Tremere Paths
yesferatu wrote: I might be in the minority. Every time I've tried traditional combat with the Tremere, I end up burned or in torpor. Admittedly, they do have Auspex and Dominate for bleed mechanics. However, of all the combat disciples available, I would put Thaumaturgy dead last.
Run Uta and stairstep down toe Carna, and supporters. Just try it, i dislike non fortitude stuff, but its decent.
Now, ive been coming back to petaniqua combat every year or so, and its ALMOST worked like 7 times now....
But tham is good, and miles ahead of protean, necro, serpentis, and qui. Not ecen getting into the bloodlines (poor damn gargoyles. Build non-slave, or even non-updog gargoyles amd you understand rough....
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- ReverendRevolver
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Uh uh huh (hyperventilating...)yesferatu wrote: However, of all the combat disciples available, I would put Thaumaturgy dead last.
Bacuase of it being so darn versitile I'd, on the other hand, rank it really high.
Stealing blood/life, access to aggravated, bypassing fortitude, solid maneuver/press card, etc...
NC, Finland
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thaumaturgy has a lot of good counters to other combat types, but if you're facing 4 combat decks you probably won't be able to counter them all.
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Recently I had a combat featuring Hektor vs. 1 cap, and it took 3 or 4 rounds for 1 cap to go to torpor. At least poor Hektor did not lose his pride...
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yesferatu wrote: Do people think it would be feasible/necessary to add a Path mechanic to Tremere that allowed for more effective combat?
What sort of outcome would you like? That, with the path, Tremere are a combat deck that can match the efficiency of, say, an Immortal Grapple rush deck, or Tzimisce/Vic/Ani, or celeritous guns? Or that the path would be a nice bonus?
The problem with former option is that if you need the Path to be ruthless in combat, you need quite a few in the deck so you pull them early-ish. Guns suffer from this too a little, but guns provide a significant permanent boost - permanent long-range damage- and also have mechanisms to be drawn from the deck.
To take one of your examples:
We already have an action that gives free maneuvers to theft style combat cards. To make it exceptionally overpowered, it gives a free maneuver whether you play a theft style combat card or not! See: IR Googles and Jackie Therman.
For anti-S:CE, the Tremere already have access to Perfect Clarity and Thoughts Betrayed.
Generational increase is most likely to help Dominate, and Dominate doesn't really need the help. For other purposes, there'd be very little point.
For increased damage, it is difficult to justify actions or master slots when you can play a smattering of Target cards.
Just play Rego Motus? If it's something like "Put in play. This vampire prevents one aggravated damage..." then just play Flak Jacket, Kevlar Vest - or even Leather Jacket?
Little of this seems like it would make anyone fear Tremere combat.
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- jamesatzephyr
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