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world of darkness
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Posted 5/12/08
Ironically, dialogs in Vampire can be freaking difficult if you have a bitchy ST (yes Tom, I'm talking about you if you're reading) who insists on rolling those damn Inner Beast rolls.
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27 / M / L.A.
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Posted 5/12/08
rules site that inner beast isnt rolled unless you dont know any other vampires will be there. they have to suprise you and doing it in court or any gatherings is stupid
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28 / M / Croatia
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Posted 5/15/08
Yes, but our ST at the time had this crazy phase when he went over the top with rules, no idea why since it almost made our characters (fledgelling vampires with about 50XP points invested in them) go berserk in Elysium filled with at least 3 Elders... never been that close to death in a relatively safe situation.

btw. how do you handle getting equipment for your players? I find it especially annoying when people want to get their hands on military equipment or, even worse, stuff inspired by movies (UV bullets and kevlar cloaks, that kind of foolishness).
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Posted 5/16/08
if its not listed they cant have it and the have to have a good reason to have kevlar and shit. no explosives and no full auto weapons. everything needs a reason
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Posted 5/17/08
Agreed, but I also regulate this depending on their resources merit (if they have any). It's just ridiculous to me how some random dude who just got embraced straight of the streets, and who has absolutely no connections whatsoever, should be able to get AK-47s from some shady arms dealer (players always want to have one of those) in back alley.

Not to mention, guns and everything except close combat weapons (even those have exceptions), gets to be treated as rare stuff in my chronicle (probably picked this up from one of my previous STs; dude who did an awesome job) and ammunition for guns is even rarer to make players really be careful and always pick physical violence as a last resort when it comes to solving problems (I think it fits well enough with the whole Vampire description "Social predator").
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Posted 5/17/08
mhmm. my games always have some combat but it relies more on gifts/disciplines/stuff instead of actual weapons
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Posted 5/17/08 , edited 5/17/08
True, but I guess it may be related to the fact most of my games have actually been mortal games with few supernatural ones (mainly vampire). You'd be surprised how ingenious players have to be to make 3 humans with no "real" weapons take down a coterie of vampires (let's just say it involves a truck full of gasoline, driver tied down with his foot on the gas panel, an axe and blessed fire extinguisher).

I've found Disciplines to be quite... I dunno, unpractical (hard to use, would probably be more correct) unless you're in the correct situation where you can use them. My general problem with them (more in Masquerade, less in Requiem) is how one-purposed and direct they are in most cases. Gifts (and Magic from Mage; can't say on changeling Contracts and what else they have) are, on the other hand, more broader in design and are more practical if you ask me.

Not to mention, getting Essence is relatively easier than hunting humans for Blood if you're well established werewolf, so that's a plus.
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Posted 5/17/08
requiem dom1 can end a figh and make hunting effortless
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28 / M / Croatia
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Posted 5/17/08 , edited 5/17/08
Not everyone has Dominate and I thought (don't really have the book in front of me, sorry) that Dominate 1 was just issuing simple one word commands? That doesn't exactly make hunting effortless (nor can it end a fight, especially if your enemy is a berserked vampire). Even if it does, I make my players adjust their characters playing if they depend or use something too much. If you used discipline to control someone, and you got blood used to it and now enjoy it, what would happen then if your discipline failed someday or you found yourself under it's effect? How would your character react to that situation?

Just one of those small things...
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Posted 5/18/08
bro loves this lol
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27 / M / L.A.
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Posted 5/18/08
dom1 flee betray or vomit can end a fight easy
it can be used for trust believe and a few others for hunting

and for them being under it or it fails. well i do that to them all teh time
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Posted 5/18/08 , edited 5/18/08
You do realize it's not instant success? If I'm not mistaken it's Manipulation + Intimidation and you take target's Willpower as a difficulty rating (at least in the Masquerade). That can make it very difficult, if not useless, to use against stronger opponents (one of my players found that the hard way in one Dark Ages game when he tried to dominate this inquisitor - result was that he just shook it off thanks to his 5 Willpower points). Not to mention, you gotta make eye contact (freaking weakness because it has to be a clean, direct contact - not through sunglasses or from far away) with your target and it has to be clear (I think command like "flee" is too ambiguous, while "run" would probably be more specific).

One of it's great pros is the fact that you can hide the word in sentence and fewer people will actually notice it; "Now, I want you to RUN to that place".

But putting aside rank 1, Dominate in global just plain rocks, especially later when you can literary reconstruct segments of memories of your targets. Great thing for cover ups... no wonder Ventrues ended up leading the Camarilla and why they're doing such a good job.

btw. the eternal question - Sabbat or Camarilla?
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27 / M / L.A.
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Posted 5/18/08
im talking requiem. and cam is better because nothing stops the tremere
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Posted 5/19/08
Just to make sure (wasn't so sure myself), here's the excerpt from Requiem Corebook:

• Command

Once he has established eye contact, the vampire issues a single, one-word command that must be obeyed instantly. The order must be clear and straightforward — freeze, jump, run, stop, fall, cough, blink and so forth. If the command is ambiguous or confusing, the subject might respond slowly or perform the task poorly.

Further, commands are always interpreted (within reason) in the subject’s best interests. For example, if
the victim stands on the edge of a roof and the character commands “Jump!” the victim might jump up and down, rather than leap off the roof. Of course, the victim would probably not leap off the roof even if the character could find a way to order it. Subjects of Command cannot be made to directly harm themselves, so an obviously suicidal order such as “Die!” is ineffective. “Sleep” and the like causes the subject to follow
the order only if she does not believe herself to be in any mortal danger. A character seduced by a Kindred might sleep if so instructed, but one in the middle of a combat or interrogation certainly does not. In such situations, the character merely falls senseless, but only for a turn.

The vampire may include the command word in a sentence, in order to conceal her use of the power from others. The command itself must be stressed, and the character must make eye contact precisely when that word is spoken. Observers may notice the unusual emphasis, but only the most alert — and those familiar with the Discipline — are likely to realize what has occurred.

Cost:
Dice Pool: Intelligence + Intimidation + Dominate versus Resolve + Blood Potency
Action: Contested; resistance is reflexive

Roll Results
Dramatic Failure: The subject does not obey and is immune to the character’s Dominate until the next sunset.

Failure: The character loses or ties the contested roll and the subject does not obey.

Success: The character wins the contested roll by getting the most successes, and the victim obeys literally and with appreciable self-preservation.

Exceptional Success: The character wins the contested roll with five or more successes, and the victim not only obeys but rationalizes what she does as her own decision until and unless someone questions her about it in depth.


My impression from the description (canon) is that correct usage of this rank is difficult, especially because you have to be direct and have to keep it short. Dunno, I guess it's just me, but I'll take Majesty over Dominate in most cases. If for no other reason, than for the fact it's much less forceful on the target and doesn't impose on his/hers memories in such an aggressive manner.

And yeah, freaking Tremere are bloody awesome. Even overpowered, if you listen to some players (that's one of the reason why I prefer using them in Dark Ages games when they're not so strong). One other thing I miss in Requiem (actually, Tremere ARE present, even though they're an gone Mage line) would have to be the Tzimisce, even though these 2 were combined quite well in Ordo Dracul covenant.
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Posted 5/19/08
tremere were massively overpowered. path of creation made them unstoppable. and dom1 is usuable in combat where majesty isnt
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