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Coloursfall

nwod streamline combat

Sep 3rd, 2020
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  1. Collective Combat
  2. The basic idea is simple: all allies roll their dice together in one big pool, and split up successes to affect their opponents. This has far-reaching effects on the combat procedure.
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  4. Step One — Declare Dice Caps:
  5. In these rules, you don’t decide what your character is going to do until you already know the results. You do, however, declare a dice cap. Inspect your character sheet for dice pools that cover actions your character might want to execute during the turn. Set your character’s dice cap to the lowest dice pool for one of these actions. For example, if your character wants to use a supernatural power with nine dice, or strike with a fist using six dice, pick six dice — your character might strike or use that power, depending on how the dice fall. Include equipment bonuses.If your character opts for the Dodge maneuver her dice cap is automatically 0, but her Dodge adds to her side’s collective Defense.
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  7. Step Two — Total Dice:
  8. Create a dice pool equal to the total of all allied characters’ dice caps. Add one additional die per character to reflect strength in numbers. You’ll end up with an enormous dice pool, but don’t worry. That’s the way it’s supposed to be.
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  10. Step Three — Total Defenses:
  11. Defense works a little differently because it’s now your character’s general resistance to danger. It even applies against ranged attacks. Calculate it using the lowest of her Wits, Dexterity, or Composure, to cover mental, social, and physical threats. Add her supernatural power trait (Blood Potency, Primal Urge, Gnosis, Wyrd, etc.) to represent general protective abilities.Your character may opt not to act offensively and double her base Defense (increasing the group’s collec-tive Defense) as for the Dodge maneuver, but Brawl and Weaponry Dodge don’t function in these rules, so if you use them, don’t use those Merits.Once you know everyone’s Defenses, add them together, and add one additional point for each ally (again, strength in numbers). This is the group’s collective Defense rating.
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  13. Step Four — Roll the Dice:
  14. Subtract the enemy side’s total Defenses from the combined dice pool, just as for individual combat, with two differences: • No group is ever left with less than one die per member. If the modified dice pool would reduce the dice pool below that, convert the difference to chance dice (dice that only succeed on a roll of 10, but do benefit from the 10-again roll — see the World of Darkness 91 Rulebook, page 124). The worst a pool can get is one chance die per ally. Each failed chance die brings a dramatic failure down on one member of the group. The players choose who suffers a dramatic failure.
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  16. • If the allies face more than one group of defenders, subtract the higher of these groups’ totaled Defenses. Once you figure these pools, roll and then note each side’s successes.
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  18. Resolution
  19. After following the steps in the last section, each side will be left with a pool of successes. This is the currency they use to achieve their objectives in the fight. The successes don’t belong to any particular character or action until the players devote them to specific results. Until that point, they’re an abstract measure of the entire side’s successes. Here’s how you break them down:
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  21. Step Five — Set the Resolution Order:
  22. It’s easiest to resolve events for one group at a time. Use a variant of the phase rules (p. 89) to administer this, so that the actual results of the turn don’t take effect until every side has had a chance to allocate successes. The order of actions within a group is of critical importance. Each side has a finite number of successes to spend, so players who go first can use them up before allies can act. You can’t have ties, because this creates confusion over priority access to group successes.The easiest way to settle this is to use standard Initiative, but consider variations such as those found in this chapter. Initiative-boosting abilities should not affect this order, because it represents not just speed, but the general ability to seize control of the group’s advantages. We recommend that you vary the order every turn or scene.
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  24. Step Six — Spend Successes and Narrate the Results:
  25. Each player spends group successes on combat results, depleting the amount available to anyone who goes after her. You can spend successes on any actions with dice pools no lower than your dice cap. For example, if you picked a dice cap of six, you can spend successes on actions covered by a Strength + Brawl pool of six or a Dexterity + Firearms pool of nine, but not a Strength + Weaponry pool of four. These successes act just like successes from the appropriate dice pool. A weapon usually inflicts damage equal to its successes. A supernatural power has the effect it would impose at that number of successes, too. You can spend as many of the group’s successes as your dice cap, but you’ll probably want to spend less to leave some successes for allies’ players. You can even choose to fail by spending 0 successes, passing the opportunity along to another player
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