Hot answers tagged world-of-darkness
4
Resources, and equipment's resource requirement, represent permanent attachments to a character. These are things that are simply part of the character's existence and not just items that happen to be lying around. You don't have to have resources to have access to a weapon for a scene where you need it, you need to have resources to have access to that ...
4
There are a few issues at work here:
It's not balanced, or at least not with the hair-trigger fineness that, say, D&D4 attempts to achieve. The characters are not meant to be equal, they're meant to be comparable. (Ultimately so much of what a Garou can do in a fight depends on their inherent Garou resilience, form changing, Gifts and ...
3
They're not.
The original World of Darkness games were crafted based on an aesthetic sensibility rather than for in-game potential or mathematical rigor. The Ragabash has a 1 rage because as a trickster, they're expected to act in a manner that's clever or subtle, and have less of the punishing fury that drives the Ahroun. There's no compensation for it; ...
3
Kenning isn't generally worth it
Consider the angle that your players aren't using Kenning because, well, Kenning isn't worth the cost; you spend an entire Willpower and the most your character gets is, "Yes, there is something supernatural within sensory range of me," without even the courtesy of learning distance, direction, or relative strength. The ...
3
Attributes & Abilities
Dodge has been removed as a skill; its former functionality has been moved to Athletics.
Security has also been removed; its former functionality has been subsumed by the Larceny skill and the Technology knowledge.
Linguistics is no longer a skill; each language known is a 1-dot Merit instead. (p. 484)
Clans
The Tremere have ...
2
I'm not sure that I'm saying anything that hasn't already been said, but:
Choices of breed, auspice and tribe are supposed to be role-playing choices, rather than optimization choices. They certainly have optimization/character creation effects, but at base they are about what kind of character you're going to play and their role in society. (In fact, the ...
2
There are a few ways that come to mind.
First, if any of the characters has a "sense" merit that seems applicable, especially Common Sense, it can be used to drop hints.
Second is by having an NPC that points out how helpful this can be.
This could be by acting as a mentor and guiding them through like they are learning a new ability or possibly by making ...
2
A fair balance between having the player earn the merit through experience (paying) and having the player earn the merit through play would be to have the play's experience count towards the merit itself. The player in question forfeits the experience he would've gained for the hunt and kill of the werewolf, instead converting it into the merit itself ...
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