-
October 7th, 2013, 16:20 #11
The main difference was that the new systems were more balanced across the board, and interaction between the games was streamlined, so it was quite possible to have a fae muse, a Toreador, a Geist, and the one of the Forsaken in your game (not sure about Promeathen - mind you I was never to sure about that system). Regardless, all the new systems are covered in the nWoD as posted below. This ruleset would be incredible, though, for running The Masquerade, the Apocalypse, the Dreaming and (hopefully <<ahem>> Exalted. There is the power within FG to do precisely that (as seen in the nWoD ruleset) it's just a matter of getting the XML code right for each "flavor" of game (in est adjustment of character sheet, and skills). One question though, how on earth did you keep the dog on the leash with agents of the Wyrm about him?
Regards,
SFAliens.... Go fig?
-
October 7th, 2013, 19:23 #12
- Join Date
- Jun 2009
- Location
- France, near Paris
- Posts
- 305
Hello, i am sorry because you are waiting the extension for vampire the dark ages. i am working on the page 3 and scripting it. just i have finished the first character sheet page.
-
October 7th, 2013, 19:32 #13
-
October 8th, 2013, 14:43 #14
- Join Date
- Mar 2007
- Posts
- 477
LOL We almost never had any down-time when we weren't being attacked by more dire and deadly agents of the Wyrm, so it wasn't really a problem. Just point her at the bigger threat and stay out of the way. That, and the characters were rather devoted friends prior to one of them being embraced; role playing did most of the work there.
-
October 8th, 2013, 16:31 #15
-
October 10th, 2013, 10:43 #16
- Join Date
- Jun 2009
- Location
- France, near Paris
- Posts
- 305
There are some bugss with the new alpha version of FGIII so i release the 1.6 version of the ruleset here :
https://dl.dropboxusercontent.com/u/...set/VtM1.6.pak
-
November 3rd, 2013, 13:51 #17
- Join Date
- Jun 2009
- Location
- France, near Paris
- Posts
- 305
It is possible to increase or decrease a dice pool with an effect ?
-
November 3rd, 2013, 15:59 #18
Just off-hand, I'd say no, unless a discipline would allow an increase in die pools. V:TM doesn't really have a concept of "effects" so to speak. Most adjustments come from splitting die pools to take an action and disciplines usually involve a modifier to successes, Now that is based off of memory (I don't have the rulebook in front of me). What type of effects were you thinking of?
Aliens.... Go fig?
-
November 3rd, 2013, 16:41 #19Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
-
November 4th, 2013, 06:26 #20
- Join Date
- Jun 2009
- Location
- France, near Paris
- Posts
- 305
What type of effects were you thinking of?
You'd need to program this into the ruleset. Doing a check for the specific effect during the dice pool roll stage and adding/removing dice as necessary.
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)
Bookmarks