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Making Gauru Worth It
glamourweaver
Friday, March 02, 2012 3:39:54 PM(UTC)

I decided to start a less regeneration focused thread to discuss this. With its time limit, i feel like gauru form needs some degree of power buff. I want to find the right balance though and not go overboard and give them the same combat monster edge over all other supernaturals that the owod Garou had.

1) OWoD stat adjustments. Basically add 1 to the listed strength and stamina bonuses in all forms but hishu.

2) Savage Might from Armory Reloaded applied to combat. 9 again on strength rolls in Dalu and Urshul forms. 8 again in Gauru.

3) Regeneration enhancement. In Gauru form lethal damage heals just like bashing. Damage is removed one at a time from right to left one turn at a time. Essence can be spent to take out additional individual hits of lethal (the healing t hat would have happened also happening) OR to heal (primal urge) additional hits of bashing.

Thoughts? Can all of these stack without it going super overboard given the time limit on gauru? Should i drop the additional stat adjustments?

For balamcing purposes, i am giving vampires the hack that lets them count bullets, blades, and arrows as bashing (the adbantage of not being threatened by organ harm or bleeding out), and they only take wound penalties from aggravated sources.
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furashgf on 3/6/2012(UTC)
HeavyArms
Friday, March 02, 2012 8:57:48 PM(UTC)

I'd just stick with 2 and 3. 1 overlaps a bit much with the others.
Satchel
Friday, March 02, 2012 9:08:13 PM(UTC)

Tack bulletproofing onto the point of Armor you get, I guess.

Also, what does Primal Form get if 3 is in place?
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keepItSimple
Saturday, March 03, 2012 12:08:08 AM(UTC)

If you must tinker, and I think it's a bad idea, then stick with #2.
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hikaizer
Monday, March 05, 2012 4:56:05 AM(UTC)
I'd go with 2 as well. Mostly because my personal opinion is you really ought to be at least a little scared of Gauru if not out-right terrified. And if you're rolling 8 again suddenly your chance of triggering Death Rage gets significantly higher.
furashgf
Tuesday, March 06, 2012 6:02:41 PM(UTC)

I've had this thought myself, as I knew a bit about oWoD Werewolves and am just learning about nWoD Werewolves. In addition to seeing complaints about them being "nerfed" in combat, it's pretty common for people to say on forums that their gifts are "lame" (my words), and don't's stack up next to Geist or Vampire in coolness or power.

Is the latter true (you guys would know since you've actually finished the rules). If so, has anyone swapped in/out different powers?
TheKingsRaven
Tuesday, March 06, 2012 6:13:42 PM(UTC)

Hmmm, I'd actually suggest a different approach. Focus on the sheer terror of being up against such a beast even more than the actual damage it does.

Due to a combination of shock, pain, terror and Lunacy every point of damage done by a Gauru gives a -1 to all actions and Defence for a turn. A reflexive Resolve roll decreases the penalty by 1 per Success. This does not stack, use the worst penalty.

What I like about this is that it encourages a bit of proper wolf-style harassment fighting. One member of the pack goes Gauru and terrifies the target out it's mind, the rest go in for the kill saving their Gauru time to take over.



I'd also give Gauru Aggravated damage.
Omicron
Tuesday, March 06, 2012 6:27:03 PM(UTC)

Quote:
Is the latter true (you guys would know since you've actually finished the rules). If so, has anyone swapped in/out different powers?

Disclaimer: I am nowhere near an expert in Werewolf matters, never having played it.

But I dislike the idea of Werewolves "doing magic" - that is, having powerful magical abilities on par with Disciplines, Spells and Contracts. Gifts are nice, but I like the idea of them being subpar - provided the Uratha get enough benefits to offset this disadvantage. Like, I dunno, being a terrible machine of death that slaughters all opposition.

Whether or not the rules provide such benefits is beyond my knowledge - though I got the impression that they don't.
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HeavyArms
Tuesday, March 06, 2012 8:36:34 PM(UTC)

The problem with Gifts (and this is frankly still true from WtA) is that their utility is extremely variable. On top of this, their thematics aren't very strong. Some Gifts are easily on par with other supernatural powers, and some aren't. Some Gifts are really cool for the WOD idea of werewolves and some kinda feel tacked on.

Gifts are also on the expensive side, while not being on the higher end of the power scale. Contracts cost less XP, have Clauses, and are about the same power level. Disciplines cost slightly more (in-splat is the same, out of splat is higher for vamps) but don't have Renown to deal with, there's a more limited number of Disciplines to buy, and they're a bit more powerful. Spells.... are damn difficult to compare.

Renown is a big kicker here. Renown caps you from higher level Gifts, and it doesn't add to Gifts consistently. A vampire that invests in Dominate gets better at Dominate. A werewolf that wants to get good at the Gifts of Dominance needs to invest in 4/5 of the Renown traits.

On top of this, Uratha don't get enough inherent advantages to make up for this (if that's even something that should be compared in that sense, which I'm not sold on). They are, just comparing innate powers, one of the most ferocious in combat. Nobody else gets the offensive stuff they get. But above average equipment, and easier to access/more potent supernatural powers overwhelm that really quickly.




All that said, I agree that it would be nice if they could come up with a different model of powers for Werewolf. Mage and Geist both have unique approaches, and Changeling and Promethean variants on the Discipline model are interesting enough to make them not feel inadequate.

I know WW loves the Discipline model as a basis, but it could be interesting to do something else.
keepItSimple
Tuesday, March 06, 2012 9:05:27 PM(UTC)

The majority of Gifts suck. Mother Luna and Father Wolf's Gifts are the ones that I think are the most useful. Partial Change is the single best Gift from any tree in any book. Anybeast and Wolf Blood's Lure are close seconds.

That said, if you are a werewolf that's trying to just rush everything you're doing it wrong. Werewolves shine when the spiritual and the physical work in synergy because it's more than just the sum of the parts working together. They amplify each other. Calling Fog isn't that great when you can only do a small amount, except when you only need it in a small space, like an alley. Calling Fog into an alley when you also have thermal goggles (so you ignore the fog) and a silenced .45 is just clever.
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MysticJackal
Tuesday, March 06, 2012 11:57:53 PM(UTC)

But you kind of sum up the problem there KeepItSimple. It takes an ally way, thermal goggles and a silenced handgun to make the gift useful. Now clever thinking and cunning can make some of the owrth gifts good to, but so many of them cost so much and cant even be used most of the time.

Rage Armor for a werewolf gives 1 armor per TWO success's (so even 5 success's gives only 2 armor) and then it only lasts like one turn per success, and takes a turn to activate... Already its seeming far more limited than it needs to be. And then against silver, the werewolves greatest weakness... it is completely ignored! Oh and this is a rank 4 power.

Then theres the one that lets you shift instantly into the shadow... provided your standing next to a Loci.... Its actually good if you can get a portable loci fetish, otherwise its useless. This is rank 4 (with a rank 5 varient).

The list goes on. Some gifts are good, some are ok, almost none are worth the exp.

Another problem with Gharou is its once per scene rule. A player is forced to answer a difficult question at all times "Do I use it now or save it for later?" In games where scenes might be short "you eanter a room new scene, you leave the room new scene" its not a big deal, but in games where scenes are long "your at the old school yard showdown, scene ends when you've escaped." or "Infilrate the base and steal the plans, scene ends when you get to extraction" the one use limit becomes horrible.
keepItSimple
Wednesday, March 07, 2012 3:51:20 AM(UTC)

Please note that I did state that the majority of Gifts suck.
For any response ask yourself this: is this response a positive contribution to the conversation? If the answer is "no," click the "Cancel" or "Delete" button.

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Don't confuse feeling with thinking. They are not interchangeable.
Ephsy
Wednesday, March 07, 2012 7:57:30 AM(UTC)

I'd let werewolves be able to spend essence a turn per PU level while still each essence spent in this way only regenerating a single Lethal.

Then you have the All Good Gifts revision from the Chronicler's Guide: each gift costs 7 or 8 xp, they dont have levels and you can buy from any list. Starting Blood Talons begining with Savage Rending anyone? Or Irraka with Skin Stealing?
Furry
Wednesday, March 07, 2012 1:59:17 PM(UTC)

MysticJackal wrote:
But you kind of sum up the problem there KeepItSimple. It takes an ally way, thermal goggles and a silenced handgun to make the gift useful. Now clever thinking and cunning can make some of the owrth gifts good to, but so many of them cost so much and cant even be used most of the time.

Rage Armor for a werewolf gives 1 armor per TWO success's (so even 5 success's gives only 2 armor) and then it only lasts like one turn per success, and takes a turn to activate... Already its seeming far more limited than it needs to be. And then against silver, the werewolves greatest weakness... it is completely ignored! Oh and this is a rank 4 power.

Then theres the one that lets you shift instantly into the shadow... provided your standing next to a Loci.... Its actually good if you can get a portable loci fetish, otherwise its useless. This is rank 4 (with a rank 5 varient).

The list goes on. Some gifts are good, some are ok, almost none are worth the exp.

Another problem with Gharou is its once per scene rule. A player is forced to answer a difficult question at all times "Do I use it now or save it for later?" In games where scenes might be short "you eanter a room new scene, you leave the room new scene" its not a big deal, but in games where scenes are long "your at the old school yard showdown, scene ends when you've escaped." or "Infilrate the base and steal the plans, scene ends when you get to extraction" the one use limit becomes horrible.


Gauntlet Cloak allows you to shift into the shadow while you are not standing near a locus . At least it doesn't mention anything about that . It just mentions that "the Ithaeur may cross the gauntlet after activating the gift" . The mechanics of loci necessity to do so may be taken for granted , that's why they are not mentioned , but in the gift description this is not mentioned at all . Only that he has to reactivate the power once he crosses the gauntlet . It also lasts one turn per success .

Rage Armor is one of the worst gifts ever , I always use the per success rule , or Primal Urge as armor rating for the scene , another way to use the gift is to allow it give automaticaly armor points equal to Primal Urge when taking Gauru , afterall it is called Rage Armor , if there is no Rage there should be no Armor .

Alternatively a scene might equal to one hour ingame , so after one hour the palyer may use Gauru again . This might make Forsaken look like a PC game rather than a tabletop one . This is why I allow successful kuruth rolls to regenerate one rage turn . But this might confuse players since there is no Rage turn rating on the character sheet . I believe there should be though emotion-6.gif .
Digitalredneck
Thursday, March 08, 2012 5:25:21 AM(UTC)

When playing as one of the Urathra i never seem to have any problem kicking the shit out of vamps and changlings and whatnot. I really don't see the problem with their lethality. Can the OP provide some examples of the problem?


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Furry
Thursday, March 08, 2012 7:32:35 AM(UTC)

Digitalredneck wrote:
When playing as one of the Urathra i never seem to have any problem kicking the shit out of vamps and changlings and whatnot. I really don't see the problem with their lethality. Can the OP provide some examples of the problem?


Power Player emotion-4.gif

Our werewolf did this exact thing without pack , but I have never seen a single werewolf achieving such feats ever again . Maybe it has to do with the player-character psychological synergy .
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Digitalredneck on 3/8/2012(UTC)
Digitalredneck
Thursday, March 08, 2012 4:18:13 PM(UTC)

Furry wrote:
Digitalredneck wrote:
When playing as one of the Urathra i never seem to have any problem kicking the shit out of vamps and changlings and whatnot. I really don't see the problem with their lethality. Can the OP provide some examples of the problem?


Power Player emotion-4.gif

Our werewolf did this exact thing without pack , but I have never seen a single werewolf achieving such feats ever again . Maybe it has to do with the player-character psychological synergy .


You may be on to something there. Many things in the WoD can be ran down and torn appart with tooth and claw. But when a baddie is too tough I use the Wily E Cyote method first. Then apply tooth and claw as needed. emotion-11.gif


"...even the darkest mushroom cloud has a silver lining.". Blue Fox


"never give cocaine to a Malkavian.". Demon Cat



I post from my iPhone so I try to keep it short..And autocorrect makes me say very strange things at times.


Furry
Thursday, March 08, 2012 9:40:48 PM(UTC)

Digitalredneck wrote:
You may be on to something there. Many things in the WoD can be ran down and torn appart with tooth and claw. But when a baddie is too tough I use the Wily E Cyote method first. Then apply tooth and claw as needed. emotion-11.gif


Yup best tactic ever ! emotion-2.gif
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Digitalredneck on 3/9/2012(UTC)
J.Wraith
Wednesday, April 18, 2012 1:54:24 AM(UTC)

I like #2 but I'd tweak it a bit for balance. The other items would definitely conflict with some Gifts and cause serious overlap for players to exploit.

Suggestions:
9 again in Gauru?
8 again in Gauru under Death Rage?
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J.Wraith
Wednesday, April 18, 2012 2:21:31 AM(UTC)

Let's also not forget the "Danse Macabre" gave Vampires an awesome boots combat wise!!
OWoD - Ventrue Saying:

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Furry
Wednesday, April 18, 2012 6:44:33 PM(UTC)

J.Wraith wrote:
I like #2 but I'd tweak it a bit for balance. The other items would definitely conflict with some Gifts and cause serious overlap for players to exploit.

Suggestions:
9 again in Gauru?
8 again in Gauru under Death Rage?


I go with 9 again , I used it in my campaign and changed the game completely , I like Rage to be unstable and insecure and reroll 9 is better for this role rather than reroll 8 . I mean with reroll 8 and the boost of Gauru is almost sure you will have quite good exceptional successful attacks and death rage checks ratio .

I also remove the 1/1 armor and make Gauru ignore bashing damage and add 1 to stamina as well (+3 +1 +3) because I didn't want to have the same stamina with urshul .

I think I will make Gauru roll stamina+primal urge to resist lethal damage , soak like . I don't know ...
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Fireseed on 4/20/2012(UTC)
CrimsonShadows
Friday, April 20, 2012 1:49:08 AM(UTC)

glamourweaver wrote:
1) OWoD stat adjustments. Basically add 1 to the listed strength and stamina bonuses in all forms but hishu.

2) Savage Might from Armory Reloaded applied to combat. 9 again on strength rolls in Dalu and Urshul forms. 8 again in Gauru.

3) Regeneration enhancement. In Gauru form lethal damage heals just like bashing. Damage is removed one at a time from right to left one turn at a time. Essence can be spent to take out additional individual hits of lethal (the healing t hat would have happened also happening) OR to heal (primal urge) additional hits of bashing.

I'd at least go with 2, possibly 3.

In my own games, I'm doing a couple things to make Gauru form worth the risks. Keep in mind I chose these buffs because I think Gifts fail miserably compared to the powers of the other supernaturals, I have a fairly small group (3 players), and my group likes interacting with vampires and other WoD denizens but don't like feeling completely overshadowed.

1. Armor in Gauru form gains the bulletproof feature and is rated (PU/2 rounded up)/(PU/2 rounded up) instead of just a flat 1/1. This makes werewolves more resistant to bullets (except silver, of course) and gives a mechanical reason for high-PU wolves being able to take even more damage than young pups.

2. Bite/Claw damage is doubled to 4/2. I just can't see why the Gauru form, with its increased size and strength, should have a bite no stronger than a normal wolf's. I get that's what the increased Strength is for, but even with the doubling of damage a rifle is more dangerous than a 9-foot monster getting its jaws around you.

3. Werewolves can use PU + the higher of Stamina or Resolve to determine how long they can voluntarily stay in their warforms. Not a big difference here, but it gives an extra round or two to those that don't want characters with high base physical stats.

4. I do use a selection of the hacks from Armory Reloaded, particularly Feral Defenses, Savage Might, Mindless Rage, and Quick Regeneration.

5. The penalty to resist Death Rage is increased to -3.

Even with the boosts to Gauru, my players do most of their fighting in the intermediate forms because of the ability to use guns or Fighting Styles, plan attacks, or use hit-and-run tactics. But when stuff goes really bad, especially if a player is alone when the bad guys show up, Gauru is always there as a temptation.
Furry
Friday, April 20, 2012 12:24:25 PM(UTC)

CrimsonShadows wrote:
1. Armor in Gauru form gains the bulletproof feature and is rated (PU/2 rounded up)/(PU/2 rounded up) instead of just a flat 1/1. This makes werewolves more resistant to bullets (except silver, of course) and gives a mechanical reason for high-PU wolves being able to take even more damage than young pups.

2. Bite/Claw damage is doubled to 4/2. I just can't see why the Gauru form, with its increased size and strength, should have a bite no stronger than a normal wolf's. I get that's what the increased Strength is for, but even with the doubling of damage a rifle is more dangerous than a 9-foot monster getting its jaws around you.

3. Werewolves can use PU + the higher of Stamina or Resolve to determine how long they can voluntarily stay in their warforms. Not a big difference here, but it gives an extra round or two to those that don't want characters with high base physical stats.

4. I do use a selection of the hacks from Armory Reloaded, particularly Feral Defenses, Savage Might, Mindless Rage, and Quick Regeneration.

5. The penalty to resist Death Rage is increased to -3.

Even with the boosts to Gauru, my players do most of their fighting in the intermediate forms because of the ability to use guns or Fighting Styles, plan attacks, or use hit-and-run tactics. But when stuff goes really bad, especially if a player is alone when the bad guys show up, Gauru is always there as a temptation.


1) 1 issue here : it is called Primal Form , whatever change you may do it should not overcome the effects of this gift , make changes to both forms . 2)I would recoment +3 for bite +2 for claw , +4 in Primal for for bite , +2 claw as well .

3)This is good idea . Or resolve . Or even of sum of resolve +stamina+composure +Primal urge , mmm ... too much Iknow....

4)Savage Might and regeneration ara good hacks for Gauru .

5)Nyaaah, the -2 penalty is enough to ruin the session allredy hehehe .
CrimsonShadows
Friday, April 20, 2012 3:29:44 PM(UTC)

Furry wrote:
1) 1 issue here : it is called Primal Form , whatever change you may do it should not overcome the effects of this gift , make changes to both forms . 2)I would recoment +3 for bite +2 for claw , +4 in Primal for for bite , +2 claw as well .

3)This is good idea . Or resolve . Or even of sum of resolve +stamina+composure +Primal urge , mmm ... too much Iknow....

4)Savage Might and regeneration ara good hacks for Gauru .

5)Nyaaah, the -2 penalty is enough to ruin the session allredy hehehe .


1) I don't have anyone with PF yet, but if anyone does get it I'll likely boost its attacks. Its stats (Health, Strength, etc) are already much better than the warform. Plus, since you're still in dire wolf form, just bigger, the FS Tooth and Claw can be used. That's one of the styles most used by my players, so it'll allow them to keep using those moves. If the armor becomes a big deal (unlikely since right now the best in my group is only 2/2) I'll make it the same as my Garou form.

2) Possibly. Since all of my players are non-combat builds, a little higher damage helps them avoid a chance die that much more. Against many spirits, they're still often left with just a few dice even with the boosted damage. The first two players mostly serve as distractions, wearing down Defense for the last guy.

3) I thought about it, but I think that's one of the suggestions in 'War Against the Pure.' Since things are building toward an all-out war between the Forsaken and Pure in the Rockies, that may very well come into play down the line.

4) Yeah, they really are.

5) It definitely is, but the increased penalty makes it so players KNOW they're taking a gamble by assuming warform. They'd better have a good reserve of Willpower if they want to maintain control and not risk endangering innocents.
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Furry on 4/20/2012(UTC)
MCN
Friday, April 20, 2012 4:20:22 PM(UTC)
I really think the majority of the Gift problem can be solved just be using the hack from the Chronicler's Guide. Things are cheaper, they cost a flat amount each.... Seems to work a lot better.
CrimsonShadows
Friday, April 20, 2012 4:43:18 PM(UTC)

MCN wrote:
I really think the majority of the Gift problem can be solved just be using the hack from the Chronicler's Guide. Things are cheaper, they cost a flat amount each.... Seems to work a lot better.

Possibly, and I probably would have used that if I'd known about it before my campaign started. As it is, most of my players' favorite Gifts (particularly the Technology and Elemental Gifts) are tossed aside using the system introduced with 'All Good Gifts.'

Instead, I tried to separate Renown from Gifts somewhat. Renown costs 2/3, doesn't provide a free Gift, and doesn't cap what level of Gifts you can know. Instead it's mostly used for social situations with spirits. Gifts are priced at 3/4. This way, the cost is essentially the same as Vampire Disciplines - 5/7 for a new ability and a +1 bonus to the roll.
Fireseed
Friday, April 20, 2012 5:14:15 PM(UTC)

Just give Gauru 9-again Strength.

One of the key elements to the tone of the setting is the instability of your most powerful form. Your character should almost (read: almost) be afraid to use it. That nagging fear of what might happen if she loses control, like she did last time, should be something that constantly hounds the character, made all the worse by the power and potential relief it brings. This inherent conflict of interest is what gives Gauru form its flavor.

Mechanically, however, things have to work differently.
It can't be so powerful that it renders your other four forms completely obsolete in combat, but it can't be restricted in such a way that it's not an attractive option.

This sets up a balancing act between player expectations, story themes, and actualized mechanics.

The Frenzy of Gauru form gives it the story element and ensures that your other forms (especially Dalu and Urshul) are viable and attractive in combat. It does, however, limit the player by not giving them much control over a very thematic part of their character's core concept (namely being a werewolf).

Worse, possibly, is that many characters will develop in directions that Gauru form simply doesn't benefit from (read: firearms and fighting styles). Many a savvy player I've spoken to have complained that Gauru form just wasn't perceived as attractive enough at higher tiers of play for what they have in mind. This is a thematic breakdown because you have players who simply don't care about their most iconic form and will actively avoid it for mechanical reasons and not character reasons.

The X rounds in Gauru form per scene thing was used to alleviate some of this by providing the player with a certain amount of time they could play around in this monstrous form. In doing so, however, I think they underestimated how much it disincentivizes a player mechanically.

It doesn't take much to notice that Urshul is only modestly behind Gauru in terms of pure offensive potential, immediately bringing into question the validity of the short time you can spend in Gauru. In this light Gauru form isn't a big, bad monster wolf so much as a slightly meaner mini-rage mechanic. Nice, but thematically underwhelming. I should note that I don't agree with this because the extra health and ability to ignore wound penalties I feel does justify this, but I can whole heartedly see why a player would think otherwise and believe that a minor tweak could offset this without breaking the game.

Giving it the 9-again rule on all strength rolls will have a dramatic impact on all of this.
-Part of it is purely psychological; you can write out the statistics curve for the 9-again rule and it's seriously
not that huge, but to a player it's like game-candy. Gauru form just feels more powerful when you see that 9-again note on your character's combat sheet.
-At character creation the 9-again rule will not be significant enough to unbalance the game, but as the character grows in power their Gauru form will scale up better. This will help keep Gauru form a viable and attractive option to most combat-oriented characters (because admittedly it's still just not attractive to a gun-nut).
-It also makes Death Rage that much more threatening, reinforcing the horror theme associated with Gauru.
CrimsonShadows
Friday, April 20, 2012 5:26:09 PM(UTC)

I think it really comes down to each group and what they feel is enough of a boost to make Gauru worthwhile. Both player preferences and the campaign itself are the biggest part of determining how much to improve warform. What is enough incentive for one player won't be for another. You're spot-on when it comes to the Fighting Styles and guns. They're a large part of many players' combat tactics and the fact Gauru prevents both is a huge drawback, not to mention the increased threat of Death Rage.
Fireseed
Friday, April 20, 2012 6:01:52 PM(UTC)

If you want more I would suggest reading through War Against the Pure and consider using any number of the adjustments that come with Luna's blessing. There's a whole gamut of ways to bolster your character's gauru form listed from stat boosts (+1 strength, etc) to triggers (gain 1 essence upon going into Gauru form, etc.) to special and slightly overpowered effects (Rahu can use fighting styles in Gauru form, Ithaeur can use non-reflexive Gifts in Gauru, etc.). These are all intended to be signs of Luna's favor, but they can easily just be rolled into your auspice's normal bonuses.

There was also one thing that I saw that I was tempted to include, but it affects more than just Gauru form. Specifically giving Gauru, Urshul, and Urhan the higher of Wits or Dexterity when determining Defense.

I was aiming at a solution that gave the largest feasible change to the widest amount of issues surrounding the problem using the smallest adjustment possible. Your group could feel that werewolves need to be combat monsters with 9-again and 8-again strength rolls, higher natural weapon bonuses, free time in gauru, immunity to bashing damage, auto-aggravated damage, or any number of things. That's up to you and your group.

I find this particular solution the most attractive because it is simple and it addresses all the issues at hand without breaking anything or requiring extra reading.
CrimsonShadows
Friday, April 20, 2012 6:10:27 PM(UTC)

Fireseed wrote:
auto-aggravated damage


I really considered using this one, but it just seemed a bit too much. Maybe if I used Mage or Geist I'd toy with using it. But I try to never cross those two with the other supers because of the huge power differences. That plus the fact you'd probably have to house-rule something about using Gauru against other werewolves into being a sin against Harmony since every silver/aggravated damage power I've seen calls for such rolls.
Fireseed
Friday, April 20, 2012 6:30:35 PM(UTC)

Among its problems are that it warrants a new harmony sin for using Gauru form against other werewolves, requres a replacement for Savage Rending in the Father Wolf gift list, and makes aggravated damage far too easy to get a hold of.

It's a simple solution that ends up breaking a lot of things. Which is why I wouldn't suggest it.
CrimsonShadows
Friday, April 20, 2012 6:36:21 PM(UTC)

Savage Rending would still be fine, since it allows for Agg damage in Urshul and other forms. That's the biggest attraction I can see - combining Agg damage with fighting styles? Giving even the simple wolf or human forms a very nasty bite? Ouch. But yeah, the fact that everyone would start with automatic access to the most lethal damage out there is why I decided against it.

Sadly, I've found many simple solutions break things somewhere, which is why it's always tricky to start altering rules.
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