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...")
 
imported>Emurphy
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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 21:46, 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