aWoD: Continued

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Lokathor
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Post by Lokathor »

I've finally got all of your posts saved as text files with dates on them, now I can run diff on them every time you make an edit to any of them, and then I can insert the appropriate changes into my LaTeX files (which are progressing quite nicely). Danger and Monsters are both quite large chapters and they both need a lot of small suggestions for possible adjustment as I recall. I'm mildly busy this week, but I'll try to get to doing at least one of them.

Two things right now:

Healing: Seriously, what the hell? I made a character and I'm gonna take Revive the Flesh just so that I don't have to know how any of this works. It's not even strictly confusing, but it's ten times more fiddly than an MP system, and you already think that MP systems are too complex without a computer. How did you ever decide on this; or, if it was suggested to you, how did you ever agree to this?

I wanna shoot sith lightning bolts: How would you handle access to a lightning version of Hand of Flame and Fire Starter? Just put them in as Chasing the Storm powers or something?
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Post by Grek »

You have Normal, Lethal and Aggravated wound boxes. If you're out doing things then no healing occurs. Apply wound penalties and go about doing whatever it is you're doing.

If you are resting and have not been incapacitated by having 10+ wounds, then you heal as follows:
-Every 20 minutes, subtract two normal boxes from your total count of normal wound boxes. If you still have normal wounds after those two are taken away, gain one lethal wound unless you can get at least 1 hit on your healing test.
-Every day, subtract two lethal boxes from your total count of lethal wound boxes. If you still have lethal wounds after those two are taken away, gain one aggravated wound unless you can get at least 1 hit on your healing test.
-Every three days, subtract two aggravated boxes from your total count of aggravated wound boxes. You don't ever gain any wounds when this happens.

If you are incapacitated by having 10+ wounds, you can't do shit at all and you heal as follows:
-Every hour, subtract two normal boxes from your total count of normal wound boxes. If you still have normal wounds after those two are taken away, gain one lethal wound unless you can get at least 1 hit on your healing test.
-Every three days, subtract two lethal boxes from your total count of lethal wound boxes. If you still have lethal wounds after those two are taken away, gain one aggravated wound unless you can get at least 1 hit on your healing test.
-Every week, subtract two aggravated boxes from your total count of aggravated wound boxes. You don't ever gain any wounds when this happens.

If you ever have a Terminal Wound, you have 5 minutes to do something or you die. Here are your options:
-Get healed down below 10 wounds somehow before you die, via magic or your healing test. You always get at least 1 healing test before you die.
-Spend 1 Edge. Your Terminal is now an Incapacitating wound instead.
-Get 3 hits on your Survival+Edge healing test. Your Terminal is now an Incapacitating wound instead. Someone with Medicine+Logic can help you get hits on this by making a Teamwork Test.
-Get someone to give you firstaid. Medicine+Logic test to get the following:

1 hits - Lose 2 normal wounds. You have 20 more minutes to do one of the above that isn't more first aid.
2 hits - Lose 2 normal wounds and 2 lethal wounds. You have an hour to do one of the above that isn't more first aid.
3 hits - Lose 2 normal wounds, 2 lethal wounds and 2 aggravated wounds. Terminal wounds become Incapacitating.
4 hits - Lose 3 normal wounds, 3 lethal wounds and 3 aggravated wounds. Terminal wounds become Incapacitating.
5 hits - Lose 4 normal wounds, 4 lethal wounds and 4 aggravated wounds. Terminal wounds become Incapacitating.
6 hits - Lose 5 normal wounds, 5 lethal wounds and 5 aggravated wounds. Terminal wounds become Incapacitating.
7 hits - etc.
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Post by virgil »

That's still relatively fiddly.

What I did was require at least two members of the party were able to phone in 1+ hits on a healing test (those with high-ish Survival are the best), which is easier than it sounds. Once that happens, as long as one's around and the wounded isn't rolling in feces, we don't even think about it and just assume healing goes at 2 boxes for each type for their respective intervals.

I'm tempted to make character sheets that simply have three tracks for health, one for each damage type. It'd be an experiment as to whether that would be more visually intuitive to keep track of damage taken and healed during combat.
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Post by Lokathor »

Grek wrote:You have Normal, Lethal and Aggravated wound boxes. If you're out doing things then no healing occurs. Apply wound penalties and go about doing whatever it is you're doing.
No no no, I've played nwod and I get that much. But tracking individual lines and such just seems like a whole lot of work for fiddly small realism advantage.
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Post by Username17 »

I basically just line fit basic healing times to the wound boxes, with short times corresponding to making tests and long times corresponding to failing to do so. The difference in healing time between a wound that seals up properly a one that seals up infected is titanic - even more than I have hear.

Now it could be simplified a lot. Heck, it could go SR2 and have wound levels drop to specific POSIT levels after a variable time interval.

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Post by Orion »

I don't understand any part of that post.
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Post by Lokathor »

SR4 healing (clear wound boxes based on a roll per time period) isn't that bad an option either.

As written it's not even that super complex, it's just something I'd expect in Mechwarrior or some other "rules heavy" RPG, not in a version of WoD.
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Post by virgil »

For the new damage chart, can damage be soaked to less than 0 (for no wound boxes) or only to 0? I ask for situations like having a dozen guys throwing rocks at a kaiju.
Last edited by virgil on Thu Jul 29, 2010 6:59 pm, edited 1 time in total.
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Post by Orion »

Lokathor wrote:
I wanna shoot sith lightning bolts: How would you handle access to a lightning version of Hand of Flame and Fire Starter? Just put them in as Chasing the Storm powers or something?
You got a problem with the lighting spell Chasing the Storm already gets?

Also, re:Healing. Basically PCs will always succeed at their healing tests (since someone will have first aid, and the edge of 3 gets you a long way anyway) so they just mark off 2 every X time period. NPCs will always fail unless they have survival maxed or something. The "take 4" rules speed it up a lot.
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Post by Lokathor »

Orion wrote:
Lokathor wrote:
I wanna shoot sith lightning bolts: How would you handle access to a lightning version of Hand of Flame and Fire Starter? Just put them in as Chasing the Storm powers or something?
You got a problem with the lighting spell Chasing the Storm already gets?

Also, re:Healing. Basically PCs will always succeed at their healing tests (since someone will have first aid, and the edge of 3 gets you a long way anyway) so they just mark off 2 every X time period. NPCs will always fail unless they have survival maxed or something. The "take 4" rules speed it up a lot.
Yes I have a problem, it doesn't let me shoot lightning bolts personally, only down from the sky. I want lightning coming out of my hands. I also want lightning while I'm underground.

Image

Re Healing: Yeah, I get that NPCs die and PCs live, I even get the numbers of how you do it. But why on earth do you mark off individual slashes at once in a complicated "2 of one type off but then +1 of the worse type if there's any left, unless it's aggro of course" way. I understand that eventually it goes down to "no damage", but all the time in between is fiddly for seemingly no reason. To make it clear: I understand exactly how it works, but why does it work that way?

virgil wrote:For the new damage chart, can damage be soaked to less than 0 (for no wound boxes) or only to 0? I ask for situations like having a dozen guys throwing rocks at a kaiju.
On the same subject, 6 doesn't have an entry. Death should be 6+, or Terminal Wounds could just be "4-6", or something, depending on how you want that to go.

Edit: I believe my PDF is now 100% up to date. I still want to make stuff link around a bit more. Anyways

Question: After reading the revised skill rules, I'm still confused about how you're expected to make a trap. With Artisan, or with Sabotage?

More Edit: Done with PDF editing: https://docs.google.com/fileview?id=0B9 ... Zjkx&hl=en
Last edited by Lokathor on Sat Jul 31, 2010 3:50 am, edited 2 times in total.
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Post by virgil »

What are the other stats for a plant under the effects of Puppetry? Do they have a strength score? Can they move properly to be able to fight, and if so, do they have Combat 0 or do they use their controller's?
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Post by elissa »

My Ventrue has been feeding a Bagheera in her coterie blood (blood bondage + revive the flesh) for purposes of healing. It has been noted in the skill description to be like free-base cocaine, but there is not much more than that to go off of in terms of addiction, withdrawal and the like. Any clarification here would be appreciated.
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Post by Username17 »

Serious, if weird, question: should the rules for heroin and crack be in Danger or Getting What You Need?

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Post by elissa »

I lean towards Danger, due to the nature of what all (I think) addiction/withdrawal would effect. Though I could also see it being in Getting What You Need, because you NEED it.
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Post by virgil »

If it's mainly about the 'addiction' quality, it serves a similar role as poison, so I'm leaning towards Danger for that reason; unless there's something more 'social' going on with it.
Last edited by virgil on Sun Aug 01, 2010 1:28 am, edited 1 time in total.
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Post by elissa »

There will definitely be a social aspect to it, as there is going to be a driving need to obtain it and that may or may not put a kink in a party's plans. Though it could kind of be looked at like a feeding schedule type thing (Vampires come to mind). It's definitely like a poison in that it causes negative effects. I suppose if there are temporary benefits (buffs?) during the high, there is that as well.

Interesting stuff either way. My DM said I should ask. :)
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Post by CatharzGodfoot »

I'd stick it under Getting What You Need, but that's just to underscore the dark nature of the game. Pretty much everything a supernatural does is going to involve danger.
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Post by Ganbare Gincun »

FrankTrollman wrote:Serious, if weird, question: should the rules for heroin and crack be in Danger or Getting What You Need?

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Post by Orion »

From Tonight's Session: How is Solid Darkness supposed to work? You roll Intuition+Combat and treat it as a grab? Lamprey still broken. Our Fallen has both.
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Post by Lokathor »

Getting What You Need should talk a little more about how you get "hard to find" stuff compared to how you get "easy to find" stuff. Danger has handled all the other "equipment" so far, so it should probably list drugs in the Poisons section.

Feature Request: Rules for disarming an opponent.
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Post by Voltron64 »

I have to say, I am quite impressed by the AWoD.

Say, it'd be alright if anyone posted demonstrable examples of creating player characters?
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Post by Username17 »

The Danger chapter has a poison writeup for Meth, Coke, Opium, and Booze. Also, disarm action added.

I am working on an additional subchapter to Chapter Six called "Destructive Behavior" and it is going to include a bit about taking drugs and gambling and not taking drugs and such.
Say, it'd be alright if anyone posted demonstrable examples of creating player characters?
I could do that. Several of the NPCs in Persona non Grata are playable. But a sample walk-through seems reasonable.

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Post by Username17 »

Orion wrote:From Tonight's Session: How is Solid Darkness supposed to work? You roll Intuition+Combat and treat it as a grab? Lamprey still broken. Our Fallen has both.
Added a bit of explanatory text to Solid Darkness. New text is:
[*] Solid Darkness The character can spend a power point to fashion steel hard tendrils of solid shadow and use them to grasp, carry and tear. The darkness can extend out to a meter per Potency from its source Shadow, and has Strength equal to the Character's Intuition. The source shadow must be within line of sight of the character and the origin of the shadows can move along continuously shadowed path at the rate of a careful walk. Solid Darkness is completely silent, and can rather easily grab someone by complete surprise. Directing the tendrils of shadow is a Simple Action. Solid Darkness can be dispelled as if it had 3 hits. Solid Darkness vanishes the next time the sun rises. The Solid Darkness can grab or disarm using its own Strength and the Character's Combat skill.
I'm sorry, I can't tell what is the matter with Call the Lamprey. It seems pretty clear to me. What is the difficulty?

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Post by Lokathor »

Disarming: Is there a possible bonus if you don't want to end up with the weapon? For example, kicking a gun out of someone's hand seems easier than stealing the gun directly. I mean mostly I was watching The Matrix a lot the other day and guns kept getting kicked out of people's hands and so they had to use kung fu. Still...

Also, you forgot to add Heroin. sadface.

Edit required: Not sure if this is what is "broken" about it, but Call the Lamprey refers to the old wound level / boxes damaged chart. The text needs adjusting for the new chart.
Last edited by Lokathor on Tue Aug 03, 2010 6:36 am, edited 2 times in total.
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Post by Username17 »

Lokathor wrote: Also, you forgot to add Heroin. sadface.
Heroin is a derivative of Opium. There isn't a separate entry from crack (cocaine) or everclear (alcohol) either.

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