[RPG] What are the major changes made to Vampire: The Masquerade for its 20th Anniversary edition

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In October 2011, the 20th Anniversary edition of Vampire: The Masquerade was released to the general public. Although the majority of the work is derived from the game's second edition (1992) and its revised edition (1998), a number of alterations were made in the name of clarity and game balance. What were these changes, and where can they be found in the text?

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Attributes & Abilities

  • Awareness has been added as a Talent.
  • Dodge has been removed as a skill; its former functionality has been moved to Athletics.
  • Security has also been removed; its former functionality has been subsumed by the Larceny skill and the Technology knowledge.
  • Linguistics is no longer a skill; each language known is a 1-dot Merit instead. (p. 484)

Clans

  • The Tremere have a new clan flaw; they succumb to the blood bond after only two drinks from a regnant, rather than three. (It's not made clear whether the effect of the first drink is magnified to that of the second drink, or whether the second drink is skipped.) (p.69)
  • The animal features of the Gangrel that manifest after a frenzy are now temporary, and may be behavioral rather than physical. (p.55)

Character Creation and Costs

  • During character creation, Humanity/Path dots costs 2 freebie points instead of 1.

Core Disciplines

  • Potence and Celerity have been significantly altered. Each now adds a passive bonus (at no vitae cost) to their governing physical attribute; you add your dots as extra dice in pools using Strength and Dexterity, respectively. In addition, Potence and Celerity allow the vampire to spend vitae for effects: spending 1v allows a Potence user to add his dots in Potence as successes to all subsequent Strength rolls made during that turn--which used to be inherent to the discipline--and a Celerity user may choose to spend 1v to convert a Celerity dot into an additional physical action for that turn, which may be done multiple times, reducing the Celerity rating accordingly for the turn (Generational blood-spending maxima do not apply to these expenditures.) (pp. 142, 192)
  • Dominate and Presence powers whose difficulties were once equal to the subject's permanent Willpower rating now target the subject's current Willpower.

Systems

  • If "splitting one's action" in a turn, compare the dice pools for each action, find the one with the fewest dice, and then allot that number of dice among all the actions being attempted. (p.248)