Special tirades have to go out to the disciplines that got major overhauls in nWoD, because it hurts me in the mind. First off, let's talk Physical Disciplines:
Physical Disciplines
"
I have the strength of a kind of strong guy! Boo!"
Since time immemorial Vampire has eagerly embraced (sorry) the concept of having 3 separate physical disciplines. Celerity makes you magically fast, Fortitude makes you magically tough, and Potence makes you magically strong. In order to punish munchkins (yes, their actual reasoning) all three of these disciplines have been hit with the nerf stick so hard that they might as well have been banned. Which is unfortunate, because in the nWoD's quest for universal parity
every clan is now saddled with one or more of these pieces of crap. And Cain help you if you're a Daeva, because you're stuck with
two of them.
Celerity
"
Alternately, I could get a segue."
My how the mighty have fallen. Back in the days of oWoD, Celerity was the only physical discipline worth taking. This was because it gave you extra actions. And since WoD has always kind of suffered from the "groups of people kill your ass" the ability to fight as if you were a group of people has indeed allowed you to kill people. In the ass. Now granted, it cost blood every round and often wasn't even as good as throwing down a Domination or Corruption Spell, but it was defensible. Now it's not.
See, Celerity
still costs blood every round. Only now it provides no offensive benefit at all. Seriously. It adds to your initiative score, and it subtracts from the dicepool of people attacking you, and it increases your movement rate. And that's it. So if you have Celerity you can run at the speed of a moped for 3 seconds at the cost of 1 blood. Also, your enemies will be penalized when they physically attack you. But get this: damage actually heals with blood, and the Celerity expenditure counts against your round by round spending limits. So
unless you're fighting the short bus, you're actually costing yourself more hits in lost healing than you're preventing with super speed. A character with Celerity 3 (the maximum starting value) penalizes incoming attacks by 3 dice on the rounds he spends for Celerity. This prevents an average of 1 Wound level per attack. Ranged weapons normally do bashing damage, and you can heal 2 Bashing for 1 Blood. So the maximum Celerity character actually needs to be attacked by two enemies just to break even. And as previously noted: if you're outnumbered you're dead anyway, so what the fuck?
Fortitude Resilience
"
The discipline so not nice they named it twice!"
As part of the never ending sacrifices on the altar of change for change's sake, Fortitude got renamed into Vigor. It also got reconcepted as a discipline you will never ever take because it is shit. Remember how there's no soak roll? Well obviously
Fortitude Resilience can't give you soak dice or even prevent incoming damage (that's
Celerity now for some reason). So what does it do? Two things. Both of them cost a blood to activate for a scene:
- Give you an extra set of Damage Boxes that go away at the end of combat like Barbarian Rage Hit Points.
- Transform a number of Aggravated Damage boxes you receive over the entire scene equal to your bonus Rage Hit Points into Lethal damage.
Now first of all, every point of Stamina you have gives you an extra damage box
all the time that is
fucking free, and won't vanish at any point resulting in Rage Death. Secondly, blood you spend on activating Resilience is blood you aren't spending on healing damage, so you're seriously behind right from the start. And lastly aggravated damage doesn't really matter that much within a combat because people heal very slowly compared to the total damage outputs and most sources of aggravated damage come with one or more boxes of normal that you can heal normally anyway. And finally, once you hit torpor you're fucking
out and it doesn't make any difference if some of the damage was aggravated or not.
But the real deal here is that if you activate Resilience for a scene and downgrade some agg damage and then heal it (the best possible case for Resilience), you still end in the same place as a character who just had extra Stamina and
spent absolutely nothing to activate or heal. If people are (as is very likely) fighting with bullets or swords you're even farther behind. After all, the Resilience character has to spend a blood to activate the extra wound levels and then he has to heal them (with more blood) before the end of the scene or he'll go to torpor from Rage Death.
Potence Vigor
"
I feel the kind of strength that a normal man who happens to be fairly strong must feel. What a feeling this is! I wish it could last..."
So Potence used to be automatic successes in a dice and target number game, and that was weird and kind of broken. But whatever. It also just let you lift and throw things, which in a world where people have howitzers and mind control means something between "bupkiss" and "fuckall." But I suppose it had a niche. The revamped Vigor... doesn't.
Here's what it does: you spend a Blood and then your Strength increases for the scene by your Vigor. That's it. Every dot of Vigor is just like a dot of Strength that you only get in those scenes where you've spent a blood to activate the discipline. It's strictly and demonstrably worse than the mundane attribute it modifies. And the base cost is higher. So it's only worth even considering when you've hit caps on Strength, and even then it's still stupid.
Universal Disciplines
There are two disciplines in nWoD that are neither Clan Exclusives, Bloodline Specials, nor Physical Disciplines. They are Obfuscation and Animalism. This designation is important, because depending upon how you read the rest of the rules (that contradict themselves on this point repeatedly), these may in fact be the
only disciplines in the game that you are allowed to buy outside of your starting disciplines and your single personal Bloodline discipline that you get to grab later on. Unfortunately, these disciplines have been jerked around a lot by the new rules.
Obfuscation
"
You can't see what's in my pocket!"
This is a magic discipline, which means that it has five completely unrelated powers in no particular order that you are nonetheless required to purchase in order whether you care about the intermediary parts or not. The abilities and their order are:
- Hide objects for a scene.
- Fiddle with the aforementioned Predator's Taint rules.
- Invisibility.
- Mask that you don't get to see.
- Mass Invisibility.
OK, first I gotta call out #2. Remember ow fucking everyone hates he Predator's Taint rules because they make the game
and the setting fucking unplayable? Having a major early stage in a major discipline open to everyone that does
literally nothing except interact with the Predator's Taint rules makes Predator's Taint really fucking hard to remove from the system (and no, Obfuscate s not the only discipline that has this problem). But next up, I'm going to call out some really shitty rules on the other bits.
The first level lets you spend blood to keep people from noticing things for a scene. Now the examples and the rules don't match at all. For example, they specify that you
can hide a hallway by hiding the door, but that you
can't hide a person by climbing into a box and hiding the box. Because um... completely opposite reasoning given in practically adjacent sentences. So I seriously don't know how it's supposed to work and neither does anyone else. But secondly, most of the stuff that you're supposed to use it for, namely keeping people from
finding shit, it is actually powerless to assist you with. It
only lasts for one scene! This means that the only thing it's good for is a scene where you pick up an object and take it past someone, because if the scene starts any other way the observer has already seen the object and you're boned.
The Invisibility stuff is just weird. It's not opposed, so it essentially always works, which makes you The Winners of Eurovision. The only available dice pool penalty is that if you activate it while there are people around you suffer a -1 dicepool penalty per onlooker to activate. But the basic dicepool is Intelligence + Stealth + Obfuscate (at least 3) + 1, so it basically boils down to "If you are in a large group of people it automatically fails to activate and if otherwise it always succeeds." There is this whole thing where if you activate it with onlookers and you get more successes than they have Willpower, that it retroactively becomes not a Masquerade Breach because their memories get altered to believe that you "left" rather than that you "vanished." Special attention must be made to the fact that you
also have to get an Exceptional Success for this effect to apply to other vampires. This is special because of how retarded this stipulation is. Willpower is two stats added together, so it's usually 4 or more. An exceptional success is five or more hits. So for this secondary effect to chip in, you pretty much have to have gotten an exceptional success (or more) no matter who is looking.
And yeah, there's the Familiar Stranger. You appear as someone other than yourself to other people. They see someone they expect to see. But despite being a level 4 Discipline it doesn't actually let you choose to be someone in particular and it doesn't let you know who other people expect to see. Indeed, if different people expect to see different people, they actually
see different people. Which can get super awkward and I want to reiterate the fact that just fucking turning invisible is a level
lower.
Animalism
Animalism is also a "mystic" discipline, which means again that it is a mishmash of crazy crap that makes no sense. However, unlike Obfuscate, the awesomesauce is all front loaded, making this discipline short and sweet.
- Speak With Animals.
- Command Animals
- Summon Animals
- Possess Animals
- Cause/Control Frenzy
OK, the first thing I want to point out is that there is basically nothing that you can
command a rat to do that you can't
pay a rat to do with a Toblerone bar. Secondly, summoning animals only goes out to a few hundred yards, and they have to come under their own power, so it's pretty much worth fuck all except to get large armies of vermin together. And even then it takes long enough that you can pretty much just use the first level of it to put together an army of rats in your down time by overtly hiring them to go places on your directives. So right away, you are in
most cases operating at the same level of effectiveness with level 1 as with any other level you could ever get.
The animal Possession thing is really weird. Really
really weird. If you successfully possess an animal you are normally limited to using no disciplines other than Animalism while in the animal's body. If you get extraordinary success however, you get the ability to use Auspex or Majesty. I think it is important to note that Auspex and Majesty are the clan special disciplines of two clans that don't get Animalism as a Clan Discipline. So I have no idea what that's even about. And the last level is an extremely limited emotion control thing that is generally speaking not quite as good as the first level version of Dominate, Majesty, or Nightmare. So... um... yeah.
But the point is that you can put together a fucking army of commando rats, raven spies, and attack dogs with level 1, which is what you actually wanted the discipline for anyway. So all the other levels get a giant "Whatever."
-Username17