Bows
23 Apr 2013 20:33 - 24 Apr 2013 04:13 #47482
by direwolf
Independent Futurist. Contrarian (titled, X votes where X is the number of votes as the acting minion.) Target Vitals is always the better combat card.
I want to discuss bows and their inclusion in V:tES.
First of all, bows are readily available in hunting and sporting goods stores. Archery has become increasingly popular due to highly successful TV shows and movies with archery prominent. (See "Hunger Games" "Walking Dead" "Brave" "Avengers" etc.)
Bows may be bigger and harder to conceal, but they are quieter than guns, making them an ideal weapon for vampires. The argument against them, is that actually USING bows and arrows in modern times would draw more attention, leading to masquerade breaches.
In the "World of Darkness" violent crimes are more common than in the real world. That's why vampires can get away with shooting each other up (though they usually have their ghouls shoot each other up.) But even in the World of Darkness, a drive-by shooting with a bow is going to draw attention.
In V:tES, it is a game mechanic consideration: wouldn't bows function similarly to guns? Lets start there. Following are the bow analogs to guns already in print:
Bow

1
Weapon. Bow.
1R damage with an optional maneuver.
Compound Bow

2
Weapon. Bow.
2R damage with an optional maneuver.
Crossbow

2
Weapon. Bow.
3R damage, only usable once per combat.
Hand Crossbow

1
Weapon. Bow.
1R damage. Or, if bearer has another Hand Crossbow, strike: 2R damage, with an optional maneuver each combat (a minion may use only one Hand Crossbow to maneuver each round).
Hunting Bow
2
Weapon. Bow.
1R damage with two optional maneuvers each combat.
Airrow Stealth
2
Weapon. Bow.
2R damage each strike. Only usable at long range. If the bearer blocks an action, he or she may, before range is determined, set the range for the first round of the resulting combat to long; if he or she does so, skip the determine range step that round, and the bearer's initial strike that round must be with this weapon.
There is argument that there would be no point in printing cards that were functionally the same as guns. There needs to be some sort of gimmick! Or maybe there doesn't have to be.
Some possibilities are:
Bows deal one less damage at close range.
Not usable at close range
Only usable once per round/once per combat.
At long range, opposing minion has first strike. (due to the travel time of the projectile!)
You could introduce a "tap to use" mechanic. (which would affect stealing bows, and how other cards or vampire special abilities interact with bows.)
At long range an opposing vampire with X discipline may dodge.
You can use any combination of the above, and I'm sure there are many I haven't thought of. Adjust the pool cost to be balanced.
Bow

1
Weapon. Bow.
1R damage with an optional maneuver. At long range an opposing vampire with auspex or celerity may dodge as a strike.
Compound Bow

2
Weapon. Bow.
2R damage with an optional maneuver. Deals one less damage at close range.
Crossbow

2 1 
Weapon. Bow.
Tap to strike: 3R damage. Bearer may untap a crossbow as a strike.
Hand Crossbow

1 0 
Weapon. Bow.
Tap to strike for 1R damage. If bearer strikes with a Hand Crossbow, he or she may tap a second Hand Crossbow for an additional strike: 1R damage. When equipping with a Hand Crossbow, the minion may equip with a second Hand Crossbow in your hand for an additional Pool.
Hunting Bow
1
Weapon. Bow.
1R damage with two optional maneuvers each combat. Not usable at close range.
Airrow Stealth
2
Weapon. Bow.
3R damage once each round. Only usable at long range. If the bearer blocks an action, he or she may, before range is determined, set the range for the first round of the resulting combat to long; if he or she does so, skip the determine range step that round, and the bearer's initial strike that round must be with this weapon.
Now all we need are more cards to interact with bows! Other cards or vampires that interact with bows, will really make the difference for a player deciding which to use. You could leave the bows with the same mechanics as their gun counterparts, and make the accessories the determining factor.
"Ammo" cards do not convert to "Arrow" cards easily because they would not makes sense. How would "Dragon's Breath Arrows" burn a bow? How would you get an additional strike with "Caseless Arrows?"
Razer-tipped Arrows.

Arrow.
Only usable before resolution of a bow's strike. The bow inflicts +1 damage each strike for the remainder of this combat. No more than one arrow card can be used on a bow each combat.
Phosphorous Arrow

1
Arrow.
Only usable before resolution of a bow's strike. The bow inflicts aggravated damage on it's next strike. Only one may be played per strike. (They cost a pool, so you can play more than one of these on a bow, but card text on other arrow cards prevents you from playing it with another ammo card.)
Wooden Arrow

Arrow.
Only usable before resolution of a bow's strike. If any damage from this bow is successfully inflicted on an opposing vampire, that vampire does not untap as normal on his or her next untap phase.. No more than one arrow card can be used on a bow each combat.
Barbed Arrow

Arrow.
Only usable before resolution of a bow's strike. If any damage from this bow is successfully inflicted on an opposing minion, put this card on the opposing minion. Maneuvers cost the opposing minion an additional blood or life. The minion with this card may burn this card at any time by taking 1 unpreventable damage. No more than one arrow card can be used on a bow each combat.
Quiver

Only usable before range is determined.
Put this card on a bow on this minion and put an arrow card from your hand on this card. When using this bow, you may use the effect of the arrow card as if it were played from your hand (requirements and cost apply as normal).
What about vampire interaction? There would be a need for vampire special abilities that interact with bows. There could also be other clan or discipline based cards that could interact with bows.
Captain Jack


Sabbat. When Jack strikes with a bow, dodges cost the opposing minion an additional blood or life.
Arjuna


Independent. When striking with a bow, Arjuna gets an additional strike with the bow. +1 stealth on equip actions.
Incongruous Displacement

1
Usable by a vampire not involved in combat.
Choose a gun or bow in combat. A chosen gun is no longer a gun, but is a bow instead. A chosen bow is no longer a bow, it is a gun instead. Lasts until the end of combat.
Put this card on a non-unique weapon. This weapon cannot be used in combat. The minion who played this card may steal the weapon as a +1 stealth action. Burn this card when possession of the weapon changes.
Guerilla

Requires an Anarch with a gun or bow.
Deal weapon damage to a minion or retainer controlled by another Methuselah. +1 stealth if a bow is used. If this action is blocked by a titled Camarilla or Sabbat vampire, and the blocking vampire is ready at the end of combat, burn the chosen weapon.
First of all, bows are readily available in hunting and sporting goods stores. Archery has become increasingly popular due to highly successful TV shows and movies with archery prominent. (See "Hunger Games" "Walking Dead" "Brave" "Avengers" etc.)
Bows may be bigger and harder to conceal, but they are quieter than guns, making them an ideal weapon for vampires. The argument against them, is that actually USING bows and arrows in modern times would draw more attention, leading to masquerade breaches.
In the "World of Darkness" violent crimes are more common than in the real world. That's why vampires can get away with shooting each other up (though they usually have their ghouls shoot each other up.) But even in the World of Darkness, a drive-by shooting with a bow is going to draw attention.
In V:tES, it is a game mechanic consideration: wouldn't bows function similarly to guns? Lets start there. Following are the bow analogs to guns already in print:
Warning: Spoiler!
Bow

1

Weapon. Bow.
1R damage with an optional maneuver.
Compound Bow

2

Weapon. Bow.
2R damage with an optional maneuver.
Crossbow

2

Weapon. Bow.
3R damage, only usable once per combat.
Hand Crossbow

1

Weapon. Bow.
1R damage. Or, if bearer has another Hand Crossbow, strike: 2R damage, with an optional maneuver each combat (a minion may use only one Hand Crossbow to maneuver each round).
Hunting Bow
2

Weapon. Bow.
1R damage with two optional maneuvers each combat.
Airrow Stealth
2

Weapon. Bow.
2R damage each strike. Only usable at long range. If the bearer blocks an action, he or she may, before range is determined, set the range for the first round of the resulting combat to long; if he or she does so, skip the determine range step that round, and the bearer's initial strike that round must be with this weapon.
There is argument that there would be no point in printing cards that were functionally the same as guns. There needs to be some sort of gimmick! Or maybe there doesn't have to be.
Some possibilities are:






You can use any combination of the above, and I'm sure there are many I haven't thought of. Adjust the pool cost to be balanced.
Warning: Spoiler!
Bow

1

Weapon. Bow.
1R damage with an optional maneuver. At long range an opposing vampire with auspex or celerity may dodge as a strike.
Compound Bow

2

Weapon. Bow.
2R damage with an optional maneuver. Deals one less damage at close range.
Crossbow


Weapon. Bow.
Tap to strike: 3R damage. Bearer may untap a crossbow as a strike.
Hand Crossbow


Weapon. Bow.
Tap to strike for 1R damage. If bearer strikes with a Hand Crossbow, he or she may tap a second Hand Crossbow for an additional strike: 1R damage. When equipping with a Hand Crossbow, the minion may equip with a second Hand Crossbow in your hand for an additional Pool.
Hunting Bow
1

Weapon. Bow.
1R damage with two optional maneuvers each combat. Not usable at close range.
Airrow Stealth
2

Weapon. Bow.
3R damage once each round. Only usable at long range. If the bearer blocks an action, he or she may, before range is determined, set the range for the first round of the resulting combat to long; if he or she does so, skip the determine range step that round, and the bearer's initial strike that round must be with this weapon.
Now all we need are more cards to interact with bows! Other cards or vampires that interact with bows, will really make the difference for a player deciding which to use. You could leave the bows with the same mechanics as their gun counterparts, and make the accessories the determining factor.
"Ammo" cards do not convert to "Arrow" cards easily because they would not makes sense. How would "Dragon's Breath Arrows" burn a bow? How would you get an additional strike with "Caseless Arrows?"
Warning: Spoiler!
Razer-tipped Arrows.

Arrow.
Only usable before resolution of a bow's strike. The bow inflicts +1 damage each strike for the remainder of this combat. No more than one arrow card can be used on a bow each combat.
Phosphorous Arrow

1

Arrow.
Only usable before resolution of a bow's strike. The bow inflicts aggravated damage on it's next strike. Only one may be played per strike. (They cost a pool, so you can play more than one of these on a bow, but card text on other arrow cards prevents you from playing it with another ammo card.)
Wooden Arrow

Arrow.
Only usable before resolution of a bow's strike. If any damage from this bow is successfully inflicted on an opposing vampire, that vampire does not untap as normal on his or her next untap phase.. No more than one arrow card can be used on a bow each combat.
Barbed Arrow

Arrow.
Only usable before resolution of a bow's strike. If any damage from this bow is successfully inflicted on an opposing minion, put this card on the opposing minion. Maneuvers cost the opposing minion an additional blood or life. The minion with this card may burn this card at any time by taking 1 unpreventable damage. No more than one arrow card can be used on a bow each combat.
Quiver

Only usable before range is determined.
Put this card on a bow on this minion and put an arrow card from your hand on this card. When using this bow, you may use the effect of the arrow card as if it were played from your hand (requirements and cost apply as normal).
What about vampire interaction? There would be a need for vampire special abilities that interact with bows. There could also be other clan or discipline based cards that could interact with bows.
Warning: Spoiler!
Captain Jack







Sabbat. When Jack strikes with a bow, dodges cost the opposing minion an additional blood or life.
Arjuna







Independent. When striking with a bow, Arjuna gets an additional strike with the bow. +1 stealth on equip actions.
Incongruous Displacement

1

Usable by a vampire not involved in combat.


Guerilla

Requires an Anarch with a gun or bow.
Deal weapon damage to a minion or retainer controlled by another Methuselah. +1 stealth if a bow is used. If this action is blocked by a titled Camarilla or Sabbat vampire, and the blocking vampire is ready at the end of combat, burn the chosen weapon.




Last edit: 24 Apr 2013 04:13 by direwolf.
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24 Apr 2013 02:55 #47490
by ReverendRevolver
Replied by ReverendRevolver on topic Re: Bows
Dude, im n surexhow i missed this thread earlier, but you really went all ou.
Ok, big thing to remember here is that in the wod, arrows would do lethal damage to vampires and bullets only bashing, therefore, the bigfest reason to use a bow over a gun simply does not translatexinto vtes. Bows arextoo large to conceal, and as you said, are quieter, readily available, shoot and load slower, and are virtually impossible to use at close range ( unless maybe you have presence/dominated/demented someone int standing still and drooling while you shoot the point blank with a bow.).
With that in mind, i akowledge that youve put an assload of work into these. I have a cycle of weapons ivexyet to post due to a lack of time, but you have a small arsenal presented, many of which are from your crossbow thread, granted, but still impressive.
But, im not sure there is a compelling game need for bows. MAYBE i could see a crossbow, which would so 1 r damage, usable once each combat, and at the end of combat if it did damage the opposing minion rolls a 6 sided die. On a 1 or 2 they do not untap as normal next untap phase, on a 3 or 4 they burn 2 blood, on a 5 or 6 they takexone unpreventable damage.
This represents howxunlikely it is that you hit a vamp in the heart, but how its expected that thexwould is different than a normal one, tbus comoensating for low damage.
Moving on, the stealth one makez ni sense. Sniper rifle i get, guns shoot far. Really far. My dad has been shooting 1,000 yard competitions with a Savage he bought last year, and does decent in them. Im nit that wesome, and own zero rifles, bur i can shoot and cleave through rope holding a bowling pin from about 10-15 yards with my single action 357 revolver, and the ropes about the thickness of a cigarello. Guns make sense having set range, or even the manuever built in( just an idea, i always assumed the revolvers have a built in manuever because you dont hwve to chamber a round or risk carrying onexin the hole like with a semi auto, you just point and shoot, more or less). I own a crossbow and a small compund bow, and can easily say therexis no way either has knockdown power equal to any of my handguns, so making a bow in vtes hit for morexthan one, especially when the magical freakin ivory bowxonly does one, soeantxmake sense.
Lastly, i dig the arrow idea, and think ammo shoukd have been betfer thiught out, or at least given more cards, but without me seeing a real need for most bowz in vtes, i dont see q huve niche for arrows either.
But, if i did, an interestingcidea would bexto allow multiple arrows to stay on the quiver.
Just an idea.
Ok, big thing to remember here is that in the wod, arrows would do lethal damage to vampires and bullets only bashing, therefore, the bigfest reason to use a bow over a gun simply does not translatexinto vtes. Bows arextoo large to conceal, and as you said, are quieter, readily available, shoot and load slower, and are virtually impossible to use at close range ( unless maybe you have presence/dominated/demented someone int standing still and drooling while you shoot the point blank with a bow.).
With that in mind, i akowledge that youve put an assload of work into these. I have a cycle of weapons ivexyet to post due to a lack of time, but you have a small arsenal presented, many of which are from your crossbow thread, granted, but still impressive.
But, im not sure there is a compelling game need for bows. MAYBE i could see a crossbow, which would so 1 r damage, usable once each combat, and at the end of combat if it did damage the opposing minion rolls a 6 sided die. On a 1 or 2 they do not untap as normal next untap phase, on a 3 or 4 they burn 2 blood, on a 5 or 6 they takexone unpreventable damage.
This represents howxunlikely it is that you hit a vamp in the heart, but how its expected that thexwould is different than a normal one, tbus comoensating for low damage.
Moving on, the stealth one makez ni sense. Sniper rifle i get, guns shoot far. Really far. My dad has been shooting 1,000 yard competitions with a Savage he bought last year, and does decent in them. Im nit that wesome, and own zero rifles, bur i can shoot and cleave through rope holding a bowling pin from about 10-15 yards with my single action 357 revolver, and the ropes about the thickness of a cigarello. Guns make sense having set range, or even the manuever built in( just an idea, i always assumed the revolvers have a built in manuever because you dont hwve to chamber a round or risk carrying onexin the hole like with a semi auto, you just point and shoot, more or less). I own a crossbow and a small compund bow, and can easily say therexis no way either has knockdown power equal to any of my handguns, so making a bow in vtes hit for morexthan one, especially when the magical freakin ivory bowxonly does one, soeantxmake sense.
Lastly, i dig the arrow idea, and think ammo shoukd have been betfer thiught out, or at least given more cards, but without me seeing a real need for most bowz in vtes, i dont see q huve niche for arrows either.
But, if i did, an interestingcidea would bexto allow multiple arrows to stay on the quiver.
Just an idea.
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24 Apr 2013 04:55 #47492
by Ohlmann
Bow in vampire V20 do bashing damage. And a pitiful amount of it. It make sense, since the explanation for bullet doing bashing is that piercing useless organ don't do much to a vampire, and a bow is piercing too. In other word, in modern vampire, vampires have no reason whatsoever to use bow.
Now, if you want to make gameplay-exciting bow in VtES for rule of cool, feel free. It's as compelling to me as finding distinction between sword, axes, and maces : vtes is simply not enough combat-oriented for this to be usefull.
Ok, big thing to remember here is that in the wod, arrows would do lethal damage to vampires and bullets only bashing
Bow in vampire V20 do bashing damage. And a pitiful amount of it. It make sense, since the explanation for bullet doing bashing is that piercing useless organ don't do much to a vampire, and a bow is piercing too. In other word, in modern vampire, vampires have no reason whatsoever to use bow.
Now, if you want to make gameplay-exciting bow in VtES for rule of cool, feel free. It's as compelling to me as finding distinction between sword, axes, and maces : vtes is simply not enough combat-oriented for this to be usefull.
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24 Apr 2013 05:12 #47493
by direwolf
I would argue that nothing that does lethal damage to mortals should do bashing damage against a vampire.
Here's why: damage is damage. If you cut or tear the flesh of a vampire, it impedes their ability to move or act. But vampires do not feel pain or trauma the same as mortals. Vampires and mortals should take the same types of damage, but should treat the two different types of damage differently.
Since vampires do not feel pain, nor do they bleed as mortals, they should be penalized less for wounds received. Dice pool penalties should be lessened, but not eliminated altogether. Cut through the muscle of a vampire and their movement might be more limited, but they ignore the pain and keep moving despite the damage.
Vampires can heal the damage by burning blood, or they can prevent the damage with Fortitude. That is what differentiates the damage they receive. Converting lethal damage to bashing damage for a particular class of weapon is just bad game design.
In V:tES, guns are FAR more effective than in the role-playing game. As far as I'm concerned that is a correction over the role-playing game. Guns should seriously debilitate vampires... for a short time. Those with fortitude can always shrug it off and those without can heal the damage.
Independent Futurist. Contrarian (titled, X votes where X is the number of votes as the acting minion.) Target Vitals is always the better combat card.
Ok, big thing to remember here is that in the wod, arrows would do lethal damage to vampires and bullets only bashing
Bow in vampire V20 do bashing damage. And a pitiful amount of it. It make sense, since the explanation for bullet doing bashing is that piercing useless organ don't do much to a vampire, and a bow is piercing too. In other word, in modern vampire, vampires have no reason whatsoever to use bow.
Now, if you want to make gameplay-exciting bow in VtES for rule of cool, feel free. It's as compelling to me as finding distinction between sword, axes, and maces : vtes is simply not enough combat-oriented for this to be usefull.
I would argue that nothing that does lethal damage to mortals should do bashing damage against a vampire.
Here's why: damage is damage. If you cut or tear the flesh of a vampire, it impedes their ability to move or act. But vampires do not feel pain or trauma the same as mortals. Vampires and mortals should take the same types of damage, but should treat the two different types of damage differently.
Since vampires do not feel pain, nor do they bleed as mortals, they should be penalized less for wounds received. Dice pool penalties should be lessened, but not eliminated altogether. Cut through the muscle of a vampire and their movement might be more limited, but they ignore the pain and keep moving despite the damage.
Vampires can heal the damage by burning blood, or they can prevent the damage with Fortitude. That is what differentiates the damage they receive. Converting lethal damage to bashing damage for a particular class of weapon is just bad game design.
In V:tES, guns are FAR more effective than in the role-playing game. As far as I'm concerned that is a correction over the role-playing game. Guns should seriously debilitate vampires... for a short time. Those with fortitude can always shrug it off and those without can heal the damage.




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24 Apr 2013 06:31 #47500
by Ohlmann
In the RPG, you can rule that, and it's valid. But other line of though are equally valid, the first one being that vampire don't follow rules of physic anyway, so wear and tear isn't exactly something they care.
But both the "canon" interpretation can be used.
Guns do next to no damage in the RPG for mood reason : the creators of the RPG wanted to have vampire viciously biting themselves with sword and claw, not combat at a range. It make sense, because sniper would be extremely problematic if sniper rifle were doing anything serious. The solution to any vampire would be to snipe it from one kilometer away, then use the debilite time to stake him.
VtES use other system to make close range viable, and have less problem in ranged combat being powerful, so it's less problematic to have bow doing a lot of damage.
Now, the question is : when zip gun, sniper rifle, and .44 magnum exist, is there a niche for bow ? I don't think so, but a good idea is alway possible.
Here's why: damage is damage. If you cut or tear the flesh of a vampire, it impedes their ability to move or act.
In the RPG, you can rule that, and it's valid. But other line of though are equally valid, the first one being that vampire don't follow rules of physic anyway, so wear and tear isn't exactly something they care.
But both the "canon" interpretation can be used.
In V:tES, guns are FAR more effective than in the role-playing game. As far as I'm concerned that is a correction over the role-playing game. Guns should seriously debilitate vampires... for a short time. Those with fortitude can always shrug it off and those without can heal the damage.
Guns do next to no damage in the RPG for mood reason : the creators of the RPG wanted to have vampire viciously biting themselves with sword and claw, not combat at a range. It make sense, because sniper would be extremely problematic if sniper rifle were doing anything serious. The solution to any vampire would be to snipe it from one kilometer away, then use the debilite time to stake him.
VtES use other system to make close range viable, and have less problem in ranged combat being powerful, so it's less problematic to have bow doing a lot of damage.
Now, the question is : when zip gun, sniper rifle, and .44 magnum exist, is there a niche for bow ? I don't think so, but a good idea is alway possible.
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24 Apr 2013 14:26 #47560
by ReverendRevolver
Replied by ReverendRevolver on topic Re: Bows
Ive always found certan thi.gs lacking lacking explanation in the rules forcguns in vtm. The vitae bleeds fro myou when you lose q limb, and can be used to, with effort, regrow it. So, a vamoire is like a human, in that its probably madexof water. But they never include a combat penalty with being shot by a high velocity bullet, like a 357 magnum to compensate for hydrostatic shock( im probably misremebering the name, but its a legit physics and ballistics thing).
Anyway, about where i am is that guns are what they are and havexlimited use already, suexto sce and dodges, yiu neex celerity to usexone good, or atleazt a shotgun and dogpack.
And theres spikethrower, which immitates the effect bows would have.
We lack non magical melee weapons worth using, so why would bows be more likely to ses pri.t than a useful maxhete, katana, rapier.... any staplexnon unique weapon from vtm.
I have a cyclexof auto- equip weapons ill post someday, but there isnt much of a niche for bows.
In a DaV version of the game, definately. But in Vtes now, combat is sadly limited for uses of new weapons, excepting ones that add new functionality to the game for the reazon of helping the game, or making melee weapons more playable.
You took alot of time making these, direwolf, and with feexback from another post nonetheless, i think if you applied ghe same process to like, melee weapons that helped the game mechanically, the results would have gone farther.
Just a thought, though.
Anyway, about where i am is that guns are what they are and havexlimited use already, suexto sce and dodges, yiu neex celerity to usexone good, or atleazt a shotgun and dogpack.
And theres spikethrower, which immitates the effect bows would have.
We lack non magical melee weapons worth using, so why would bows be more likely to ses pri.t than a useful maxhete, katana, rapier.... any staplexnon unique weapon from vtm.
I have a cyclexof auto- equip weapons ill post someday, but there isnt much of a niche for bows.
In a DaV version of the game, definately. But in Vtes now, combat is sadly limited for uses of new weapons, excepting ones that add new functionality to the game for the reazon of helping the game, or making melee weapons more playable.
You took alot of time making these, direwolf, and with feexback from another post nonetheless, i think if you applied ghe same process to like, melee weapons that helped the game mechanically, the results would have gone farther.
Just a thought, though.
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