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Stephenls <stephenls@shaw.ca> wrote in message news:<2p1dr0FelfoiU1@uni-berlin.de>...
> The "target number" is always 8, and you almost always re-roll 10s.
Didn't the "10 Again" rule first show up in Adventure?
> Specialties add a die to your pool.
Speaking of pools, do you still "split" them the same way for multiple
actions?
> A task that's easy adds dice to
> your pool, and a task that's difficult takes dice away. You only ever
> need a single success to succeed.
Can you still get automatic success if your dice pool is over the
target number of 8?
>
> The attributes are different, having been divided into Power, Finesse,
> and Resistance, as well as Mental, Physical, and Social. Observe:
>
> Mental Physical Social
>
> Power Intelligence Strength Presence
> Finesse Wits Dexterity Manipulation
> Resistance Resolve Stamina Composure
This really took me a bit to wrap my head around, but I've got it
now!^^
>
> Abilities are different. They're now called Skills, and also divided
> into Mental (Academics, Computer, Crafts, Investigation, Medicine,
> Occult, Politics, and Science), Physical (Athletics, Brawl, Drive,
> Firearms, Larceny, Stealth, Survival, and Weaponry), and Social (Animal
> Ken, Empathy, Expression, Intimidation, Persuasion, Socialize,
> Streetwise, and Subterfuge). Those 24 skills are the only skills the
> game will ever have -- no more new skills in supplements.
Bravo! Not sure about "Weaponry", tho, as that implies Firearms to
me--maybe they should have left it Melee? Also don't like Martial Arts
being a subset of Brawl, but whatever...
>
> The game no longer has Backgrounds -- instead, it has Merits, which
> Backgrounds have been folded into. Some Merits are rated • to •••••,
> while some are rated a single number (Encyclopedic Knowledge is ••••,
> for example, and Unseen Sense is •••), while some are rated, say, •• to
> ••••. Merits are also divided into Physical, Social, and Mental, and
> most of the former Backgrounds are Social Merits now. Appearance has
> become the Striking Looks merit (•• to ••••, every two dots provides a
> single bonus die to Presence rolls that benefit from an attractive
> appearance).
>
Bet this sticks in the craw of those who disallowed Merits as
powergaming twinkery!^~ Actually, this reminds me of Godblooded's
mandatory Merits in Exalted...
> Speaking of Attributes that disappeared, Charisma is now Presence,
> Appearance is now the Striking Looks merit, and Perception has been
> folded into Wits (Perception rolls are now either Wits + Composure, or
> Wits + a relevant Skill, like Investigation). Oh, yeah -- you can add
> two Attributes together to make rolls now. Willpower is no longer ever
> rolled -- instead, Resolve + Composure. Speaking of Willpower, spending
> it doesn't provide an automatic success anymore. Instead, it provides
> three bonus dice to a roll. Also, instead of existing independently,
> Willpower is equal to Resolve + Composure. Some events in vampire
> require the expenditure of a permanent Willpower point, in which case
> the cost of raising it back up to Resolve + Composure is always 8 XP per
> dot, regardless of its rating.
What all is Composure good for? It seems that that's the one trait
you'll want as high as possible...
>
> The game no longer has freebie points (character creation provides 7
> Merit points), and Flaws work completely different. Instead of
> providing points at character creation, Flaws are now an optional system
> -- chose one flaw at character creation, and any session where it
> significantly hinders your character, you get an additional XP.
>
Not sure I like the "no freebie points" bit, esp as the fifth dot
costs double. And aren't the chargen point spreads lower than before?
Is this compensated for with XP costs?
> Combat is /completely/ different -- there's no damage roll, now.
> Attacking with, say, a sword is Strength + Weaponry + 3 (because swords
> have a damage rating of 3), and every success is a point of damage
> inflicted on whoever you're attacking.
So, neither iniative nor To Hit are reliant on Dex?
> There's no more Dodge skill, and
> dodging isn't a necessary action anymore -- everyone has a Defense
> rating (lowest of Dexterity + Wits, modified by certain Merits), and
> that rating is subtracted from the dice pools of everyone who attacks.
> The Dodge maneuver is "Give up your action this round to double your
> Defense." There are no more multiple actions per round. Rounds are now
> 3 seconds. Some weapons (like shotguns) allow you to re-roll 9s as well
> as 10s.
Isn't it true that there's no soak, as such? I suddenly feel very
naked...<g>
>
> The differences go far beyond that. Saying there aren't any major
> differences is very, very inaccurate -- this is easily Storyteller 3.0,
> as far beyond the Trinity/Exalted system as that was beyond the old WoD
> system. (Although they don't call it the Storyteller system anymore --
> it's now the Storytelling System.)
>
True. IMO, one of the largest changes is with Botching. IIRC, if the
penalties subtracting from your dice pool empty it, you can still try
a "chance roll", signifying your character making that last-ditch,
desperate attempt: roll 1D10, and anything but a 10 is a failure,
while a 1 is a botch (tho they call it something else); rolling a 10
allows you to roll again, so you can accumulate suxx so long as you
keep hitting 10...^^ (good luck!) This is the ONLY situation in which
you can Botch a roll.
> It's also the best iteration of the system for modern games I've seen
> yet. The chase rules are /awesome/.
So, we already established this wouldn't work well for Exalted, but
what about for Adventure! et al? I wonder how well Dramatic Editing
and Stunting would work in this system...
Dex,
reciting the above from skimming the books two nights ago, so
apologies if anything is inaccurate...