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DIR Return to: 2015 Errata Discussion
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#Post#: 939--------------------------------------------------
Shifters and Vampires; AKA "Special" Characters
By: hjordanr Date: June 24, 2015, 10:05 am
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I believe by this point everyone realizes that "shifters" are
broken and need to be fixed. The first document below are the
rules for natural werecreatures and vampires as they are
currently being run. Below are documents detailing the changes
that I would like to see both to the current vampire rules and
the current natural shifter rules. I've seen a couple other
people offer up their ideas about changes to shifters and many
of my points are the same.
Character point costs to play shifters will still exist after
these nerfs due to the fact that being a natural shifter grants
access to many abilities that most other characters would have
to spend a great deal of time and effort trying to access such
as naturally healing wounds, gaining magical effects, plane
shifting, and some monster skills.
Here are a few larger points explaining my overall goals with
these changes:
1. I wanted to strip the current rules of as much of their World
of Darkness terminology as possible. I feel as though the sheer
amount of jargon in the current document may be overwhelming for
anyone unfamiliar with the terminology and would be off-putting.
2. Vampires are a logistical nightmare for a player character
due to their inherent nature of being nocturnally active. The
half-vampire was devised to allow for players to have access to
vampiric abilities without the issues of playing a vampire.
3. Shifters as they are now get too much for free. These
changes give them access to skills that they can use only while
shifted at a reduced price allowing them to still be effective
but not broken.
#Post#: 942--------------------------------------------------
Re: Shifters and Vampires; AKA "Special" Characters
By: togapika Date: June 24, 2015, 7:04 pm
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What weaknesses do half-vampires have? Are the generation costs
listed for a half-vampire? Can a vampire become immune to
sunlight via a magic item?
#Post#: 943--------------------------------------------------
Re: Shifters and Vampires; AKA "Special" Characters
By: hjordanr Date: June 24, 2015, 7:40 pm
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Half-vampires have no innate weakness at least not any more-so
than any mortal is considered weak to being stabbed. Their
drawback is that they have a relatively small Blood Pool, have
to pay 8 CP per vampiric effect they purchase, may only
regenerate one blood per day or must find a vampire to drink
blood from, and they may only purchase any discipline up to
third level. Half-vampires do not have generation whatsoever,
they are limited to the blood pool they have. I personally
wouldn't want vampires to ever be able to bypass their inherent
sunlight sensitivity even through magic.
#Post#: 983--------------------------------------------------
Re: Shifters and Vampires; AKA "Special" Characters
By: Zaud Date: July 5, 2015, 9:58 pm
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Sadly not everyone believes 'shifters' were unbalanced. But I am
glad the discussion is now public. I like the changes that are
being proposed.
I will always fall back to the question: How does it add to the
game, is it worth making life more difficult for new players in
having more to read. If humans have social advantages, it works
out, otherwise. Just a way for power gamers to power game.
What do monster character races give up? (just a question to ask
when thinking of balance)
#Post#: 985--------------------------------------------------
Re: Shifters and Vampires; AKA "Special" Characters
By: hjordanr Date: July 6, 2015, 10:12 am
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Well, there are a couple of things that are to their detriment.
Regular races do not have a character point cost associated with
playing them. Also, vampires and shifters are hated and feared
and are more likely to be run out of town or attacked because of
that. For the Thralls and Half-vampires, the vampiric blood in
their systems reads as evil and corruption which sews distrust
between them and those who are able to detect that sort of
thing.
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