Difference between revisions of "NWoD Translation Guide"
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imported>Emurphy (Created page with "This is an unofficial guide to how OWoD/CWoD differs from NWoD. Corrections are welcomed. =Attributes= * Mortal and Mortal+ get 6/4/3, supernaturals get 7/5/3 * Mental attri...") |
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* Willpower is determined differently depending on game line: spend Willpower to gain one automatic success on an action roll | * Willpower is determined differently depending on game line: spend Willpower to gain one automatic success on an action roll | ||
* Instead of Virtue and Vice, there are Nature (what you're really like) and Demeanor (how you act): gain a Willpower for acting in accordance with your Nature | * Instead of Virtue and Vice, there are Nature (what you're really like) and Demeanor (how you act): gain a Willpower for acting in accordance with your Nature | ||
+ | * Mortal and Mortal+ get 21 freebies, supernaturals get 15: similar but not identical to experience points | ||
+ | * Merits are optional, each dot costs 1 freebie | ||
+ | * Flaws are optional, each dot gives 1 freebie (max 7) | ||
+ | * For details by game line, see [[Character Generation]] | ||
+ | * Experience point costs are different, see [[XP Chart]] | ||
=Combat= | =Combat= | ||
See [[Combat]] | See [[Combat]] |
Revision as of 20:46, 10 December 2013
This is an unofficial guide to how OWoD/CWoD differs from NWoD. Corrections are welcomed.
Attributes
- Mortal and Mortal+ get 6/4/3, supernaturals get 7/5/3
- Mental attributes: Perception instead of Resolve
- Social attributes: Charisma/Appearance instead of Presence/Composure
- These do not follow a consistent Power/Finesse/Resistance pattern
Abilities
- "Skills" -> "Abilities"
- Mortal and Mortal+ get 11/7/4, supernaturals get 13/9/5
- "Mental skills" -> "Knowledges" (untrained: automatically fail)
- "Physical skills" -> "Skills" (untrained: roll attribute at +1 difficulty)
- "Social skills" -> "Talents" (untrained: roll attribute at normal difficulty)
- Some abilities are classified differently
- Abilities with different names:
- "Larceny" -> "Security" (OWoD "Larceny" is narrower in scope)
- "Weaponry" -> "Melee"
- "Socialize" -> "Etiquette"
- Primary abilities not in (core) NWoD:
- Talents: Alertness, Awareness, Dodge, Leadership
- Skills: Performance, Technology
- Knowledges: Bureaucracy, Cosmology, Enigmas, Finance, Law Linguistics
- By game line: Lore
- Shifters: Primal Urge, Rituals
- Changelings: Kenning, Gremayre
Ability rolls
- There are no attribute+attribute rolls, just attribute+ability
- "Target number" -> "Difficulty": default 6, but some modifiers affect difficulty instead of dice pool (generally ranges from +3 to -3)
- Each 1 cancels out a success
- There is no 10-again rule (except specialties, which we don't use)
- "Dramatic failure" -> "Botch": occurs when you get one or more 1s and no successes (even before they're canceled by 1s)
- There are no chance rolls: if your dice pool is empty, you automatically fail
Other stats
- There is no automatic Defense modifier, only when you perform a defensive action (e.g. dodge)
- Health normally starts at 7
- Initiative = (Dexterity + Wits + 1 die) and is re-rolled each turn
- "Morality" -> "Humanity" (Path of Enlightenment for some vampires/ghouls)
- There are no dedicated Size and Speed stats
- Willpower is determined differently depending on game line: spend Willpower to gain one automatic success on an action roll
- Instead of Virtue and Vice, there are Nature (what you're really like) and Demeanor (how you act): gain a Willpower for acting in accordance with your Nature
- Mortal and Mortal+ get 21 freebies, supernaturals get 15: similar but not identical to experience points
- Merits are optional, each dot costs 1 freebie
- Flaws are optional, each dot gives 1 freebie (max 7)
- For details by game line, see Character Generation
- Experience point costs are different, see XP Chart
Combat
See Combat