Vampire: 20th Anniversary Edition

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souran
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Post by souran »

Koumei wrote:So basically, we had this:
oWoD: people were interested in the fluff/world setting, even if it had plenty of stupid (that they could choose to ignore), and a system slightly more painful than running your genitals over a sanding belt.

nWoD: it made the system slightly more bearable, so that it's only as bad as trimming your nails with a shark, but the setting became boring boring boring crap.

Now: they took the lesson of "Aha! People wanted the awful rules, and the existence of the old clans and stuff, but want us to flush all of the actual fluff and setting!"

Am I close to the mark here?
Actually if we were true to history it would be more like this:

OWOD Original: Wow this setting is cool and these clans and ideas sure are awesome, to bad you can only pretend to play this game because the rules are so bad!

OWOD Revised Year 1: Wow the rules are now at the very edge of being playable as long as nobody decides to exploit all the incredibly obvious ways of abusing the rules that are apperent to anyone who has ever played any kind of rpg before. Also, it has this awesome contiously growing backstory that is super cool because the story actually progresses with each sourcebook!

OWOD Revised Year 10: ....God Dammit I hate metaplot bullshit that dominates every freaking book including ones that are supposed to be about "forgetten" shit, magic spells, or equipment. How are you supposed to run this fucking game with metaplot mandatory characters all over the place that can't be killed without fucking up all future sourcebooks.

I cannot fucking believe I ever liked this fucking game were everybody exploits the blatantly obvious rules loopholes. The only way NOT to end up with some broken ass power combo is to purposefully gimp yourself, which even after 10 fucking years the designers seem to think that everybody will/do does for the sake of making the game better.

What a bunch of complete idiots. The game has shit rules and an overbearing and shitty metaplot. I wish they would just end the whole fucking mess. I don't even fucking care how they do it. They just need to burn it to the ground and start over again!

NWOD Year 1: God Dammit I didn't think they would actually listen to me. They never have before so how should I have known that they would literally burn down the entire old setting and try and start from scratch.

Ok, well at least they used this as a chance to clean up all the games totally shitty rules. I mean, I can read through this rulebook and understand its game mechanics pretty clearly. Actually, its kinda funny but the rules are so simple that I can pretty much tell you exactly how something is going to turn out just by looking at your dots on your character sheet without rolling any dice.....

Ok, look I realize that this game seems a little boring and deterministic. And I know that it no longer has any of the clans or fluff that you actually like but lets give it a try. If you will just finish filling out your character sheet by filling in your vice and your virtue... Ryan why is your goth chick girlfriend so pissed off and trying to set my rug on fire?

Ok, look the rest of us don't need Ryan or his stupid "christianity is for mental slaves" girlfriend in our group. WOD is better with smaller groups and more personal stories. Now the setting book doesn't really give me anything to go on as to adventure hooks or how to play this game but something will come to me I am sure.

NWOD year 3: Ok,so we waited til Werewolf, Mage and Vampire were all out and they all suck and none of them have any direction at all. I really wish that this game had some sort of story arc to follow along with or a metaplot or someting to help me build a coherent narative for the players to follow.

You know what, this whole thing sucks. These new games are not better than the old ones. The rules are boring as shit and the game worlds are stupid. Remember how awesome OWOD was. It sure was super awesome at getting us in girls pants. They should have just cleaned up the rules and kept the metaplot and setting the same. I WANT MY OWOD BACK GOD DAMMIT. WHY DID I EVER STOP PLAYING OWOD AT ALL!

V:TM20: Oh yeah, now I remember. Well at least I have my setting back. Its sure good to have that OWOD feel. Hey wait, why isn't there much about the metaplot. What do you mean "the metaplot was so convoluted that we eneded it because we couldn't keep it straight and bring it back would be an even bigger cluster fuck?" The metaplot was what gave OWOD a lot of its identity and charm. The fact that you ran out of ideas how to keep a massive 10 year long soap opera running is not my fault. Fix it.

(Guess at what the response to the first V:TM20 source book will be:)
I remember why I hated the metaplot. All those fucking metaplot characters. Why are they in a book about weapons and fighting styles? Why do I need to own sourcebooks I will never use just to keep up with were the game is at? Why did I ever want to go back to this bullshit!
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Post by Username17 »

Don Strudel wrote:They ditched the metaplot for good, just like Alderac. People are already complaining.
I don't think that's even true. They have all the old metaplot books available as print on demand, and they are promising a book called "Children of the Revolution". V20 has over five hundred pages in it, and it covers an incredible amount of the Vampire history material (albeit in a rambling "cut and paste" style).

For example, here's a bit of Tremere Antitribu lore:
V20 wrote:Centuries ago, a small group of Tremere, fearful that the Sabbat would destroy the Camarilla and their Clan in the process, defected to the smaller Sect. They offered their skills as thaumaturgists to the Sword of Caine, in exchange for safety from their former Clan.The Sabbat, not able to turn down the benefits of blood magic (despite how much the Tzimisce objected), took them in.

Reaction from Clan Tremere was swift, of course. The Warlocks conjured a curse that branded every Tremere antitribu with a mark, one that only “true”
Tremere could see. Unable to hide what they were, the Tremere antitribu stayed in chantries, providing support and knowledge to their comrades.

This state of affairs continued for centuries. The Tremere antitribu contributed much to the Sabbat. They worked with the Tzimisce to create the Blood Brothers, they prevented the Camarilla Tremere from destroying the Sect from afar, and, of course, they tutored other Sabbat Cainites in blood magic. And then one horrible night, they all died, burning to death in a mysterious conflagration that afflicted each and every Tremere subject to the traitor’s mark. Interestingly, those few Sabbat Tremere who had defected from the Sabbat to the Camarilla were not destroyed, which might shed some light on the massacre’s origins.
That's condensed, but that's about as much of the Tremere Antitibu metaplot as it is reasonable to expect someone to fit into a three paragraph essay. Actually, it's so much of the metaplot that I honestly don't know what the point of including them at all was. What with them all having been killed in the metaplot.

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Post by TheFlatline »

souran wrote:NWOD year 3: Ok,so we waited til Werewolf, Mage and Vampire were all out and they all suck and none of them have any direction at all. I really wish that this game had some sort of story arc to follow along with or a metaplot or someting to help me build a coherent narative for the players to follow.
Change that to "I wish there was some actual, built-in setting based conflict other than all the PCs taking turns fucking each other over" and you have what ultimately drove me away from nWOD. Werewolf was nerfed furry gangs and vampire took what was the constant undercurrent (vampires screwing each other in a realm) from oWOD and made it the entire game focus.

As for V20, I don't *want* metaplot, I want some setting. Of course, I've got tons of oWOD books still and can metaplot out. I actually never touched the meta, but there was a *lot* of setting gravy that I could delve into. I have books on running sieges between cam and sabbat, how the primogen traditionally work, socializing in Elysium, and stuff like that. It's still good stuff, but at the same time in the last 10 years we've advanced technologically to an immense degree.

I want to see some discussion about how vampires have changed/adapted to shit in the last 10-20 years and maybe what's coming in the next 5. I want to know about vampire society, not that one twinked out vampire fucks some other twinked out vampire over. I want to hear how the ventrue are weathering the global economic crisis, how Europe being on the verge of going default impacts Cam/Sabbat warfare, and other shit like that. You don't have to name specific names, in fact I'd prefer if they didn't.

I mean, Revised Vampire was released in 1998. This was the pinnacle of cell phone technology at the time:

Image

And we were 4 years away from the first real Blackberry phone. By the time they discontinued oWOD, the Razr was just hitting the market.

Times have changed since Vampire revised. I'd like to see how the suckheads dealt with it. The rules I actually don't care about, nor the meta. The setting was what was fun.
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Post by Orion »

Presumably so the book can function as sort of a "greatest hits" version of oWoD? I mean, actually reviving the metaplot and continuing it from where it left off has the problem that they burned everything down, plus there was too much bullshit as is. But at the same time, they can't cut all the weird factions without damaging the oWoD feel.

Each gaming table is gonna be kind of arbitrarily piecing together their own metaplot, so the goal would be to include mechanics for every faction somebody might have fond memories of.
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Post by Username17 »

Orion wrote:Presumably so the book can function as sort of a "greatest hits" version of oWoD? I mean, actually reviving the metaplot and continuing it from where it left off has the problem that they burned everything down, plus there was too much bullshit as is. But at the same time, they can't cut all the weird factions without damaging the oWoD feel.

Each gaming table is gonna be kind of arbitrarily piecing together their own metaplot, so the goal would be to include mechanics for every faction somebody might have fond memories of.
That's basically what V20 is. They retconned the destruction of the setting out, and other than that it's just a highlight reel of all the crazy crap in the setting. To put this in perspective: page 435 contains writeups for the Tlacique, the Warrior Settites, and the Aquarii. Despite that level of density, the writeups for obscure bloodlines that no one gives a shit about is forty four pages long.

With all the space wasted on poorly written up mechanics (page 246 has "rolling dice", page 247 has "dice pools" page 249 has "difficulties", and page 250 has "botches" - all of this to get across the die rolling concept which would have been clearer had it been laid out in two sentences), and all the space given over to saying that all the crazy crap in Vampire is in V20 (for fuck's sake, they wrote up the revenant families), it would have been nice to throw in a "here's what happened in the last ten years" chapter.

I understand why they didn't - mostly it has to do with not wanting to offend people but also it has to do with a lack of vision and creativity - but it's still a shame.

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Post by souran »

FrankTrollman wrote: That's basically what V20 is. They retconned the destruction of the setting out, and other than that it's just a highlight reel of all the crazy crap in the setting. To put this in perspective: page 435 contains writeups for the Tlacique, the Warrior Settites, and the Aquarii. Despite that level of density, the writeups for obscure bloodlines that no one gives a shit about is forty four pages long.

With all the space wasted on poorly written up mechanics (page 246 has "rolling dice", page 247 has "dice pools" page 249 has "difficulties", and page 250 has "botches" - all of this to get across the die rolling concept which would have been clearer had it been laid out in two sentences), and all the space given over to saying that all the crazy crap in Vampire is in V20 (for fuck's sake, they wrote up the revenant families), it would have been nice to throw in a "here's what happened in the last ten years" chapter.


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This is actually another pet peve of mine about WW games in general. Why is the system part on page 200+?

I know that WW always relied on being about as "not D&D" as possible, but your first 10 pages should include the basic mechanic of your game.
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Post by fectin »

FrankTrollman wrote:The key is that you botch if you have botches and no successes. And botches cancel with successes and remove the dice completely. So if you have net botches you by definition have zero successes, and they stress that the successes have been completely removed. But nevertheless, there is a caveat that if any successes were there and were removed, it doesn't count as a botch, which appears to be a last minute change since the rest of the entry is written as if you specifically don't have any successes in that instance.

-Username17
What the fuck? Why is every iteration of the Storyteller system just slightly different than every other system? This isn't about each character being a special flower with their very own subsystem, I'm already resigned to that. The damn resolution mechanic is different in each game; that's dumb, and I hate them.
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Post by TheFlatline »

It's different because each line has a different developer. Vampire was always first out of the gate in a new edition, and thus it had the worst ruleset of the edition. Werewolf and Mage would usually have a couple years of real world feedback under their belt and release more functional basic rule systems. Think of Werewolf Revised to be the equivalent of Vampire 3.25 and Mage to be Vampire 3.5

For example, I believe it's Mage live-action rules that scuttled the bomb for 99% of the game system and completely did away with the "win all ties" power that was an absolute nightmare to deal with.

In theory, I probably would have released Werewolf, Vampire, and Mage, in that order (since magic was so nebulous it needed to be refined longer), but the vampire fanboys would have screamed bloody murder at not being first. So they got the worst version of any given rules set. Rest assured if they do Werewolf:20 or Mage:20 down the line they'll have refined dice systems slightly too I imagine.
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Post by TheFlatline »

FrankTrollman wrote:
Orion wrote:Presumably so the book can function as sort of a "greatest hits" version of oWoD? I mean, actually reviving the metaplot and continuing it from where it left off has the problem that they burned everything down, plus there was too much bullshit as is. But at the same time, they can't cut all the weird factions without damaging the oWoD feel.

Each gaming table is gonna be kind of arbitrarily piecing together their own metaplot, so the goal would be to include mechanics for every faction somebody might have fond memories of.
That's basically what V20 is. They retconned the destruction of the setting out, and other than that it's just a highlight reel of all the crazy crap in the setting. To put this in perspective: page 435 contains writeups for the Tlacique, the Warrior Settites, and the Aquarii. Despite that level of density, the writeups for obscure bloodlines that no one gives a shit about is forty four pages long.

With all the space wasted on poorly written up mechanics (page 246 has "rolling dice", page 247 has "dice pools" page 249 has "difficulties", and page 250 has "botches" - all of this to get across the die rolling concept which would have been clearer had it been laid out in two sentences), and all the space given over to saying that all the crazy crap in Vampire is in V20 (for fuck's sake, they wrote up the revenant families), it would have been nice to throw in a "here's what happened in the last ten years" chapter.

I understand why they didn't - mostly it has to do with not wanting to offend people but also it has to do with a lack of vision and creativity - but it's still a shame.
Most of the meta is really timeline-neutral. The week of nightmares could occur six months from now and the storyline wouldn't make any difference. I'm fine with leaving the metaplot dead and buried. However, business and society has changed a lot in the last 10 years. I'd like to see a "big picture" of how vampires are changing with it.

I mean, let's use a silly example: What happens if some Nossy pisses of Anonymous online and they decide to crucify him? In fact, that leads to an interesting discussion about the eventual loss of anonymity and the challenges that presents to vampires.
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Post by JigokuBosatsu »

They'd just make it so that Anonymous was actually just the Malkavian Madness Network. Or something.
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JigokuBosatsu wrote:so a regular glass armonica?
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Post by shadzar »

http://www.enworld.org/forum/general-rp ... ost5693467
Barastrondo wrote:
Mark CMG wrote: The idea that the game needs to strive for everyone participating all of the time at near-equal levels has never worked well for the game. It just creates homogenization that makes individual characters only different in superficial ways.
I honestly can't buy into the idea that the only meaningful way to differentiate characters is to put limits on when you're allowed to meaningfully participate in the game and when you're intended to have a time-out. If you only have three or four hours every couple of weeks to play a game, I think players should be allowed to contribute at a high level for as much of that game as they feel interested in doing so. It's fine to let people sit out if they don't have much of an interest in what's going on at the moment. Really not a fan of the idea that it should be mandatory.
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it is a wonder that Vampire has even made it to 20 years with people like this.

everyone needing to be able to do something in every part of the game, just isnt what ANY RPG is about.

if running a Garou in wiht the CAmarilla, and then choosing to be a Glasswalker, maybe i dont WANT to contribute to other things ALL the time, but have chosen the thing i want to do.

...but i wont bring D&D references further into the Vampire thread, though some truths hold still....the game shouldnt limit a player to play based on forcing them to participate in everything. Brujah going to start making everyone play dodgeball now?
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good read (Note to self Maxus sucks a barrel of cocks.)
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Post by TheFlatline »

JigokuBosatsu wrote:They'd just make it so that Anonymous was actually just the Malkavian Madness Network. Or something.
Sadly you're probably right.
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Post by Username17 »

TheFlatline wrote:
JigokuBosatsu wrote:They'd just make it so that Anonymous was actually just the Malkavian Madness Network. Or something.
Sadly you're probably right.
Led by Rasputin.
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Post by JigokuBosatsu »

FrankTrollman wrote: Led by Rasputin.
Image
Last edited by JigokuBosatsu on Wed Sep 28, 2011 7:13 pm, edited 1 time in total.
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Post by TheFlatline »

FrankTrollman wrote:
TheFlatline wrote:
JigokuBosatsu wrote:They'd just make it so that Anonymous was actually just the Malkavian Madness Network. Or something.
Sadly you're probably right.
Led by Rasputin.
LOL I totally forgot that Rasputin was still kicking around as a vampire, werewolf, or mage.

Yeah, I hated the meta.
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Post by Prak »

fectin wrote:
FrankTrollman wrote:The key is that you botch if you have botches and no successes. And botches cancel with successes and remove the dice completely. So if you have net botches you by definition have zero successes, and they stress that the successes have been completely removed. But nevertheless, there is a caveat that if any successes were there and were removed, it doesn't count as a botch, which appears to be a last minute change since the rest of the entry is written as if you specifically don't have any successes in that instance.

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What the fuck? Why is every iteration of the Storyteller system just slightly different than every other system? This isn't about each character being a special flower with their very own subsystem, I'm already resigned to that. The damn resolution mechanic is different in each game; that's dumb, and I hate them.
The "Any successes, even if cancelled out, means failure, not botch" is the way my friends and I always played.
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You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by Echoes »

Prak_Anima wrote:
fectin wrote:
FrankTrollman wrote:The key is that you botch if you have botches and no successes. And botches cancel with successes and remove the dice completely. So if you have net botches you by definition have zero successes, and they stress that the successes have been completely removed. But nevertheless, there is a caveat that if any successes were there and were removed, it doesn't count as a botch, which appears to be a last minute change since the rest of the entry is written as if you specifically don't have any successes in that instance.

-Username17
What the fuck? Why is every iteration of the Storyteller system just slightly different than every other system? This isn't about each character being a special flower with their very own subsystem, I'm already resigned to that. The damn resolution mechanic is different in each game; that's dumb, and I hate them.
The "Any successes, even if cancelled out, means failure, not botch" is the way my friends and I always played.
The whole ones negate successes mechanic is made of fail and should've been taken out back and shot. If you want botches in the system, have them only occur when you get no successes and some number of 1s.
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Post by Prak »

Ok, here's a question. Yes, ones negating successes is badwrongnotfun. The way I see it, it is the biggest issue with storyteller.

What if, however, rolling successes and ones represented a tainted success. Like, you successfully climbed the wall, but in so doing, you dropped your sword (yes, its a shit example, but I'm on a ten and it was all I could think of.
Cuz apparently I gotta break this down for you dense motherfuckers- I'm trans feminine nonbinary. My pronouns are they/them.
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FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.

You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
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Post by echoVanguard »

Prak_Anima wrote:Ok, here's a question. Yes, ones negating successes is badwrongnotfun. The way I see it, it is the biggest issue with storyteller.

What if, however, rolling successes and ones represented a tainted success. Like, you successfully climbed the wall, but in so doing, you dropped your sword (yes, its a shit example, but I'm on a ten and it was all I could think of.
That's pretty much how Shadowrun 4E's Glitch system works.

echo
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Post by tzor »

souran wrote:
Koumei wrote:oWoD: people were interested in the fluff/world setting, even if it had plenty of stupid (that they could choose to ignore), and a system slightly more painful than running your genitals over a sanding belt.
OWOD Original: Wow this setting is cool and these clans and ideas sure are awesome, to bad you can only pretend to play this game because the rules are so bad!
Not quite (but close).

oWoD: The setting is cool and the politics is interesting. Let's MTP most of the detective / politics / those strange goth girls who actually enjoy being overused blood donors ... and avoid complex combat if at all possible.
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Post by fectin »

Prak_Anima wrote:Ok, here's a question. Yes, ones negating successes is badwrongnotfun. The way I see it, it is the biggest issue with storyteller.

What if, however, rolling successes and ones represented a tainted success. Like, you successfully climbed the wall, but in so doing, you dropped your sword (yes, its a shit example, but I'm on a ten and it was all I could think of.
It sounds good, but is secretly terrible. Imagine if you were superseding ad something, and rolled a double-fistful of dice. You basically can't fail, but can't get a real success.

And faulting only on ones and no successes is how Exalted works already. Except tens count double there. Sometimes. Exalted is also nominally a Storyteller system.
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Post by Josh_Kablack »

fectin wrote:And faulting only on ones and no successes is how Exalted works already. Except tens count double there. Sometimes. Exalted is also nominally a Storyteller system.
And in general, that still works out to having more dice frequently result in a greater chance of botching. Although at least for the version I playtested, the chance of normal failure does reduce with each additional die.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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Post by angelfromanotherpin »

Josh_Kablack wrote:
fectin wrote:And faulting only on ones and no successes is how Exalted works already. Except tens count double there. Sometimes. Exalted is also nominally a Storyteller system.
And in general, that still works out to having more dice frequently result in a greater chance of botching.
I'm confused. If each die contributes a 10% chance of a 1 (which will cause a botch if there are no successes), and a 40% chance of a success (which will then ignore any number of 1s)... how does that die improve your chances of botching overall?
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Post by souran »

tzor wrote:oWoD: The setting is cool and the politics is interesting. Let's MTP most of the detective / politics / those strange goth girls who actually enjoy being overused blood donors ... and avoid complex combat if at all possible.
Every single game I have ever played that was a White Wolf game was a huge letdown. Every product I have ever seen made me more disapointed.

However, I somehow went along because mage and vampire and werewolf had cool stories and exalted was a neat change of pace from D&D and all the other reaons people think that "rules lite" storyteller games would kick butt.

Then one day I figured out that the fucking games were unplayable. My personal ephany was with exalted. I was trying to figure out where to have my story go after my players had fought a dragon.

Now the dragon fight had been eye opening. This had not been "the parties fight some little dragon" they were 50+ xp characters and they fought a dragon who thematically WAS a volcano. The dragon had every charm on the spirit list, some from the internet (of dubious legality/balance in the dragons favor)

Now I knew how wonky storyteller/exalted combat was and so I broke the monster up into 3 body parts (arms)/Wings-chest/head gave each of them different wound box counters, let them each take indepanant initiate, and each activate a different charm or combo.

So yes I knew this dragon was fucking cheating to high heaven just by existing. I figured it would be a difficult thing for hte party to bring it down. Boy was I fucking wrong. The whole thing was a joke.

So after that session I only ever game mastered two more sessions of exalted and they were mostly MTP the whole time because I literally couldn't figure out how to use hte system to create situations that would actually challenge hte party in any way. It occured to me that a game with no challenge and where rolling hte dice has no meaning because you can just dictate whatever results you want is actualy really stupid.

I have never game mastered any WW product since that point. I have played several games of NWOD since then, and even a couple of exalted games. I am more than willing to be a player in somebody else failgame but I refuse to run a failgame.

The whole point of that was this:

Nothing about a white wolf product being shitty suprises me and it shouldn't surprise anybody. There stuff was always more atmosphere than substance. Nobody ever really played those games. They threw dice, yelled at each other about the results until somebody got the last word, and tried to feel up the goth chick.
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Post by Josh_Kablack »

Digging up the remnants of my old notes, I was incorrect to say that it "generally" happens that way. I should have said "there's a point where it happens so that increasing your die pool on a check increases your chance of a botch on that check - and in the playtest version there were more of those points"

But lemme start with the simplest example: at one die for a task with only 1 success needed, you have 10 possible results. A 1 is a botch, a 2-6 is a normal failure, a 7-9 is a single success and a 10 is a double success. Thus you have a 10% botch rate. You also have a 40% success rate

At 2 dice, you have 100 possible results. With the dice in order, the pairs

1,1
1,2
1,3
1,4
1,5
1,6
2,1
3,1
4,1
5,1
6,1

are all unique pairings, and are all botches. You can count 11 of them. So going from 1 die to 2 dice increases your chance of a botch from 10% to 11%

Now for two dice, any pair which includes at least one of the results 7-10 is a success. Looking at just the first die, that means that you have a success before reading the second die 40% of the time. In the 60% of the time where the first die is not a success, you have to look at the second die, and the second die alone will show a success 40% of the time. So your chances of success at 2 dice are 40% + (40% * 60) == 64 %.

You chances of any type of failure are the odds of rolling a pair with neither number higher than 6. That's 60% * 60% or 36%. Except that 11% of those failures are a botch, leaving only 25% as being non-botch failures.

So you go from 10% / 50 % / 40 % odds of Botch / Fail / Succeed at one die to odds of 11 % / 25 % / 64 % at two dice. So as the character improves from one die to two dice the odds of success and botching both increase and the odds of normal failure decrease.

Now, with only a single success needed, the odds of botching decrease when you gain a third and each subsequent die -- but Exalted has tasks where more than one success is needed. And apparently in the playtest version, you botched when you failed at a task and had a 1. (Which is different than the wording which made it into the book, where successes below the required number still prevent you from botching). And with the playtest version, there was a curve for each difficulty where the first few added dice increased the chance of botch before adding more dice caused it to drop off.
a saved copy of the relevant part of the email wrote: JOSH'S EXALTED STATS NOTES

A. These numbers were generated using the EXALTED resolution system, (1s do not cancel
successes, 10s count as two successes),but no allowances were made for qualities or
specialties.
B. All results are listed in percentages, many have been rounded to nearest tenth of a
percent.
C. Listings are chances of botch/non-botch failure/success results at listed skill and
difficulty. Skill listings are for total dice rolled (stat+skill+mods). Each result was
obtained from 25,000 trials using computer generated pseudo-random numbers.
D. For repetitive trials there is a varaince of up to plus or minus 1 percent in results.

-difficulty normal, skill 1
expected percentages: 10/50/40, 10%chance of crit success
results confirm
-difficulty normal, skill 2
11.0/24.8/64.3
-difficulty normal, skill 3
9.0/12.6/78.4
-difficulty normal, skill 4
6.8/6.5/86.7
-difficulty normal, skill 5
4.6/3.5/91.9
-difficulty normal, skill 6
2.9/1.6/95.5
-difficulty normal, skill 7
2.1/0.8/97.1
-difficulty normal, skill 8
1.2/0.4/98.3
-difficulty normal, skill 9
0.8/0.2/99
-difficulty normal, skill 10
0.5/0.1/99.4
-difficulty normal, skill 11
0.3/0.07/99.7
-difficulty normal, skill 12
0.2/0.02/99.8
-difficulty +1, skill 1
10.0/79.7/10.3
critical successes impossible
-difficulty +1, skill 2
16.9/54.9/28.2
-difficulty +1, skill 3
18.8/35.1/46.1
-difficulty +1, skill 4
17.6/21.1/61.3
-difficulty +1, skill 5
14.5/12.2/73.2
-difficulty +1, skill 6
11.6/7.3/81.2
-difficulty +1, skill 7
8.7/4.0/87.3
-difficulty +1, skill 8
5.9/2.3/91.8
-difficulty +1, skill 9
4.1/1.2/94.7
-difficulty +1, skill 10
3.0/0.6/96.4
-difficulty +1, skill 11
1.9/0.3/97.8
-difficulty +1, skill 12
1.2/0.2/98.6
-difficulty +2, skill 1
this is impossible and has a 10% botch rate
-difficulty +2, skill 2
19.3/73.7/7.0
-difficulty +2, skill 3
24.8/56.4/18.8
-difficulty +2, skill 4
27.5/39.5/33
-difficulty +2, skill 5
26.1/26.6/47.3
-difficulty +2, skill 6
23.8/17.8/58.4
-difficulty +2, skill 7
19.6/11.1/69.2
-difficulty +2, skill 8
15.4/6.6/78
-difficulty +2, skill 9
11.7/4.1/84.2
-difficulty +2, skill 10
9.0/2.5/88.5
-difficulty +2, skill 11
6.5/1.4/92.1
-difficulty +2, skill 12
4.6/0.8/94.6
-difficulty +3, skill 1
this is impossible and has a 10% botch chance
-difficulty +3, skill 2
19/79.9/1.1 critical success impossible
-difficulty +3, skill 3
27.3/67/5.7
-difficulty +3, skill 4
32.4/54.3/13.3
-difficulty +3, skill 5
34.6/41.1/24.3
-difficulty +3, skill 6
34.8/29.9/35.3
-difficulty +3, skill 7
31.9/21/47.2
-difficulty +3, skill 8
27.6/14.3/58.1
-difficulty +3, skill 9
23.3/9.6/67.1
-difficulty +3, skill 10
19.3/5.97/74.8
-difficulty +3, skill 11
14.9/3.8/81.4
-difficulty +3, skill 12
11.5/2.26/86.2
-difficulty +4, skill 1
this is impossible and has a10%botch chance
-difficulty +4, skill 2
this is impossible and has a 19% botch chance
-difficulty +4, skill 3
27.1/71.9/1.0
-difficulty +4, skill 4
33.8/62/4.1
-difficulty +4, skill 5
39.0/51.4/9.6
-difficulty +4, skill 6
41.5/40/18.5
-difficulty +4, skill 7
42.0/31.0/27
-difficulty +4, skill 8
39.6/22.6/37.8
-difficulty +4, skill 9
36.1/16.4/47.6
-difficulty +4, skill 10
31.5/11.7/56.8
-difficulty +4, skill 11
26.7/7.9/65.4
-difficulty +4, skill 12
22.0/5.3/72/7
Last edited by Josh_Kablack on Thu Sep 29, 2011 8:51 pm, edited 1 time in total.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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