Rules In-depth

“Special quotation regarding Character Examples..”

New rule system Edit
The new World of Darkness rules are much more streamlined than the previous system. One 10-sided die is rolled for any ‘dot’ possessed in Attributes and Skills, and 1 success is achieved for every die showing a result of 8 or higher. The “10-again” rule has been added, in that a 10 indicates a re-roll, and the 10 still counts as a success (this rule was present in the original WoD only for Traits ranked at least 4 out of the usual maximum of 5, and then only for a “Specialty” or particular sub-field of the Trait’s application). If another 10 is rolled, this step is repeated until anything but a 10 is rolled. ‘Exceptional Successes’ are indicated by having 5 or more successes on the action and can be regulated by the Storyteller. ‘Dramatic Failures’ are now only possible on “Chance” die rolls: When a dice pool is reduced by penalties to 0 or less, a single Chance die is rolled. If a 10 is rolled, it is a success (and, as mentioned above, is re-rolled). If the result is less than 10 but not 1, then it is a ‘Simple Failure’. On a Chance die, if the roll is a 1, then it is a ‘Dramatic Failure’, which is usually worse than a Simple Failure of the action and is regulated by the Storyteller (although examples of Dramatic Failures in certain situations are occasionally given).

The game also features a much more simplified combat system. In the old system, each attack made during a combat scene could easily involve 4 separate rolls and, in many cases, required more due to supernatural abilities possessed by the characters. Combat scenes involving large numbers of combatants could take a very long time to resolve. The new system requires only 1 roll which is adjusted by the defensive abilities of the character being attacked and represents both the success and failure of the attack, as well as the damage inflicted (indicated by number of successes).

The nature and demeanor rules which represented the personality of the characters that were common in the old games have also been removed. In the new system, characters have a virtue and a vice trait that not only represents the personality of the characters, depending on how well the player role-played the trait, but also represents actions that the character can take in order to regain willpower points that have been spent during the course of play. The vices are the same as the deadly sins (lust, gluttony, greed, sloth, wrath, envy, pride), while the virtues correspond to the four cardinal virtues (prudence, justice, temperance, courage) and three theological virtues (faith, hope, charity). In the game’s second edition, players do not select virtues or vices from a list. Instead, they may select any lofty ideal to be their Virtue, and any guilty pleasure to be their Vice.

The morality stat represents the moral outlook of the character and the notion that, as a character takes more and more morally questionable actions, he/she will eventually stop feeling bad about it. A character with a high morality would be more moral and saintly, while a person with a low morality would be able to take more dubious actions. As a person’s morality falls, they run the increasing risk of becoming mentally unstable. This, too, was changed in the second edition. Morality was replaced entirely by an “integrity” stat which reflects a character’s mental stability. Integrity can be lowered not only by performing questionable actions, but by witnessing or being subjected to the horrors, supernatural or otherwise, that occur in the setting.

Rules In-depth

World of Darkness - Alpha Network Greyman Greyman