A.P.P.L.E. |
I have Monte Cook's World of Darkness, but haven't had the chance to play it. I have, however, come up with an interesting idea for a way to use it.
I want to use it to build monsters for Pathfinder. I have no intention of using the Awakened or Mage (Pathfinder classes have both those roles easily handled), but I do plan to use the Vampire to make, well, vampires, Werewolf to make werecreatures, and Demon to make demons, daemons, and devils.
What I like about MCWOD Vampires, Werewolves, and Demons is that they have a wide variety of different powers and abilities to choose from, which will let me easily create a whole slew of unique versions of each creature simply by picking interesting combinations. No two vampires, werecreatures, or evil outsiders created with MCWOD would be the same, and I like the idea of that. It makes encounters more interesting. Plus, MCWOD is level based, so challenge ratings are easy to set.
What I need to know is the power level of MCWOD characters compared to Pathfinder characters. I estimate it at 3 levels higher than a Pathfinder character, but would like to know if I am correct on that. I have no intention of allowing my players to use MCWOD classes (I am using MCWOD classes for creating monsters only), so I don't need absolute precision with balance, but I still need to be sure I'm creating level appropriate challenges.
Jeranimus Rex |
On the Lycanthrope front: What does MCWOD have in terms of lycanthropy that using the lycanthrope template and building an NPC not cover? I'm just curious on the differences.
For level appropriate challenges: Look at the monster creation table, if the numbers fall within the margins of that chart, you should be fine for CR.
A.P.P.L.E. |
MCWOD werecreatures have an interesting array of magical powers they can choose from when they level up. They can learn how to partially shift, learn fear or illusion effects, and such. I like this, and want to bring in some of these werecreatures. The Pathfinder werecreature templates aren't necessarily bad, it's just that the MCWOD version is good.
I've been looking at the classes, and it seems that treating a MCWOD character as a character with 3 more levels than it actually has gives a good approximation of it's power compared to a Pathfinder character.
LazarX |
On the Lycanthrope front: What does MCWOD have in terms of lycanthropy that using the lycanthrope template and building an NPC not cover? I'm just curious on the differences.
The Garou are treated completely differently. You're essentially of three breeds depending on which form is natural. You're either primarily wolf, or primarily human, or the cursed result of a forbidden mating between Garou and Garou..the Metis.
There are a host of different tribes each oriented by nationality and phase of the moon. And when Garou duel each other seriously, they do it with silver knives.
You also have to understand that WOD is not D+D, it's built on a narrative foundation, not the wargaming paradigm that Gygax and Anderson's creation was modeled by. Here, the Garou are Gaia's last defense against the Wyrm of Corruption.
There are rules for the other types of lycanthropes, but most of them were nearly wiped out in conflict with the Garou so they're the extreme minority.
Following is an excerpt from the Wikipedia article:
Uratha can, theoretically, come from any part of human society, which can have a stronger or lower importance after the werewolf’s first change. Some forsake human society completely and others do not.
Most Uratha form packs of different sizes to hunt more efficiently and better protect their territory. The smallest packs consist of 3 Uratha and every pack needs a totem (a spirit who bonds with the pack).
Also, every Forsaken werewolf who belongs to a Tribe must swear the Oath of the Moon, which (roughly) describes the moral of the Uratha (called Harmony). The phrases of the Oath are:
The Wolf Must Hunt (the Uratha have to fulfill the roles of Father Wolf)
The People do not murder the People (Uratha don’t murder other Uratha)
The Low honor the High, the High respect the Low
Respect your Prey
The Uratha shall cleave to Human (Uratha are forbidden to mate with each other or with wolves and are mandated to reproduce)
Do not eat the flesh of Human or wolf
The herd must not know (the Uratha must be hidden from the humans)
Auspices
Each Uratha has an Auspice, a traditional role in Uratha society, tied to one of five phases of the moon. Luna decides each Uratha's Auspice, based on their personality and abilities; accordingly, a Uratha will go through the First Change during the corresponding moon phase. The five Auspices have the following names in the First Tongue.
Rahu (The Full Moon, The Warrior) - warriors of all kinds from brawlers to seasoned commanders.
Cahalith (The Gibbous Moon, The Visionary) - seers, storytellers and lorekeepers.
Elodoth (The Half Moon, The Walker Between) - diplomats to the spirit courts, judges and arbiters.
Ithaeur (The Crescent Moon, The Spirit Master) - occultists and keepers of spirit lore and rituals.
Irraka (The New Moon, The Stalker) - scouts, spies and trackers.
[edit] Aspects
As of Signs of the Moon, each Auspice is broken down in to further subdivisions called Aspects. These aspects emphasize strengths (in the form of bonuses or free purchases) of the Auspice but also introduce weaknesses to the character (in the form of flaws or penalties).
In short if you're looking for just mechanics... look on because there isn't much here. If you're looking for story possibilities... it's a mother lode.
LazarX |
I mostly want MCWOD for the vampires, though the werecreature mechanics look usable to me. The mechanics seem balanced enough for a monster, and MCWOD's D20 system vampire class approach allows building of a wide variety of different types of vampire.
I'm of the opinion that bringing the World of Darkness to D20 was probably the worst thing that happened to the product line. Anyone who's played both D20 and Storyteller can appreciate that the latter does not really fold well into the former.
A.P.P.L.E. |
A.P.P.L.E. wrote:I mostly want MCWOD for the vampires, though the werecreature mechanics look usable to me. The mechanics seem balanced enough for a monster, and MCWOD's D20 system vampire class approach allows building of a wide variety of different types of vampire.I'm of the opinion that bringing the World of Darkness to D20 was probably the worst thing that happened to the product line. Anyone who's played both D20 and Storyteller can appreciate that the latter does not really fold well into the former.
That's why I haven't played MCWOD. I have NWOD books, and prefer them for World of Darkness games. However, I own a copy of MCWOD, and I do like the idea of using the Werewolf, Vampire, and Demon classes for making monsters (especially the Vampire and Demon). Each vampire or evil outsider (The MCWOD Demon is equally good for devils, demons, and daemons) would be unique in it's abilities, and that would make fighting them more interesting. It's still very much a Pathfinder game without WOD elements, and my players won't be taking levels in MCWOD classes, I'll be using MCWOD classes at the GM level as a monster builder. D20 may not be good for World of Darkness games, but as a system for creating new vampires, undead, and werecreatures to use as enemies for Pathfinder characters to slay, I thing MCWOD has merit.
Wolf Munroe |
A.P.P.L.E. wrote:I mostly want MCWOD for the vampires, though the werecreature mechanics look usable to me. The mechanics seem balanced enough for a monster, and MCWOD's D20 system vampire class approach allows building of a wide variety of different types of vampire.I'm of the opinion that bringing the World of Darkness to D20 was probably the worst thing that happened to the product line. Anyone who's played both D20 and Storyteller can appreciate that the latter does not really fold well into the former.
Yes, but how do the "Monte Cook's World of Darkness" (MCWoD) d20 20-level monster classes (vampire/werewolf/demon) stack up compared to Pathfinder characters mechanically? The setting has little bearing on the mechanics. (Though MCWoD wasn't oWoD or nWoD, but a third "WoD" setting, so setting questions become disconnected anyway.)
I haven't looked at MCWoD for awhile but I remember that a level 1 MCWoD character starts with 4 hitdice. Instead of doing 4x the skillpoints and 1x the hitdice at level 1, they start with 4x skillpoints and 4x hitdice so level one MCWoD characters have a fair bit more hitpoints. (Going on up, a level 20 MCWoD character has 23 HD.) This has less significance the further you get from level 1, but it's still worth noting.
The monster abilities basically work like fighter bonus feats or rogue talents from what I recall. You may want to look through the individual powers and make sure nothing is a game-breaker before assigning it. After all, the classes were meant to be played against each other. The lack of general magic probably puts the monsters at something of a disadvantage, though there's nothing to stop you from multi-classing them into PRPG classes too, or even making the occasional gestalt spellcaster.
Anyway, I'd just advise treading cautiously, but estimate that they're still pretty close to PFRPG levels. +/- 1 CR. Been ahile since I looked at them though, like I said.
2097 |
I estimate it at 3 levels higher than a Pathfinder character, but would like to know if I am correct on that.
Yes, that's right. Keep adding 3.
One quick way to find out what PF level a particular McWoD-character is comparable to is to look at the hit dice.That said, the McWoD classes are imbalanced compared to each other and will therefore be so to PF classes too.