Draykor
January 22nd, 2024, 16:03
I understand Vampire has always been the flagship of WoD, however, I cannot be alone in loving Werewolf over Vampire.
I've noticed that I have been having to house rule a lot of issues with the WW ruleset, like how a single d10 to change forms makes it almost impossible to actually change forms it seems... I had a player fail three times in a row trying to go from Homid to Glabro losing rage the entire time until finally, they lost the wolf and could not longer do anything at all for an entire day since that whole ordeal happened around brunch. Don't get me started on how hard it is for a werewolf to actually change into a werewolf.
I was hoping to start this thread as a way for those of us like me who are lovers of WoD's werewolf but are are having a hard time reconciling with this ruleset to share some of the house rules we have come up with.
Couple things first though:
1 - If you love this ruleset then fantastic, you are the people that will keep Renegade putting out more sourcebooks so we can delve into the new lore. I love you, rock on with your bad selves.
2 - If you are of the mind to tell me to crawl back into my hole and only play second edition then cool, please point me to the FG ruleset for Werewolf 2e that I can install into FGU. I cannot seem to find it.
Anyway, here is the first house rule that I have felt the need to add:
Shape-Changing
"The rage rolls required to change shape remain the same
Players changing into a shape that requires a rage roll will roll as many dice that equal their rage. If any die is a success (Glabro/Hispo) or two die are successes (Crinos) then the werewolf change is successful. If there are not enough successes required (1 for G/H, 2 for C) then the change fails and rage is lost.
Max 1 rage lost no matter how many failures are rolled"
edit: all the grammar
edit 2: clarified my snark to refer to 2nd edition
I've noticed that I have been having to house rule a lot of issues with the WW ruleset, like how a single d10 to change forms makes it almost impossible to actually change forms it seems... I had a player fail three times in a row trying to go from Homid to Glabro losing rage the entire time until finally, they lost the wolf and could not longer do anything at all for an entire day since that whole ordeal happened around brunch. Don't get me started on how hard it is for a werewolf to actually change into a werewolf.
I was hoping to start this thread as a way for those of us like me who are lovers of WoD's werewolf but are are having a hard time reconciling with this ruleset to share some of the house rules we have come up with.
Couple things first though:
1 - If you love this ruleset then fantastic, you are the people that will keep Renegade putting out more sourcebooks so we can delve into the new lore. I love you, rock on with your bad selves.
2 - If you are of the mind to tell me to crawl back into my hole and only play second edition then cool, please point me to the FG ruleset for Werewolf 2e that I can install into FGU. I cannot seem to find it.
Anyway, here is the first house rule that I have felt the need to add:
Shape-Changing
"The rage rolls required to change shape remain the same
Players changing into a shape that requires a rage roll will roll as many dice that equal their rage. If any die is a success (Glabro/Hispo) or two die are successes (Crinos) then the werewolf change is successful. If there are not enough successes required (1 for G/H, 2 for C) then the change fails and rage is lost.
Max 1 rage lost no matter how many failures are rolled"
edit: all the grammar
edit 2: clarified my snark to refer to 2nd edition