This makes things more straightforward, and reduces confusion over what to roll, when, and for what. That player then auto-soaks that amount of damage. I usually will arbitrate how much a specific discipline or gift will add to this number based on the way the power is written. (2d10 to hit, both successes 3 damage standard +2 for the successes = 5 damage) Then soak is a static amount, half of Stamina+Fortitude or other similar power.
Douglas underhill vampire combat plus#
There is a roll to hit, then standard set damage from an attack or weapon plus any additional successes from the to hit roll. I recommend using a standard soak amount. This could mean a back and forth of 4-6 dice rolls, depending on different factors, splitting dice pools… it goes on and on. Traditional combat requires a roll to hit, a roll to do damage, and then various rolls to either dodge or parry, and then a roll to soak the damage. I know this sounds counter-intuitive, but getting into this groove will make things much smoother. If you do, you actually throw a lot of the nuances of WoD combat out, and this actually slows down combat. Have the entire group declare their actions, and then roll to see what happens. Highest gets to react to everything else around them in the round. This saves everyone from rolling and gives the social player an advantage in certain situations.Īlways run combat from lowest initiative to highest. Same for the physical one, and the mental one. If they use a social power or action, then they get that initiative order for the whole encounter. These three scores are static the player gets one based on which action they first choose to do in combat. For example, a player could have three scores written down, Wits+Dex+Awareness (mental), Wits+Dex+Dodge (physical), Wits+Dex+Etiquette (social). This attribute can be different for mental, social, or physical. Give players a set score – Wits+Dex+Attribute is my suggestion. So, let me give you two suggestions for the price of one for initiative. White Wolf games have introduced the idea of lowest to highest initiative in multiple games, but most people I’ve played with ignore this rule. Here are a few ways I’ve streamlined combat over the years to make it run a little smoother.ĭ&D and other fantasy RPG players are used to the idea that initiative goes from top to bottom. In combat, things slow down to a crawl, which is particularly problematic in games like Werewolf, where combat is an essential element of the storyline. Dice rolls are usually pretty straightforward in WoD games, and they run smoothly in every situation outside of fighting. Chronicles of Darkness was a little better, but I think the dice pool system is inherently a little frustrating when it comes to combat. Over the years White Wolf, Onyx Path, and other variations on these companies have tried to establish effective methods of running combat. However, the element I dislike the most are combat mechanics. I’ve loved them for many years and they are my go-to games.