The Free Man:Everywhere I go, I here complaints and statements about how much more POWERFUL oWoD werewolves were than the nWoD werewolves.
The Free Man: What exactly is the difference between the two?
WolfMan86:Taking away the Garou's ability to deal aggravated damage with his claws is huge in my opinion.
WolfMan86:And I have yet to read the part where Essences allows me to spend a point and get multiple actions like Rage did.
WolfMan86:Taking away the Garou's ability to deal aggravated damage with his claws is huge in my opinion. I'm trying to get a copy of the NWOD Rulebook and the VtR Corebook and see how combat and damage works. And I have yet to read the part where Essences allows me to spend a point and get multiple actions like Rage did.
Ophidimancer: WolfMan86:Taking away the Garou's ability to deal aggravated damage with his claws is huge in my opinion. Different game, different default power levels. No one has automatic access to aggravated damage and aggravated damage is hard to mitigate and heal for everyone. It's become more a nuke than a regular weapon. WolfMan86:And I have yet to read the part where Essences allows me to spend a point and get multiple actions like Rage did. That's because it doesn't. Multiple actions are another thing that no one really has the power to do anymore. They also changed Celerity to not grant multiple actions. So far the only thing that allows multiple actions are high levels of Fighting Style Merits which anyone can get and only apply to attacks.
WolfMan86: So do I have to get the WoD Corebook to find the rules on combat, turns,and actions? Cause my WtF corebook doesn't have jack. And I'm assuming splitting dice pool no longer works.
Zeev: WolfMan86:Taking away the Garou's ability to deal aggravated damage with his claws is huge in my opinion. I'm trying to get a copy of the NWOD Rulebook and the VtR Corebook and see how combat and damage works. And I have yet to read the part where Essences allows me to spend a point and get multiple actions like Rage did. Both of these are basically general adjustments to the nWOD baseline. Dealing aggravate damage is much more difficult in the nWOD (it either takes overloading the target's Health, taking advantage of supernatural weaknesses, or paying XP for magic that does it). Supernaturals do not innately do Agg anymore, across the board. Werewolves don't have to worry about enemies that have 12+ soak dice against everything that isn't Agg, and only deal Agg back as it is. Likewise, multiple actions take XP to get, and are specific. There is no dice-pool splitting or low-level 'take X extra instant actions this turn' in the nWOD. If the Uratha had Agg dealing claws naturally, and could spend Essence like Rage for extra actions, they would be brokenly overpowered in the nWOD.
Christian A: WolfMan86: So do I have to get the WoD Corebook to find the rules on combat, turns,and actions? Cause my WtF corebook doesn't have jack. And I'm assuming splitting dice pool no longer works. You can't play any of the WoD games without the WoD Corebook.
WolfMan86: So far, I think the WtA storyline is darker and more urgent.
WolfMan86:I liked the bad history the Garou had with one another. It gave it some spice.
WolfMan86:I'm assuming Rage and Gnosis was replaced by Essence. Primal Urge reminds me of the Generation stat in VtM.
Zeev: WolfMan86: So far, I think the WtA storyline is darker and more urgent. I'd say the bigger difference is scale. Forsaken focuses much more an a pack an its territory rather than a global fight to the finish. The darkness and urgency present in play depends on the people playing. A looming apocalypse is only urgent if it is really going to happen (obviously it did 'happen' in the oWOD, but that's not a necessity). The threat of the Pure coming to drag your family away to 'convert' to their way of doing things is only urgent if it is happening or an obvious threat. WolfMan86:I liked the bad history the Garou had with one another. It gave it some spice. There's a lot of bad history for the Forsaken. WolfMan86:I'm assuming Rage and Gnosis was replaced by Essence. Primal Urge reminds me of the Generation stat in VtM. Sorta. All of the nWOD 'major' templates have a power stat. Primal Urge is the one for WtF. It basically combines your permanent ratings in Rage and Gnosis into one place, and then Essence replaces temporary dots and it governed by Primal Urge. Though this is mechanically not thematically for the most part. This exists for a few reasons: 1) Less book keeping. There are less spendable traits to kept track of and worry about. When you're making up powers, you don't have to decide between Rage or Gnosis, since there is just Essence to spend. 2) More unified WOD system. Since all the major supernaturals have a power-stat, there can be the rule that allows power-stats to substitute when resisting powers. If a vampire uses a power with a dice pool of, "Presence + Intimidation + Hypothetica - Target's Composure - Target's Blood Potency," the werewolf gets to swap Primal Urge for Blood Potency. It also frees up the 'spiritually in tune' aspect of Gnosis and lets it go to Harmony, giving the Uratha a morality trait. 3) It makes the werewolves more spirit like mechanically, which emphasizes their half-breed nature.
The Free Man:Everywhere I go, I here complaints and statements about how much more POWERFUL oWoD werewolves were than the nWoD werewolves. It seems that it's even made some players hate the latter quite a bit. What I want to know is: What exactly is the difference between the two? I'd like this answered from both a fluff and mechanics based standpoint if you don't mind. ^_^
Yeled:Yep, if you're starting with the assumption that Apocalypse is the norm, Forsaken werewolves might feel underpowered. The way to deal with that is remove the assumption that Apocalypse is the norm. As others have said, this is a different game with different base-line power levels across the board and a different scale. It also has different themes than Apocalypse, and the Forsaken fit into the new werewolf themes very, very well. Understand that Uratha (Forsaken werewolves) are hunters, not warriors (though there is a warrior tribe). They are not designed to fight big, nasty monsters of corruption like Nexus Crawlers and rip giant, gaping wounds in them. In fact their main enemies, the spirits, are almost impossible for them to kill directly. Forsaken are designed to hunt as a pack, to harry their prey, and to slowly weaken their enemies over time. While they are still indiviudally powerful, they are much more reliant on the pack than Apocalypse werewolves were, and they must use this advantage when combating some other supernatural creatures if they want a true advantage. Of all the different core splats, Uratha are still the physically most terrible on average. By this I mean that if you threw all the different character archetypes into a pot, the Uratha would have the biggest physical advantage because even social and mystical Uratha can fight, due to their different forms. But if you try to build a physically powerful vampire, its going to be able to stand toe-to-toe with a physically powerful werewolf. Which is why its the pack and its hunting tactics that are key.