
Strength determines your raw power and how much you can lift, Dexterity your flexibility and the like, Stamina your health and, well, endurance, ect., I'll note that Dexterity is a maybe a little bit more useful over all, but that's just because a disproportionate number of skills key off of it. Physical Attributes are very self-explanatory, mostly because Strength and Dexterity are separated out more often compared to say, Intelligence and Wits(D&D has Wisdom, but that's not the same thing), and equivalents to Stamina such as Constitution are as old as roleplaying pretty much. We finish off on Resolve, which is essentially about your ability to withstand mental hardship, focus on a task, ect., I flag this because it allows a very mental centric character to potentially be a bit more survivable than you might expect. The book describes as how a character can improvise solutions and otherwise think quickly, but I'd also add that Wits can sometimes substitute for Dexterity in certain rolls. Solving difficult problems, knowledge, ect., Wits, on the other hand, is actually pretty interesting. Intelligence is Mental's Power Attribute, and is mostly self explanatory in what it does. Starting with Mental Attributes, there is Intelligence, Wits, and Resolve. So, Attributes get categorized a lot of different ways, but, it makes sense when you read other rules, and I suspect in play, it's something players will get used to pretty fast. Also, something they don't note here but that is definitely discussed in Seemings, is that these attributes are also split into Power, Finesse, and Resistance Attributes. It allows the game to refer to a Social or Physical roll, and refer to any one of three attributes with that statement(on top of skills). Social, Physical, ect., isn't unheard of, but I feel like isn't super common. Having meta categories for attributes, i.e. Specifically, there are 9 attributes in three category, those being Mental, Physical, and Social Attributes, laid out in that order on a character sheet. They are rather critical to the vast majority of dice rolls in this game, and also, attributes are where CofD does some things differently. Specifically, if you're new to CofD, does the above sound clear to you?Īnyway, let's dive into Attributes. Otherwise, I'm quoting this because I worry I would somehow garble it if I put it in my own words, and also because I'm actually curious how clear the above sounds to everyone else in the thread. It's just frustrating to see the cost of that elsewhere. Okay, I am a little annoyed we have to include rules that don't apply to Changelings here(Virtue and Vice), but I appreciate that for some people, this may be their only CofD book, and they can still run stuff using it. you know, I'm just going to quote here,Ĭlick to expand. Also because I have some comments to make on the very core mechanics of CofD, and wanted to include them here. Because of that, I wanted to summarize some basics of the system here, and otherwise hopefully get through the basics super fast. We're going to eventually get to unique Changeling stuff, but, I'm not starting there because some people reading this may never have read a CofD book, much less played a CofD game. We've already had writers in this thread talk about how stuff gets lost from having to print the Resources Merit again, or how Wisdom in Mage become worse from a lack of space so.īasically, this section is going to be very repetitive if you've read any Chronicles of Darkness book. I highlight this because as much as it's obviously financially better for players to have a model where a book has all the rules it needs to play out of the box, I understand now the impetus behind what NWOD was trying to do back in the day. I know the reason NWOD initially wanted to have a single core-book with rules was to save page space on a bunch of other books. Okay, for a lot of you reading, this is going to be very, very repetitive.
