In message <1140974980.3...@i40g2000cwc.googlegroups.com>,
CthuluKitty <vtana...@riseup.net> writes:
>> - The V:TES rules changed several basic rules and card texts (aggravated
>> damage, dropping paralyse, 2 strength became +1 strength on many
>> vampires etc.) without changing the rules on Dodge.
>
>I thought aggravated damage was changed back to the original Jyhad
>rules--after a period of time where the first point both sent the
>vampire to torpor and required him to burn blood to prevent
>destruction. How are the rules different from the original printing?
The original rules were unclear on what happened when multiple points of
aggravated damage came from multiple sources. e.g. a Dawn Operation
causing aggravated damage in combat, with two separate sources - my hand
strike and my Wolf Companion.
The ambiguity led to an interpretation, sometimes known as packeting.
(A google search for "packet" or "packets" will probably turn up answers
as a result.) As with Dodge, it's arguable if this interpretation was
"correct", but it became the right way to play until V:TES was printed.
Under the packeting rules, the first point of aggravated damage from
each packet (separate source) caused you to go to torpor. If you had
three separate sources of aggravated damage for a point each, they all
sent you to torpor. Amongst other things, this meant that a plain
vanilla Ivory Bow could NEVER burn a vampire. Nor could Pulled Fangs.
Nor could a 1 strength hit with Sengir Dagger. And so on.
Under the V:TES rules, the point that sent you to torpor also caused you
to burn a blood (or burn the vampire). This meant that against an empty
vampire, Ivory Bow, Pulled Fangs etc. could burn you. This
significantly upped their utility on the power curve. Additionally,
only the first point (regardless of source) sent you to torpor, so an
Ivory Bow wielding Dawn Operation user with a Wolf Companion could burn
a vampire on 1 blood, for example. (2 points of agg damage. First
sends to torpor and burns a blood. Second burns the vampire.)
Under the re-worked rules, official since LSJ's rulings and then, later,
printed in Sabbat War, the packeting was removed from the Jyhad rules.
The first point of aggravated damage against a non-wounded vampire sends
them to torpor, causing them to not burn a blood in the process. Each
point after that causes them to burn a blood to prevent destruction.
So, being hit with a Wolf Companion who's doing aggravated damage and an
Ivory Bow shot can burn you - if you're on zero blood.
It's harder to burn a vampire than in the V:TES rules, but easier than
in the Jyhad rules.
I'm not entirely certain if either set of rules (Jyhad or V:TES) dealt
extensively with the concept of dealing with aggravated damage being
dealt to a vampire who is already in torpor and can't be arsed to check.
(Would it re-send them to torpor, even though they were already there,
or would it notice etc.) There may be another quirk there.
Bottom line is: in Jyhad, you really wanted 2 agg damage from one source
to burn a vampire outright. This was what Flamethrower was for. In
V:TES, you could do it if the vampire was empty and you had a single
point. In the current rules, you need X+2 damage (at least one of which
is aggravated) if the vampire is not in, or on their way to, torpor
already.
>On this point, it's worth noting that a friend I occasionally play with
>is very unhappy with the way aggravated damage was re-ammended. The
>way it works is slightly confusing, and the fact that at times
>(whenever damage=B+1 where B is the amount of blood on the wounded
>vampire) aggravated and normal damage do the exact same thing is a bit
>odd.
It's a little odd, but lots of things in the game are a bit quirky
around the edge cases like that. The thing is, you know what these are
most of the time - here, it's pretty easy to work out, for example - and
plan to not run into them as best you can.
To be honest, I'd quite like to see 5 normal damage be slightly weaker
(somehow) than 5 aggravated damage in the situation you describe, but
there isn't a useful halfway house between the current rules and the
V:TES rules that I've ever been able to find. (If you can find one,
please feel free!)
Corner-case situation: Regenerative Blood doesn't help you against
aggravated damage but doesn't against normal damage, and Brother's Blood
can't stop a vampire from going to torpor because the first point of
aggravated damage is neither healed nor burned to prevent destruction.
But then, Sword of Nuln doesn't help you when it comes to aggravated
damage (because aggravated damage isn't healed), so there's up and
downs.
So yes, in principle, I sympathise. In practise, I can't see a useful
alteration that wouldn't either be tinkering for the sake of it or
unnecessarily complex.
>I wonder if this rule was specifically ammended because Pulled
>Fangs (which used to inflict 1 aggravated) was being used to burn
>vampires. Now that PF has been fixed, the rules could be switched back
>to the original VTES version, but it's very unlikely that this will
>happen.
No.
No-one, least of all me, would deny that Pulled Fangs was a powerful
card at the time, or would claim that it wasn't one of the reasons why
people looked at aggravated damage and said "Hmmm, that's a bit awkward
isn't it?"
However, the rules on aggravated damage and the text fix to Pulled Fangs
were made *at the same time*.
http://www.thelasombra.com/rules/RTR7-7.htm
The generally accepted wisdom these days goes along these lines:
- Aggravated damage in general was too good in V:TES. Whether packeting
existed or not in Jyhad, an Ivory Bow on its own couldn't burn a
vampire. Nor could Igo with a claw card on an empty Justicar.
- On top of that, Pulled Fangs was too good anyway. It gave free
aggravated damage, and could stack. With enough copies, you
could burn anyone. So it was toned down. From
http://www.white-wolf.com/VTES/migration.html, I believe that
the "doesn't stack" came in SW, though the change to aggravated
damage came with the 7/7 rulings.
I'd also note that there was a general problem game-wise at the time in
that a number of pro-strategies (those that help you win) were quite
awkwardly powerful, when their counterpart defensive strategies (those
that stop you being ousted / run over by a deck) were a bit rubbish.
Specifically, Return to Innocence made horrendous bleedzooka decks
possible, and Thoughts Betrayed made combat defence nigh-on impossible
against determined opposition. (Horribly aggressive vote was sort of
nuked with the Tomb re-write, but also needed Legacy of Pander to be
dealt with to complete the set.) And there was essentially a global
nuke across a range of rules facets *and* cards, to tone down a lot of
strategies.
Most such strategies are still viable, but aren't as outright powerful
now. Thus giving rise to an environment where a slightly fragile Choir
deck can still do well without getting a Tomb of Rameses Arika Soul Gem,
Freak Drive, Return to Innocence up its ass second turn. Ditto, a wide
variety of combat decks can flourish without Thoughts Betrayed killing
them.
But pretty much all of the *rule* changes, as opposed to textual changes
on cards, came about because of a conspiracy of multiple cards and
strategies coming together (or being hosed together). Looking down the
list in 7/7 (and 6/23), the significant rules changes have a lot of
history to them - (D) not over-riding targets but merely indicating a
typically (D) action (which could also be non-directed, if you took the
relevant actions) had a whole host of useful applications, particularly
with toning down bleed decks which would "randomly" bleed cross-table.
(The player's intention may, of course, not be random, but the effect
was generally quite a way outside of the predator-prey dynamic that
Richard Garfield had been trying to establish, IMO.) Equipment being
non-optional was hardly killer, but fixed a wide variety of headaches
(largely involving Writ of Acceptance, as noted). Aggravated damage
fixed a wide range of perceived problems also.
<dropped or streamlined rules>
>Don't forget Close Quarters, a rule from the original Jyhad rulebook
>that was literally never used on even one single card, even though
>Storm Sewers had the exact same effect.
Ooh, there's a rule I'd expunged from my memory. Thanks. :-)
Always useful to have more examples to hand.
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