Author Topic: Rules  (Read 1784 times)

Offline Dainul

  • Posts: 46
  • <witty comment here>
Rules
« on: 08:51, Wednesday 03 Sep, 2014. »
Simplified werewolf rules set - should give you the basics of how the game works for those who don't know.
Ananasi (link expires 10th September)

I will be awarding extra freebie points for written backgrounds.  If you want to juggle the points on your sheet around a bit after writing up a background, that's fine.

Offline Gnarl

  • Posts: 149
  • Adam
Re: Rules
« Reply #1 on: 23:48, Friday 12 Sep, 2014. »
You shall have my background... soon.

But until then I thought it might useful to link to Colin's House Rules, which I believe he shall be using. Most of them involve the whole 'Rage' thing which we are thankfully free of, but there's a few bits. Including the old style botch rules which I'm quite looking forward to.

Offline Dainul

  • Posts: 46
  • <witty comment here>
Re: Rules
« Reply #2 on: 13:19, Saturday 20 Sep, 2014. »
Let's alter these to be relevant:

Basic Mechanics

Specialisations

Quote from: W20
If you have a suitable specialisation, tens count for 2 successes.

Willpower

Quote from: W20
Spending a point of Willpower on a roll adds a single automatic success.

Quote from: Me
Spending a point of Willpower adds three additional dice.

My reasoning: I don't like the idea that spending a point of Willpoer can guarantee you will succeed on a roll, even a difficulty 10 roll.  This rule makes Willpower more varied - it may add more successes than the old system, but they are never guaranteed.  It does not remove the tension so much.

Botches

Quote from: W20
Every '1' rolled removes a success, but you can only botch if you do not roll even a single success.