. That way any options which are absent from the list do not look as obvious. It also forces ...


5

Be upfront about it. In this game, PC must not come from the Malkavian clan. This is a pre-condition of the game, just as "being a vampire",and using X system. All my games have a list of those with a few must and a few may. This sets up players to build character that fit within the main plot line I want to run as part of this game. After all, the ...


14

Particularly in a game where there are lots of possible character creation options, or where the chance of someone picking the undesired option is low. You can tell people to bounce their character off you first, and leave it at that. Try to have this discussion before the first session with each person individually to reduce the info available to the group....


57

My vote is for the broad-strokes banhammer. In short, don't make a big deal of it and people mostly won't notice. Just because something exists in the world does not mean it should be an option for the players. Why not let one of them play as a Mage or Werewolf? Because it doesn't work in the world the GM has defined. Why not Malkavians? Because they're ...


3

The rules don't really work together Let's start with retraining (PHBII page 191). It cannot change your class levels - for that, you need rebuilding (PHBII page 196). However, you cannot rebuild a monster class, because Savage Species page 152 says: A monster may not multiclass until it completes the full progression of its monster class. As soon as ...


1

I will have to repeat some other answers, but I am sure that I have something really new to add. TL;DR: you can do it, but it is very, very impractial for various gameplay reasonsand not logical plotwise. Yes, it is technically possible to raise your single discipline to level 5 at character creation. Most, or at least a lot of really strong discipline ...


4

In the sytem, nothing forbids you from doing so and then handing the sheet to the GM for approval. Nothing stops you either from taking the maximum ammount of flaws to fund yet another dot in some other disciplin or any other things you feel like you need (like the skill that belongs to the disciplin's abilities on 5 for another 4 freebies.) However, the ...


15

Each character starts with 3 dots worth of Disciplines, so if you put all three into the same dot, and then spend 14 of your 15 Freebie points on the same Discipline, you could very well do so. There is a trade-off to be made though. During the game, buying an additional dot in a Discipline you possess requires Experience equal to the current rank of ...


4

Yes, the Entertainer background is exactly that - a 'background' feature. It reflects what the PC did before they took up the life of adventuring. The overlap of having two musical instruments thus applies. It reflects that your Bard character's entire life has been immersed within the world of entertainment - as such, they have mastered (and possess) a ...


1

If I remember correctly, skill costs are dependent on how useful a skill is for a setting. If the setting centers around the use of certain skills they should be costly, while off-center skills should be cheap so they can be used for flavor. Typically, if a skill has the potential to be a characters main 'solve problem skill' such as combat skills, magic ...


4

This is up to you and your DM. There aren't rules to cover this problem because you won't face this problem when using published classes and backgrounds, because they don't have this problem. The classes' starting equipment and backgrounds' starting equipment in the PHB don't suffer this problem. Generally speaking, you get some weaponry, armor, a pack, and ...


1

You get all of the equipment from both sources. The intent is that your chosen race, class, and background all combine to form the core of your character. See page 14 under "Choose Equipment": Your class and background determine your character's starting equipment, including weapons, armor, and other adventuring gear. If you're concerned about ...


7

Skill modifier = relevant ability modifier + proficiency bonus (if proficient) + other modifiers What follows is a distillation of much of Chapter 7 of the PHB, "Using Ability Scores" relevant ability modifier: each skill is associated with an ability; you can find which either in tiny letters next to the skill on a WotC character sheet or in a chart on ...


2

My gut feeling is that it would go by the same rules as for power flaws: A flat-value flaw cannot reduce an effect or power’s final cost below 1 power point. So a 0 ep or -1 ep headquarter will still cost you 1 ep. Of course, anything that the GM rules is free (many will give you a cell phone and a place to stay, albeit ones tied to your civilian ID) ...


0

I have adapted something one of my players found online for Traveller. I believe it was originally based off of the Happy Jacks material referenced by @shemake, although I'm not positive. I have been on-again, off-again parsing it to be compatible with FFG Star Wars. I can share access to the Google drive folder if you like. Traveller uses a 2d6 vs. ...


0

This is like a wizard's familiar Some spellcasters can have familiars (see the spell Find Familiar, PH p. 240) that function a bit like the faerie you are describing. Using the Find Familiar rules could provide a good starting place to help ensure the character combo would be play-balanced. Shared stats roughly equals "worn or carried item" You mention ...



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