Please note that new user registrations disabled at this time.

Replace Potence ?

This forum is to be used for all discussions pertaining to Troika Games' Vampire: The Masquerade - Bloodlines.
Post Reply
User avatar
Tenser
Posts: 173
Joined: Mon Jul 11, 2005 1:41 am
Contact:

Replace Potence ?

Post by Tenser »

Anyone maybe knows a patch to replace Potence ?

As we know, it bugs, i.e. you cannot beat having a 10 in any stat, no matter how many Strength, Potence and Brawl/Melee one would be stacking.

I guess a fitting replacement would be:

Fortitude for Brujah
Auspex for Nosferatu
User avatar
Crenshinibon
Posts: 2665
Joined: Wed Mar 22, 2006 5:35 pm
Contact:

Post by Crenshinibon »

I was under the impression that Potence works almost the same as Potence, except that Potence grants a bonus to skills, not attributes.

In any case, I have always used them to save experience.

The only mod I know that changes disciplines around is the Camarilla Edition, however, if I'm correct, it changes them for all clans, and makes new ones as well, not to mention a new campaign.

Also, I don't feel that Auspex synergieses very will with the other Nosferatu disciplines.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
User avatar
Tenser
Posts: 173
Joined: Mon Jul 11, 2005 1:41 am
Contact:

Post by Tenser »

Also, I don't feel that Auspex synergieses very will with the other Nosferatu disciplines.
So what ? Neither does Potence.
User avatar
Crenshinibon
Posts: 2665
Joined: Wed Mar 22, 2006 5:35 pm
Contact:

Post by Crenshinibon »

I think Potence has a great synergy with the rest of the Nosferatu's disciplines. Nosferatu, in my opinion, should be a primarily melee or unarmed oriented character, mostly due to the damage bonuses from Obfuscate. As such, by using Potence, the Nosferatu save experience points in melee and brawl, and deals damage that can't be defended against.

I remember that I had asked Wesp5 before if skills beyond ten stacked (I was able to reach around twenty in unarmed with a Gangrel) and at the time he was not able to confirm that the damage did not increase. Could you please link me to a post or document that confirms that anything above ten is useless?
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
User avatar
Tenser
Posts: 173
Joined: Mon Jul 11, 2005 1:41 am
Contact:

Post by Tenser »

I already said Potence simply doesnt work at all.

And theres no link between Obfuscate, Animalism and Potence whatsoever. Those are very different things.
User avatar
Daynov
Posts: 111
Joined: Thu Jul 23, 2009 6:38 pm
Location: Bulgaria
Contact:

Post by Daynov »

Seems to work for me. Also if you're not going for the stealth kill Potence + Obfuscate = ton of damage.
User avatar
Lemmus
Posts: 137
Joined: Tue May 08, 2007 3:57 pm
Contact:

Post by Lemmus »

There's another mod, called the P&P mod or the Clan mod depending on the version, which makes a number of changes both to how disciplines work and which clans have which disciplines. The intent of the mod was to simulate the Pen and Paper RPG version more closely, and to add in a bunch of the minor bloodlines as playable characters. There are some weird bugs, but I always liked the mod.

If you just want to swap out Potence for a given clan, and replace it with something else, you don't need a mod for this Tenser, just a bit of patience. Go to your Bloodlines directory, navigate to Vampire/vdata/system/ and open clandoc000.txt in Notepad. Search for "Player_CLANNAME", replacing CLANNAME with which clan you want to edit. Scroll past the descriptions, armour, and attributes, to Disciplines. At the bottom of the list of disciplines (some of Which are game implementations, like blood heal), will be the three associated with the clan. Simply edit the one you don't want to be the one you do. You can even add a couple (I've seen clans with as many as 5, but this is one of the places things can get buggy). Next the the discipline name will be "1", meaning that you start with 1 point at character creation. If adding extra disciplines you can set them to "0" if you wish to make the discipline available, but keep starting points the same.

By the way, now that you know how to edit python files, feats.txt in the same directory controls which skills are used to determine your feats, and it is a lot easier to figure out that the clandoc is. This file also lets you change how damage and soak rolls work.
User avatar
Tenser
Posts: 173
Joined: Mon Jul 11, 2005 1:41 am
Contact:

Post by Tenser »

Oh, that sounds easy, thank you !
Post Reply