Celerity Discipline Diferences

Hi,fellas. I was puzzled by something. I remember the first time I read Vampire:the Masquerade,and the rules on Celerity were quite diferent. It said that the player had an amount of extra actions equal to his/her’s character level on Celerity,but one blood point had to be spent in order to get those actions(so,if a character had celerity 3 he got 3 extra actions by spending ONE blood point).Quite diferent from the Vampire:the Dark Ages rulebook, where the player had to spend an amount of bood points equal to the extra actions he wanted to take,wich were determined by his/her level in the Celerity Discipline(so acharacter with celerity 3 would have to spend THREE blood points in oder to get 3 extra actions). I am wondering when exactly(in wich edition) this change came to be and wich one do you guys prefer.

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Reason for change: powercreep. Also, the new VTM is a horror game, not a comic book vampire game.

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My personal favorite version of the physical disciplines comes from the V20 edition.

Celerity, for example, allows you to either add the dots to your Dex based dice pool, or spend blood for extra actions.

They did a similar thing for Potence and Fortitude.

Gives the vamps some options and highlights the fact that those Disciplines will impact you physically, even if not “actively” being used.

So someone with Celerity will inherently be more graceful, regardless of their base Dex stat.

I haven’t fully delved into 5th ed yet, so not completely sure how they work there…

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I never thought of Vampire:the Masquerade as a comic book game.It was always a horror game-personal or political. Anyway,I’ll rephrase the question:in wich edition the mechanics of celerity changed?

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I suspect Celerity changed in just about every edition.

Something to do with the potential impact of multiple actions per turn.

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There was such a time, when folks started to gear it that way, it got the infamous “Vampions” nickname (Vampire: the Masquerade + Champions, a seminal superheroes game).

Thats why V5 is so radical in some parts.

So true in every single edition of Vampire it did change and the reason behind this: it’s broken. They tried to turn it down with every edition but, IMO, V5 solved the problem (very much inspired by Requiem may I add).

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I’m so very very happy that old Celerity is dead and buried. A high Celerity vampire was an unstoppable monster, and god knows the number of times I’ve played a tabletop game where me having high Celerity utterly dominated combat. I much prefer Celerity in V5 with different types of powers but still very strong passives.

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Personally, I appreciate the more balanced approach of 5th edition. A single vampire taking 4,5,6, or more actions in a single round is not good storytelling. As it can leave all the other cast members (players) feeling inadequate, or less than.

Adding Celerity to dexterity is a great way of allowing a bonus because of the known discipline, without making it overpowered. Then there’s Fortitude adding to strength and health; while Protean increases damage dealt and danger of said damage.

The distribution of clan disciplines prevents any one clan from being too powerful from the start, but allows a player to add out of clan disciplines to build the monster they want.

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They’ve been trying to fix Celerity for decades and finally managed it. Multiple actions were broken. They’re broken in just about every game system ever. So Celerity had to do something else. Now it does several things else, which is nice.

The disciplines in V:tM have never been better.

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I agree most enthusiastically :slight_smile: loving the V5 discipline structure

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To answer the OP’s question, V1 (1991) and V2 (1992) had the same rules. The first edition of Vampire: The Dark Ages changed it to one blood point per extra attack, I think (though can’t check the book right now). Revised kept the original version (but the extra actions occurred on your next turn instead of immediately), but V20 gave the option of a passive and an active effect.

My personal HR for Celerity is to use the V20 version, except that instead of extra actions, you turn your defences into an offence for one rouse check each. Though I use a system that’s pretty far from RAW at the moment.

E.g., let’s say you attack one person and get attacked by five more (you’re really outnumbered), but have Celerity 3. You can turn three of those defensive rolls into simultaneous attacks, and therefore do damage if you win the contest. You take the usual dice pool penalties for being outnumbered.

That way, the extra attacks only occur if others come after you, and as you’d be rolling to defend anyway, it doesn’t change much. But it does make you someone not to mess with.

One benefit of this system is that while you don’t exactly dominate combat, you can run into the middle of the fray, distract all the enemies, and then fend them off for a while, while your allies can do other things that don’t rely on being tough.

WOW!Thatis what I wanted to know!

THANK YOU!!!THANK YOU VERY MUCH!!!

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No problem. I noticed some of the replies were ‘Waaaargh! Vampions bad!’ rather than answering the question. ‘Badwrongfun’ isn’t a nuanced answer.

I never minded Celerity, as everyone was usually dead by the time the extra actions came around. But it was always broken, for sure.

If you have questions about V20 and earlier editions of VTM, you might get more detailed answers on the Onyx Path forum, as they published the 20th Anniversary Edition (Modiphius distributed V5).

Oh,well,thank you very much.I’ll check the Onyx Forum.Thank you.

IIRC it was the 2nd printing of 2nd edition, but it was amended in an Errata for 1st ed in an issue of White Wolf magazine, but slipped passed the editors of the first printing of 2e or was changed back and not errataed because they where about to release a new edition , PDF’s of the 2e book over the years have used both edits but the current “Text Only” PDF of 2e uses the text from 1st printing, later Errata for 2e from around the release of Dark Ages said it was up to the Storyteller or for tournament play the event organizer to decide the version of the rule to use.

In my old days the mix of Celerity Obfuscate and Protean was deadly. You can’t see, I take my claws out and now mixer time.
Later add a bit of Auspex to see Obfuscated characters.

In a game I missed out on there was one true power word that every one would forget, it out shone Disciplines even in combo, so the player wrote it big letters in highlighter across his sheet.

the word was “GUN” that with a dot in auspex was enough to keep the Nos elder at bay and Final Death two Assamites.