Post by Kevin K on Oct 17, 2012 20:00:41 GMT -8
New systems! Let's discuss some ideas, and make sure we're not confused, and see what related questions come up. I plan to use this system, and in fairness to other characters who are supposed to be old and experienced, I thought I'd do my thinking in public.
I assume that most characters either have, are, or can get a specialist with 8 dice. Then there's Leadership. Related question (asked in another thread) is the Leadership roll a "social" one with respect to Presence? This could make for some serious power, no matter which side of the coin you're on. Setting that aside, let's say you get three participants, so 11 base dice +WP for 7 successes.
What's the difficulty(Q1)? Let's assume that it's six, as it's not otherwise specified. Let's say tests are a wash, though that brings up another question(Q2).
Okay, 7 successes. Now a tactical question: Surveillance or Defense? I'm thinking Surveillance, because I pretty much expect things to be breakable where Kindred are involved. So which Systems to pick? I don't quite get the System Categories, which brings up:
Let's assume the two. So here's my picks. It seems the important stuff is to cover the supernatural, and have a broad range of skills required to be successful. Clearly anything involving physical stats should be assumed to fail when Kindred are involved.
Surveillance (4)
Alarm System(Wits+Security)
Cameras(Dex+Stealth -- dex is a bummer, but want the storage)
with Off-site storage()
Animal Surveilance (Q4, Q5, Q6), assumes animalism 1?
Defense (3)
Keypad (Int+Computers)
Hidden Entrance (Perc+Investigation)
Airtight Interior (Q7)
This brings up some questions:
Whew! Let's ignore money for now, and summarize what the attack looks like. Somebody tries to break in.
At diff six, our assumed dice pools of 6 and 3 contributors (just like for the defender) gives us nine dice. At diff six plus a spent willpower, that's six successes. Test down twice, and you're still in. Except for retesting and money (a big exception!), the need to split between Surveillance and Defense gives the attacker the edge, IF they're in a concerted group.
One character on their own is unlikely to have the luck and dice pools to get in. (4 successes on Wits+Security, Dex+Stealth, and 3 on Int+Computers, Perc+Investigation all without testing down.)
If you throw in retesting until you get +2 or +3 successes, and even a modest $120k in upgrades, we're looking at some serious security.
That's enough for now. The next step is to consider the same scenario when you don't play by the rules. Aka "All Skills and Disciplines can be simulated with a large enough level of Potence."
Edit: number fixes.
I assume that most characters either have, are, or can get a specialist with 8 dice. Then there's Leadership. Related question (asked in another thread) is the Leadership roll a "social" one with respect to Presence? This could make for some serious power, no matter which side of the coin you're on. Setting that aside, let's say you get three participants, so 11 base dice +WP for 7 successes.
What's the difficulty(Q1)? Let's assume that it's six, as it's not otherwise specified. Let's say tests are a wash, though that brings up another question(Q2).
Staff Question 1: Are all havens diff 6, or is the Nosferatu underground lair easier to secure than the Gangrel trailer home?
Staff Question 2: How often can this test be repeated? If I have a specialty, I may want to do it quite often until I get +3 successes.
Okay, 7 successes. Now a tactical question: Surveillance or Defense? I'm thinking Surveillance, because I pretty much expect things to be breakable where Kindred are involved. So which Systems to pick? I don't quite get the System Categories, which brings up:
Staff Question 3: How many categories of 'cooperating' stuff are there? Just the Surveillance and Defense from the example? Or are there others?
Let's assume the two. So here's my picks. It seems the important stuff is to cover the supernatural, and have a broad range of skills required to be successful. Clearly anything involving physical stats should be assumed to fail when Kindred are involved.
Surveillance (4)
Alarm System(Wits+Security)
Cameras(Dex+Stealth -- dex is a bummer, but want the storage)
with Off-site storage()
Animal Surveilance (Q4, Q5, Q6), assumes animalism 1?
Defense (3)
Keypad (Int+Computers)
Hidden Entrance (Perc+Investigation)
Airtight Interior (Q7)
This brings up some questions:
Staff Question 4: What would the roll be for this system?
Staff Question 5: Would Animalsim 1 be sufficient for this justification?
Staff Question 6: The wording of the post seems to imply that rituals have to be "integrated" via successes on the security roll, is that correct?
Staff Question 7: Is this a standalone system, or an upgrade? What's the roll to 'defeat' it?
Whew! Let's ignore money for now, and summarize what the attack looks like. Somebody tries to break in.
At diff six, our assumed dice pools of 6 and 3 contributors (just like for the defender) gives us nine dice. At diff six plus a spent willpower, that's six successes. Test down twice, and you're still in. Except for retesting and money (a big exception!), the need to split between Surveillance and Defense gives the attacker the edge, IF they're in a concerted group.
One character on their own is unlikely to have the luck and dice pools to get in. (4 successes on Wits+Security, Dex+Stealth, and 3 on Int+Computers, Perc+Investigation all without testing down.)
If you throw in retesting until you get +2 or +3 successes, and even a modest $120k in upgrades, we're looking at some serious security.
That's enough for now. The next step is to consider the same scenario when you don't play by the rules. Aka "All Skills and Disciplines can be simulated with a large enough level of Potence."
Edit: number fixes.