![]() Personally, which version of WoD do you prefer? What would you recommend to a player when choosing the system for their game?įrom a community standpoint, did the change between oWOD and nWOD split the fanbase? What is the core difference between the two editions?įrom an industry standpoint, why did this happen? Did flagging sales and an aging system demand a reboot, not just of updated rules, but a fresh and new dynamic for the game world? Was it an attempt to draw in new players who felt constrained by the previous setting (myself included)?įrom a community standpoint, did the change between oWOD and nWOD split the fanbase? Did most people make the jump, stay with oWOD, or manage to play both? I'm surprised because there was a deep and devoted fanbase attached to the particular feel of the WoD political structure, and the success of the 20th anniversary edition of WoD indicates there is still a strong desire for oWOD. Not only did mechanics change, but there has been a big change in lore. ![]() If it comes to a fight, it's werewolves for sure, unless you set up the particulars of the scenario more than "it's a fight.Somehow I missed the new version of World of Darkness being released. This is an nWoD perspective, but my answer is the same in oWoD. Only extremely paranoid and high level Mages would stand a chance, and even then, werewolves of equally high level have some impressive ways to evade and resist magic. 99% of Mages could be killed by the werewolf pack that puts their collective minds to killing them. They are sneaky, have access to the spirit world, and are built to kill. Still, you did say something about winning in a fight, and for that purpose, I'm going to have to say Werewolves. I could go in depth on others, but I won't. Problems for Mages: very fragile (basically mortal without spells active), require preparation time to be most effective (ritual magic), powers are less potent than those of other supernatural creatures until high levels. Powers in favor of Mages: versatile magic, potent upper limits, good community of support. Problems for werewolves: bad at dealing with mortals, silver, not powerful at much besides killing. Powers in favor of werewolves: the 0xp werewolf is the combat king of 0xp characters, combat powers are extremely focused and potent, access to and influence in the spirit world. Problems for Vampires: sunlight, fire, backstabbing each other. Powers in favor of Vampires: their power source is easy to obtain, they are good at manipulating mortals (and others socially in general), it is easy to make more of themselves if they need to raise a fighting force, they continue unliving forever unless destroyed, there are more high blood potency vampires around than high-power other things for similar reasons. Still, I don't really understand the "trainyard brawl" method of comparing who's best. ![]() Some are ungodly powerful in their own domains but useless outside that. It gets trickier when you consider the rest of the denizens of the WOD, but they all have their own strengths and weaknesses. The Big Three were intentionally designed to fulfill the roles of the three Attribute categories. Physically, mages are just as squishy as mortals. Unfortunately, you can't be prepared for every eventuality. With proper time and preparation in advance of a given confrontation, they'd have the edge just due to sheer creativity if nothing else. These are guys who, if they hear their rivals have set up in a warehouse to overthrow them, will have their ghouls turn that warehouse into a parking lot during the day. ![]() Of the core 10 Disciplines, two are about getting you to do what they want, one is about getting animals to do what they want, and a fourth is about them doing what they want without you knowing about it. In any social-focused interaction, Vampires would almost certainly win over the long run. Vampires' power is, by and large, social. I've never really understood the "who'd win in a fight" mentality.
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