Note: Everybody gets to halve superficial damage, not just Kindred of 13th Generation and lower. Also, I would love a video on Temporis, as I've been thinking about a potential Anarch True Brujah that I might play at some point.
I just use initiative ratings based on Comp+Dex / Awareness+Dex depending on the sitch, and let my players suggest different pools based on the scenario. I let players count initiative as a non-combat pool for the purposes of using Fleetness.
I started running V5 in 2021, but we like to take extended breaks in between story arcs. I love this video to catch myself up when we start up again! (Not to mention, it also was great when trying to learn the system for the first time.)
Thank you so much for this good break down, I had players with frustration, and this has helped me to explain and give them options if they feel too timid to just jump in as per closest to farthest in combat. So, again thank you very much it is greatly appreciated.
I think the book does specify that some powers take a turn to activate, in "system" entry for the relevant power. Sometimes it will say "you spend a turn doing BLAHBLAHBLAH"
Thanks to you, I'll soon be dming my first ever game of V5! Only ever played the Bloodlines game, so I was completely lost before finding your channel. Amazing work! Got another subscriber and regular viewer there =]
Thank you for this video because I was confusing the slash in the tracker box with half dmg, when those are 2 different things. It's now way more clear
Temporis was always presented as "the true use of Celerity", to the point that you cannot learn one if you learn the other (with one exception, you can get a merit that allows you to learn "True Celerity" as a localized slowing down with Temporis that functions mechanically just as Celerity). But V5 already has a ton of contradictions, why not throw that out the window too, I guess.
I'll never understand why more narrative driven games are fucking allergic to making combat and initiative straight forward. Just tell me what weapons do what and what to roll for fuck sake.
So what if Connor has a pistol in one hand and a knife in the other, and while Aaron is attacking him after dodging Connors first shot, Connor doesn't want to dodge, and instead wants to meet Aaron head on in a knife fight? Will he be able to damage Aaron twice in 1 turn if he succeeds by a margin when Aaron initiates his attack?
On 14:00 you say that on a tie against Dodge, dodge wins. Is that actual RAW? The book seems to imply that the initiator (the attacker) always wins with 0 margin when matching the opposing roll or difficulty.
Had a quick look as it's been a while and I've forgotten. I can't seem to find a rule or example that declairs either way. I would use GM's best judgement to decide which way it should go.
Hi, Can't you defend from melee/brawl attacks with you brawl pool? I would like to know your interpretation of the following combat scene: Char A is using Dementation as their active action on B Char B is attacking char A with STR + Brawl What is the defense pool of char A? -> always DEX + Athl or can it be -> STR + brawl too but he does not deal damage on a win (as this is only true for contest rolls)? Cheers
Yes you can. You can parry any attack with the same dice pool used by the opponent, str+brawl/ dex+melee as appropriate. Of course parrying claws with your fists is probably not gonna happen. You can fight back instead in which you attack, my favorite ruling is to just use your pool to fight back, but roll at a -2
Amazing guide! really useful since im planing to explain these new rules to my players (we are moving from 20th anniversary ed. to V5). I just have one doubt, if I understood this correctly a character will always have a defensive dice pool when he is under attack right? For example, "A" is running towards "B" while getting shot from 2 other characters. So if I got it right, "A" can roll defensive rolls to mitigate the damage until he gets to "B". Right? Once again thanks for your videos!
@@StrangeAdventures I was part of the NSA team that brought down the SchrekNET in 2004. Finding this video was a simple task. Jokes aside, I just went to your "Intro to Vampire the Masquerade 5th Edition" playlist and found it there. I've just repeated the same process and found it again. I was surprised aswell by the "hidden" tag, but a man's got to do what a man's got to do.
I don't mind the TTRPG rules but the Larp mass combat ones (released today) are dumpster fire. "Step Four: Narrative Resolution The battle begins. Describe the chaos and violence of a large group of vampires fighting for their lives. By default, a round of deaths occurs in the battle. Each team will have one player narra- tively describe how their character is destroyed in the messy carnage of mass combat. Players should be given the opportunity to volunteer and tell a story about how the death occurs. For example, did a character heroically sacrifice themselves to protect another? If no one volunteers, then the Storyteller shall determine which character(s) die RANDOMLY (for example, by rolling a die)." page 90-91 Laws of the Night 5th ed. Yeah I love losing a character I poured 2 years of events to a simple single dice roll.
When do disciplines go in the basic turn layout? Is it dependent on the discipline (like spitting Scorpion touch goes during the ranged attack, whereas someone doing a dominate power with the target already engaged in hand to hand goes on that first portion of the turn)?
I am currently working on a over 20page sheet Rules Guide and Summary to make it easy to find for STs and Players and to understand hopefully. (And I mean all rules from all currently existing books)
Would love to see this as I feel it is needed even just for new players or compiling options of how to operate this kind of system. Did you get it finished?
I've heard Sheepie, Mathas, and Jason Carl state "the tie goes to the player" whenever opposing characters roll the same number of successes. So in combat where A and B attack one another and get the same number of successes, but A is a player character and B is controlled by the Storyteller, I was under the impression that only A would deal damage since A is a player character? Or maybe you covered stuff about that in the video but I saw something shiny and didn't pay attention to it. =p Oh, and didn't Feral Claws used to be Aggravated damage? If so, it makes sense to turn it into unhalved superficial damage since Feral Claws is like...what, a second dot Discipline, I think? If it dealt Aggravated, that would be OP as hell. XD
I believe tie going to the player is a GM discretion rule. For combat and damage the rulebook states that both take damage if they're contested attack rolls.
@@StrangeAdventures Ahh, thanks for the clarification, Jersh! Your rule explanation videos are much appreciated. Both parties taking damage certainly makes sense given the encouragement to resolve combat in three turns whenever possible. =)
Also, I had a question about ranged combat. If two are shooting at one another and the combatants have varying degrees of cover (out in the open vs Sandbags for example) how does that affect the contested fire arms roll? Please, Help a southern boi in need !
Can you always dodge bullets? I totally understand that you can do it with celerity, but the average vampire/human shoulnd't be able to dodge bullets without having cover.
Amazing explanation man.... do you use any special rules for simple antagonists or you use the one roll thing from the book? I think is a little downer using one single roll, becouse if the player risks combat he really want to fight.... using one roll ruins this
I have used the simplified antagonists rules where they have a consistent target to beat. So it can be an enemy goon at difficulty 3 so that I don't have to track to much going on. If the player meets or beats 3 successes they win against that goon. It's from the rulebook
Not sure if this was answered yet as this is an older video! What happens if a player attempts to dodge with only a 2 to D+A with no cover? 2-2=0 so I'm assuming they take the attack no matter what? No rolling needed?
I've not looked this up but my recollection is that if your dice pool is reduced to zero then you automatically fail. So yea no rolling, I guess the enemy can roll to see how many success/damage you take.
are the bonus for melee and guns automatic, or are they rolled? IE: brass knuckles are a +1, is that added to your attack pool or is it an automatic +1 damage if you connect?
Perhaps a bit off topic but I think I might get an answer here. If a Kindred feeds on thin-bloods does it dilute their own powers, or indeed grant them thin blood abilities. E.g. if a Ventrue commits diablarie on a day-walker would they gain that ability?
You don't dilute your own powers, unless that's how the storyteller thinks it should go, for gaining thin blood powers the v5 rulebook leaves it pretty open to discretion, it states that older vampires try to gain thin blood powers through diablorie but doesn't say if it works or not
So, in a contest, you roll your dice pool and if you lose out to the other person you just don't act? So there isn't a defense then it's just your attacking dice pools? Ex: contested close combat; char A has 2 successes and char B has 3 successes in their attacks. Char A roll to attack has lower successes so they just don't hit And take damage? Yeesh.... That's brutal.
@@StrangeAdventures thank you for the response. I did (a lot!) More digging and I'm thinking it works for the majority of combats. Maybe do something a bit more dramatic for major conflicts. Minor and major conflicts perhaps. Thanks again though. Long time early vtm player/ST, then since d&d, and wanted to run vtm for people but wanted to use the new version. Anyway. Thanks!!
I've been intimidated about GMing my first campaign, but videos like this have given me assurance. Not confidence yet. lol But some assurance that as I read the rules, I can come back here and see it laid out with the graphs and examples in a way that makes sense. It's just about going with the flow and what makes sense. As you say, if the players can justify certain stats on a role, or abilities, if it fits narratively, then kudos to them for helping drive *their* story.
Anyone else think the good old days of Dex + Wits + 1d10 was easier? This requires way more adjudication. They may as well have just gone with popcorn initiative.
6 to 8 players that's isnane, it's way too much, i'm playing with 3 or 4, each players have much much time to play. I don't want to be in a table where i can speak 5 minutes every hours wtf
Wow, Vampire combat needs a major rework. It is incomprehensible, and overcomplicated. I love the setting, and skills are pretty straightforward, but combat is a mess that needs a total rework in my opinion.
How in the fuck did V5 combat get worse?? God damn it White Wolf... I don't want to have to argue with my players, I want clear combat rules. If I have to come up with everything, why the fuck should I waste money on a rule book that doesn't have fucking rules? Grrrr.... I might as well use my V2 books then. 20+ years of the same shit... God damn, how are they still in business?
Sordy but this is a horrible explanation. I like your tablestory podcasts, but this is no good. Minimize your face for more space to write or even better ,use roll20 to show it in a streamlined and structured way
I really needed this video! I'm garbage at rules and I always forget how to do combat rules!
10:17 "Elijah is trying to fist Fiona", imagine that lol...
Jersh, you're the man! Saved me a lot of time and nerves preparing to ST my first VTM v5 campaign. Many many thanks!
Note: Everybody gets to halve superficial damage, not just Kindred of 13th Generation and lower. Also, I would love a video on Temporis, as I've been thinking about a potential Anarch True Brujah that I might play at some point.
That damn Elijah and his fist. 😂🤣😂🤣😂🤣 Thank you for providing a hearty laugh for my evening.
I laughed so hard on this hahahahahha
Soaring leap elbow drops, got it.
"Initiative, begins with": Tropicana
Perfect ad drop placement
I just use initiative ratings based on Comp+Dex / Awareness+Dex depending on the sitch, and let my players suggest different pools based on the scenario. I let players count initiative as a non-combat pool for the purposes of using Fleetness.
Much better. Thanks.
Hey, the background is from Paulista Av., Brazil! Feeling at home! Great vid!!!
Tmj mano kk
Mto bom
I started running V5 in 2021, but we like to take extended breaks in between story arcs. I love this video to catch myself up when we start up again! (Not to mention, it also was great when trying to learn the system for the first time.)
Thank you so much for this good break down, I had players with frustration, and this has helped me to explain and give them options if they feel too timid to just jump in as per closest to farthest in combat. So, again thank you very much it is greatly appreciated.
Glad it helped! As always, if you change anything to make it easier or more interesting for your table I'd love to hear about it!
I think the book does specify that some powers take a turn to activate, in "system" entry for the relevant power. Sometimes it will say "you spend a turn doing BLAHBLAHBLAH"
These are the best videos for V:TM fans and thank you so much for making them. Super clear and helpful!
To be fair, as a person who can pick a lock, getting shot is a pretty good reason to fail at picking a lock
Thanks to you, I'll soon be dming my first ever game of V5! Only ever played the Bloodlines game, so I was completely lost before finding your channel. Amazing work! Got another subscriber and regular viewer there =]
Enjoy GMing!
Thank you for this video because I was confusing the slash in the tracker box with half dmg, when those are 2 different things. It's now way more clear
You could always incorporate Temporis an an enhancement of some Celerity abilities, like how Dementation is nested within Dominate.
Temporis was always presented as "the true use of Celerity", to the point that you cannot learn one if you learn the other (with one exception, you can get a merit that allows you to learn "True Celerity" as a localized slowing down with Temporis that functions mechanically just as Celerity). But V5 already has a ton of contradictions, why not throw that out the window too, I guess.
Found this channel yesterday, loved this guy. Thank you for the tips!
How do you manage automatic weapons versus single shot one ? Damage is the same, and the +1 dice if rate of fire is more seems lacking punch. Thanks
This video is so good and helpful. Thank you so much.
Thank you! Makes more sense now.
I'll never understand why more narrative driven games are fucking allergic to making combat and initiative straight forward.
Just tell me what weapons do what and what to roll for fuck sake.
im impressed that you can explain this trainwreck of a 'combat' system - but boy, golden rule hits hard for this one: we aint using it lol
So what if Connor has a pistol in one hand and a knife in the other, and while Aaron is attacking him after dodging Connors first shot, Connor doesn't want to dodge, and instead wants to meet Aaron head on in a knife fight? Will he be able to damage Aaron twice in 1 turn if he succeeds by a margin when Aaron initiates his attack?
On 14:00 you say that on a tie against Dodge, dodge wins. Is that actual RAW? The book seems to imply that the initiator (the attacker) always wins with 0 margin when matching the opposing roll or difficulty.
Had a quick look as it's been a while and I've forgotten. I can't seem to find a rule or example that declairs either way. I would use GM's best judgement to decide which way it should go.
Hi,
Can't you defend from melee/brawl attacks with you brawl pool?
I would like to know your interpretation of the following combat scene:
Char A is using Dementation as their active action on B
Char B is attacking char A with STR + Brawl
What is the defense pool of char A?
-> always DEX + Athl or can it be
-> STR + brawl too but he does not deal damage on a win (as this is only true for contest rolls)?
Cheers
Yes you can. You can parry any attack with the same dice pool used by the opponent, str+brawl/ dex+melee as appropriate. Of course parrying claws with your fists is probably not gonna happen. You can fight back instead in which you attack, my favorite ruling is to just use your pool to fight back, but roll at a -2
Amazing guide! really useful since im planing to explain these new rules to my players (we are moving from 20th anniversary ed. to V5). I just have one doubt, if I understood this correctly a character will always have a defensive dice pool when he is under attack right? For example, "A" is running towards "B" while getting shot from 2 other characters. So if I got it right, "A" can roll defensive rolls to mitigate the damage until he gets to "B". Right?
Once again thanks for your videos!
Yes, I think so. Also how did you find this video, I didn't think it'd been released yet lol
@@StrangeAdventures I was part of the NSA team that brought down the SchrekNET in 2004. Finding this video was a simple task.
Jokes aside, I just went to your "Intro to Vampire the Masquerade 5th Edition" playlist and found it there. I've just repeated the same process and found it again. I was surprised aswell by the "hidden" tag, but a man's got to do what a man's got to do.
I don't mind the TTRPG rules but the Larp mass combat ones (released today) are dumpster fire.
"Step Four: Narrative Resolution
The battle begins. Describe the chaos and violence of a large group of vampires fighting for
their lives.
By default, a round of deaths occurs in the battle. Each team will have one player narra-
tively describe how their character is destroyed in the messy carnage of mass combat. Players
should be given the opportunity to volunteer and tell a story about how the death occurs.
For example, did a character heroically sacrifice themselves to protect another?
If no one volunteers, then the Storyteller shall determine which character(s) die RANDOMLY (for example, by rolling a die)."
page 90-91 Laws of the Night 5th ed.
Yeah I love losing a character I poured 2 years of events to a simple single dice roll.
When do disciplines go in the basic turn layout? Is it dependent on the discipline (like spitting Scorpion touch goes during the ranged attack, whereas someone doing a dominate power with the target already engaged in hand to hand goes on that first portion of the turn)?
I am currently working on a over 20page sheet Rules Guide and Summary to make it easy to find for STs and Players and to understand hopefully. (And I mean all rules from all currently existing books)
Will you be making this available anywhere?
@@GustavMartling yes, I plan to make it a pdf and upload it somewhere.
I can link here too when done
Is it done? xD
Would love to see this as I feel it is needed even just for new players or compiling options of how to operate this kind of system.
Did you get it finished?
I've heard Sheepie, Mathas, and Jason Carl state "the tie goes to the player" whenever opposing characters roll the same number of successes. So in combat where A and B attack one another and get the same number of successes, but A is a player character and B is controlled by the Storyteller, I was under the impression that only A would deal damage since A is a player character? Or maybe you covered stuff about that in the video but I saw something shiny and didn't pay attention to it. =p Oh, and didn't Feral Claws used to be Aggravated damage? If so, it makes sense to turn it into unhalved superficial damage since Feral Claws is like...what, a second dot Discipline, I think? If it dealt Aggravated, that would be OP as hell. XD
I believe tie going to the player is a GM discretion rule. For combat and damage the rulebook states that both take damage if they're contested attack rolls.
@@StrangeAdventures Ahh, thanks for the clarification, Jersh! Your rule explanation videos are much appreciated. Both parties taking damage certainly makes sense given the encouragement to resolve combat in three turns whenever possible. =)
Thank you very much for you information on combat; be it verbal or weapon.
Also, I had a question about ranged combat. If two are shooting at one another and the combatants have varying degrees of cover (out in the open vs Sandbags for example) how does that affect the contested fire arms roll? Please, Help a southern boi in need !
Can you always dodge bullets? I totally understand that you can do it with celerity, but the average vampire/human shoulnd't be able to dodge bullets without having cover.
The way the book does it is you get a Dodge roll at a negative unless you have cover.
very cool explanation!
Amazing explanation man.... do you use any special rules for simple antagonists or you use the one roll thing from the book? I think is a little downer using one single roll, becouse if the player risks combat he really want to fight.... using one roll ruins this
I have used the simplified antagonists rules where they have a consistent target to beat. So it can be an enemy goon at difficulty 3 so that I don't have to track to much going on. If the player meets or beats 3 successes they win against that goon. It's from the rulebook
This feels very much like the Fate system
thanks, this has been very useful.
I wish the core rulebook was a little more straightforward. Though the lore is nice.
Not sure if this was answered yet as this is an older video!
What happens if a player attempts to dodge with only a 2 to D+A with no cover? 2-2=0 so I'm assuming they take the attack no matter what? No rolling needed?
I've not looked this up but my recollection is that if your dice pool is reduced to zero then you automatically fail. So yea no rolling, I guess the enemy can roll to see how many success/damage you take.
Your awesome and awesome video big fan of vampire of masquerade
are the bonus for melee and guns automatic, or are they rolled? IE: brass knuckles are a +1, is that added to your attack pool or is it an automatic +1 damage if you connect?
The plus for weapons are to the damage and not the dice pool
The thumbnail haunts my dreams
Perhaps a bit off topic but I think I might get an answer here.
If a Kindred feeds on thin-bloods does it dilute their own powers, or indeed grant them thin blood abilities. E.g. if a Ventrue commits diablarie on a day-walker would they gain that ability?
You don't dilute your own powers, unless that's how the storyteller thinks it should go, for gaining thin blood powers the v5 rulebook leaves it pretty open to discretion, it states that older vampires try to gain thin blood powers through diablorie but doesn't say if it works or not
@@dominicnowell6947 nice one, thanks for that. I'm loving how v5 is working.
So, in a contest, you roll your dice pool and if you lose out to the other person you just don't act? So there isn't a defense then it's just your attacking dice pools? Ex: contested close combat; char A has 2 successes and char B has 3 successes in their attacks. Char A roll to attack has lower successes so they just don't hit And take damage? Yeesh.... That's brutal.
Quick and dramatic! if you have more time you can do defence rolls separate from attack/action rolls though
@@StrangeAdventures thank you for the response. I did (a lot!) More digging and I'm thinking it works for the majority of combats. Maybe do something a bit more dramatic for major conflicts. Minor and major conflicts perhaps. Thanks again though. Long time early vtm player/ST, then since d&d, and wanted to run vtm for people but wanted to use the new version. Anyway. Thanks!!
Share those list for damage as reference
I've been intimidated about GMing my first campaign, but videos like this have given me assurance. Not confidence yet. lol But some assurance that as I read the rules, I can come back here and see it laid out with the graphs and examples in a way that makes sense. It's just about going with the flow and what makes sense. As you say, if the players can justify certain stats on a role, or abilities, if it fits narratively, then kudos to them for helping drive *their* story.
Holy crap the YT ads are getting anoying , every 3 minutes anoter low quality phone game screams into my ear
i checked, 14 adbreaks , 2 ads if you dont skip the first one , just wow, i cant imagine you get alot of money from it
That's UA-cams auto add placement. Thanks for letting me know I'll get rid of them
are you getting an advert every single ad break? cause that shouldnt happen.
@@StrangeAdventures On my phone with the YT app in Europe. just checked, i get none on PC
i am new to vtm, in my opinion they made combat unnessercy strange in comperisson to any other rpg i ecounterd so far
Anyone else think the good old days of Dex + Wits + 1d10 was easier? This requires way more adjudication. They may as well have just gone with popcorn initiative.
6 to 8 players that's isnane, it's way too much, i'm playing with 3 or 4, each players have much much time to play. I don't want to be in a table where i can speak 5 minutes every hours wtf
she casts fist....
Dude is this guy not a hot nosferatu
Wow, Vampire combat needs a major rework. It is incomprehensible, and overcomplicated. I love the setting, and skills are pretty straightforward, but combat is a mess that needs a total rework in my opinion.
They kinda did that (or tried, I guess). Take a look at the past edition combat rules, it's ridiculous
Not gonna lie you kinda look like a vampire, masquerade broken dawg
lol, fist. Great video!
How in the fuck did V5 combat get worse?? God damn it White Wolf... I don't want to have to argue with my players, I want clear combat rules. If I have to come up with everything, why the fuck should I waste money on a rule book that doesn't have fucking rules? Grrrr.... I might as well use my V2 books then. 20+ years of the same shit... God damn, how are they still in business?
Sordy but this is a horrible explanation. I like your tablestory podcasts, but this is no good. Minimize your face for more space to write or even better ,use roll20 to show it in a streamlined and structured way