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Vampire combat rules world of darkness
Vampire combat rules world of darkness












vampire combat rules world of darkness
  1. #VAMPIRE COMBAT RULES WORLD OF DARKNESS SKIN#
  2. #VAMPIRE COMBAT RULES WORLD OF DARKNESS FULL#

Lifting anything beyond 100 feet in WoD is largely pointless as that's the point of terminal velocity in the system allocates 10 dice of bashing damage and that's a max. Cesium will react more explosively but you'd need to get cesium at which point why aren't you just shooting? I'm assuming vampires are less "damp" than human.

#VAMPIRE COMBAT RULES WORLD OF DARKNESS SKIN#

Alkali metals tend to burn very slowly on contact with the level of moisture on human skin and wouldn't likely ignite. You may wish to use something pyrophoric like white potassium instead. If the head shot hits, it's lethal damage. Head shots are +2 difficulty and +1 damage die bonus. Honestly, there's probably enough to write down and consider I might look at this a do a small Storyteller Vault product sometime in the future.Sniper rifles generally deal 7 dice of damage per WoD Combat + any extra dice from the hit roll but do bashing damage unless it's a targeted shot. But anything targeting a single individual (most Dominate powers) might need to be done at half that range. Which would be about 30-odd feet or 10 yards/ meters. Most Disciplines could be considered to work in the Close range band of other RPGs. But each power would need to be considered. This could be tweaked by having the once per turn action able to be used to defend or move a second time. And some should need firmer rules, like Celerity level 2: Fleetness. Some have firm ranges (like Celerity's level 3: Blink) while others don't. Generally simplified to Light/ Medium/ and Heavy guns (with shotguns having Medium range but but doing extra damage when close).ĭisciplines can be tricky. The range of guns can be pulled from earlier D&D games: Each range increment imposes a 1 Dice penalty on rolls. (In the case of someone with 1 Dex complaining that "dashing" shouldn't be slower than moving your speed twice, you could have Walking be 6 + Half Dex meters per turn and Jogging being 12 + Dex meters per turn.) As such, it's better to rule the "Walking" speed is the general combat speed and "Jogging" is the equivalent of a Dash action, while Running is out of combat speed. They'll be able to blitz through an entire warehouse and you'll need battlemaps larger than most tables. (How many 5-foot-wide halls do you have in your house?) However, this means a character can move 14 squares per turn rather than the 6 of your average D&D character. But likely 39 as most people will have a Dex of 2.īut moving onto maps, making squares and the map scale 1 meter per square/ hex rather than 1.5 meters (5 feet) shrinks down the space a character occupies but also makes houses and interiour dwellings more reasonably sized. That would give people a minimum speed of 36 feet in D&D square turns. As someone else said, in earlier editions, Walking was 7 yard/meters per turn while Jogging was 12 + Dexterity yard/meters per turn.

vampire combat rules world of darkness

Okay, for miniature combat you pretty much just need to assign speeds and ranges for powers.

vampire combat rules world of darkness

And not being able to do so shouldn't be an impediment to gaming. Not everyone is equipped for Theater of the Mind. And not every DM/ GM/ Storyteller can paint a word picture of a scene enough for the satisfaction of all players, despite being good at other aspects of running a game. One of my players prefers having maps because he has trouble with spacial awareness and mentally picturing things. You can give up half your movement to take an action while moving, or accept a difficulty increase of +1. Once Incapacitated, you can't move.Įdit: I'd personally go a bit more abstract in V5.Įach character has movement in squares equal to Strength (or Dexterity, if you want) + Athletics + Celerity. Crippled characters have to crawl (1 meter/yard per turn). Mauled characters can only hobble (3 yards/meters per turn). Injured characters have reduced speed (half maximum running speed). If you want to move faster, it's -1 die to your dice pools per yard/meter you move.

#VAMPIRE COMBAT RULES WORLD OF DARKNESS FULL#

You can move half running speed and still take an action/attack at full dice pool. Run: 20 + (3 x Dexterity) yard/meters per turn. Movement speeds in earlier editions were based on Dexterity. 20th anniversary rules have mechanics that could be transposed onto a combat grid (it was never really a part of VTM, but I know early Werewolf had some products like Rage Across New York that came with fold-up paper minis and a battle-map in the back).














Vampire combat rules world of darkness