I was browsing Deja News and found a rather old article from PDB (circa
Oct/Nov 1995), and instead of doing the sensible thing and checking the rest
of the thread, thought I'd pester everyone by re-asking the question he
brought up...
[snip part about Nossie decks rocking with the exception of vs. Gangrel
1point aggro rush]
>Speaking of which, why aren't there more no discipline/don't draw (
>generic ) cards that mimic more disciplines? POT is almost entirely
>duplicated by no discipline cards: Lucky Blow, Presses, Arson. DOM is
>covered by Compu Hack, PRE gets coppied by various vote helpers, CEL is
>sort of covered by manuvers, presses and dodge, and so on and so forth. A
>fortitude rip off would be very useful for generic damage resistance, as
>would a generic additional strike ( only one and, again, don't draw
acard. )
So...anyone have feelings on this? It makes some sense, and although
there's no plans in the works for expansions, it'd be neat to see
realized...
Xian
In article <6hnmr7$p...@epx.cis.umn.edu>,
[ quoted text not captured ]
These disciplineless cards represent things that anyone can do. They
are "do not replace" cards because it is harder to do them that it is
when you have the appropriate skill.
Soaking damage, however, is not possible without certain discplines
(notably fortitude).
Similarly, there are no discplineless "do not replace" versions of Claws
or Wolf Companion or Blur or Theft of Vitae and so on.
--
L. Scott Johnson (vte...@wizards.com)
Official VtES Net.Rep for Wizards of the Coast.
(*) - Subject to review by Rules Team
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> > I was browsing Deja News and found a rather old article from PDB (circa
> > Oct/Nov 1995), and instead of doing the sensible thing and checking the
rest
> > of the thread, thought I'd pester everyone by re-asking the question he
> > brought up...
> >
> > [snip part about Nossie decks rocking with the exception of vs. Gangrel
> > 1point aggro rush]
> >
> > >Speaking of which, why aren't there more no discipline/don't draw (
> > >generic ) cards that mimic more disciplines? POT is almost entirely
> > >duplicated by no discipline cards: Lucky Blow, Presses, Arson. DOM is
> > >covered by Compu Hack, PRE gets coppied by various vote helpers, CEL is
> > >sort of covered by manuvers, presses and dodge, and so on and so forth.
A
> > >fortitude rip off would be very useful for generic damage resistance, as
> > >would a generic additional strike ( only one and, again, don't draw
> > acard. )
> >
> > So...anyone have feelings on this? It makes some sense, and although
> > there's no plans in the works for expansions, it'd be neat to see
> > realized...
>
> These disciplineless cards represent things that anyone can do. They
> are "do not replace" cards because it is harder to do them that it is
> when you have the appropriate skill.
>
> Soaking damage, however, is not possible without certain discplines
> (notably fortitude).
>
Well, anyone can soak damage with a simple endurance roll. But Fortitude
simply gives bonuses to that. The same as Potence gives bonuses to your
strength roll for damage. By that logic, a "Tough Skin" card or whatever
would seem logical. However, in practice, such a card would be horribly
overpowered. I'm not sure exactly why, but my gut feeling is that it would be
nasty, and I think most people agree. Use a Flak Jacket.
> Similarly, there are no discplineless "do not replace" versions of Claws
> or Wolf Companion or Blur or Theft of Vitae and so on.
>
But a normal person could become friends with an animal... >;)
Just playing devil's advocate a little.
-Chris
...The misuse of punctuation was a harbinger of increasing
Nazi power in pre-WWII Germany...
[ quoted text not captured ]
Xian wrote:
[ quoted text not captured ]> Xian
The fortitude equivalents are Flack Jacket and Leather Jacket. We
mere mortals who lack supernatural powers must rely on equipment. There
should definitely some cards supporting mortals normal healing power.
Additional strikes seem to me to be a facet of a supernatural power,
because NO HUMAN can ever be as fast as a Vampire with Celerity.
What there definitely should be is a Hospital Master card.
Perhaps this one:
-------
Hospital
Master (non-unique)
Cost: 1 pool
Every ally which has less life than when he came into play may gain 1
life from the blood bank during your untap phase. If he does so, tap
this ally.
An Ally can only gain 1 life during untap this way.
--------
or this one:
---------
Medic's help
Action
Cost: generic (that is: no pool, no blood, no discipline or clan need)
Choose an ally. Only usable if this ally has less life than when he came
into play. This ally gains 1 life.
Can be used by the ally him- or herself.
----------
Michael Beer
LSJ wrote:
"Soaking damage, however, is not possible without certain discplines (notably
fortitude)."
Aw cummon...where's your vision? Side Slip isn't soaking damage, it's being
really fast and "avoiding" damage. Why not something like:
Convenient Table Top
costs 1 blood, no discipline
Prevent one damage. No more than one Convinient Table Top may be used per
combat.
Picture of one guy cowering behind an upturned table and another guy punching
through it.
That would be completely balanced, cost appropriate, and concieveably makes
"game world" sense. Not to say that the enviornment desperately needs it (as
it would make the Gangrel even softer...), but it would be kinda cool...
"Similarly, there are no discplineless "do not replace" versions of Claws or
Wolf Companion or Blur or Theft of Vitae and so on"
Ghoul Retainer is pretty much identical to Wolf Companion (just more
expensive), if not actually better, and he is disciplineless...
For the most part though, yeah, but those would be _real_ difficult to explain
with game world logic as being no discipline. Side Slip, however, supports the
idea that damage prevention could be accomplished with something other than
Fortitude.
Peter D Bakija
PD...@aol.com
"They mostly come at night.
Mostly."
-Newt
pd...@aol.com (PDB6) writes:
>
> Convenient Table Top
>
> costs 1 blood, no discipline
>
> Prevent one damage. No more than one Convinient Table Top may be used per
> combat.
>
> Picture of one guy cowering behind an upturned table and another guy punching
> through it.
Another idea would be:
Feint
No cost, no discipline.
Do not replace until after combat. Prevent one damage. Your strike is
cancelled. Cannot be used if you have first strike, unless the
opposing minion also has first strike
(that last bit is mainly to avoid interpretation problems, but it's
also somewhat meaningless to feint if you're fast enough to hit first
- except that Dodge beats First Strike in Jyhad...)
--
Philippe Duchon (duc...@labri.u-bordeaux.fr)
PDB6 wrote:
> Convenient Table Top
>
> costs 1 blood, no discipline
^^^^^^
>
> Prevent one damage. No more than one Convinient Table Top may be used
> per
> combat.
Peter,
You mean costs one pool right? Otherwise, it would just be
useful for agg damage. Or am I missing a deep meaning somewhere?
Thanks,
Rob Grau
> The fortitude equivalents are Flack Jacket and Leather Jacket. We
>mere mortals who lack supernatural powers must rely on equipment. There
>should definitely some cards supporting mortals normal healing power.
In the RPG, fortitude just acts like extra stamina, except that it can
be used to soak aggro damage as well. So a tough vamp or mortal could
easily be better at soaking damage than a wimpy one with fortitude. I
think a disciplineless damage prevention card is perfectly reasonable
in game terms, if not necessarily a good idea for balance.
The thing about mortals healing is that it takes a long time. If a
vamp spends a blood point, he can accomplish in seconds what natural
healing could take months to do. While I'm not sure of the timescale
in V:tES, it makes sense to ignore mortal healing because of this. If
you take the view that each action takes weeks or something like that,
it's unreasonable that vamps collect blood so slowly by hunting, so
slowing down mortal healing by a similar factor would still render it
negligible.
>Additional strikes seem to me to be a facet of a supernatural power,
>because NO HUMAN can ever be as fast as a Vampire with Celerity.
Actually... In the RPG you get one level of celerity temporarily if
you drink the blood of someone on amphetamines... or something like
that. Don't have the player's guide handy. But you can definitely
get low-level celerity without having the discipline. So a
disciplineless additional strike, maybe only for kindred, is not out
of the question. Much more of a stretch than the damage prevention
tho.
Another idea is that you could get additional strikes just for having
more people. As it is, an entire street gang takes one collective
punch at the vamp, or close enough. Hard to implement, tho, and it
wouldn't really contribute anything to the game.
-Dave
Robert F. Grau wrote:
"Peter,
You mean costs one pool right? Otherwise, it would just be
useful for agg damage. Or am I missing a deep meaning somewhere?"
No, I meant blood, to make the card appropriately costed. I could have gone
with just a "Don't draw up until the end of combat" instead, but that didn't
seem costly enough for an ability as potentially useful as disciplinless damage
prevention. The card I suggested (just as an example) isn't amazingly useful,
but it is good for stoping 1 point aggro hits and for taking less damage from
your opponent to avoid getting your fangs pulled or your arms ripped off.
[ quoted text not captured ]
In article <3540f38a....@news.cso.uiuc.edu>, gaus...@uiuc.edu says...
>>Additional strikes seem to me to be a facet of a supernatural power,
>>because NO HUMAN can ever be as fast as a Vampire with Celerity.>
>Actually... In the RPG you get one level of celerity temporarily if
>you drink the blood of someone on amphetamines... or something like
>that. Don't have the player's guide handy. But you can definitely
>get low-level celerity without having the discipline. So a
>disciplineless additional strike, maybe only for kindred, is not out
>of the question. Much more of a stretch than the damage prevention
>tho.
There is something very similar in Jyhad, and it's called Vial of Garou Blood.
You also get a point of potence in the deal! Not a bad card, when you have
need of it. It works well with a Malk-Antimalk deck.
>Another idea is that you could get additional strikes just for having
>more people. As it is, an entire street gang takes one collective
>punch at the vamp, or close enough. Hard to implement, tho, and it
>wouldn't really contribute anything to the game.
Especially since only very rarely do combats happen between a vamp and a gang
or group of minions. We could always make such a card, but it would be
wallpaper unless we made allies (brujah allies, mostly) easier to put in
one's deck. Beware those who would make combat cards for the Garou in the
game. I know they can destroy anything the vamps throw at them, but this ain't
Rage, it's Jyhad.
Bleu