Which is More Dangerous: Werewolf or Vampire in a Tabletop Role-Playing Game?
Which is More Dangerous: Werewolf or Vampire in a Tabletop Role-Playing Game?
In the context of White Wolf's tabletop role-playing games, the sheer danger posed by a pack of young werewolves cannot be overstated. Often, players argue that an elder vampire is more physically powerful, and to a large extent, that is true. However, considering the strengths and weaknesses of both species, particularly in different game scenarios, it's clear that werewolves present a significant threat.
Physical Strength and Powers
Young vampires of the 8th generation with straight fives in Celerity, Fortitude, and Potence certainly possess substantial raw power. However, this does not account for the vulnerabilities within vampire society.
Vampires in general, and elder vampires in particular, inherently face a challenge in terms of assembly. Elder vampires, being powerful and resourceful, may be reluctant to assemble without a compelling reason. Unlike vampires, werewolves have always formed packs, making teamwork instinctive and second nature to them. This natural tendency towards cooperation and coordinated efforts grants werewolves a unique edge in combat.
Damage Absorption and Soaking
Vampires, without Fortitude, lack the ability to soak aggravated damage, especially from the claws and fangs of werewolves. In contrast, werewolves soak aggravated damage with their Stamina, making them resilient in intense combat. An average Stamina roll in Crinos form for a werewolf can average around 6 or 7 dice, a substantial advantage, especially for players who prioritize physical attributes. As a result, werewolves can inflict significant damage even when facing an elder vampire.
Now, let’s consider a concrete scenario: A pack of five young Garou (werewolves) versus one elder vampire. Each werewolf can take three actions per round, while the elder vampire can take six actions due to their higher Celerity. The elder vampire would spend five of those actions dodging, leaving only one attack per werewolf in the first round.
Let’s assume the elder vampire dodges five times and attacks once. Though he dodges effectively, he still faces a barrage of attacks, with five werewolves each making six actions totaling 30 attacks. Given a generous distribution of hits and assuming an average roll of 2 for soaking and an average damage of 8 (7 strength 1 bite or 2 claws), the elder vampire would still end up with insufficient soak ability to mitigate the damage effectively.
The elder vampire, despite his high Potence and Celerity, would likely exhaust his health points in the first round, unable to withstand the relentless attack of a coordinated werewolf pack. The generational gap and inherent vulnerabilities in vampire society can significantly diminish their effectiveness in direct combat.
Conclusion
While elder vampires are formidable opponents, their inherent social and physical vulnerabilities make them less effective in coordinated combat scenarios compared to werewolves. Werewolves, despite their primary reliance on physical strength, present a formidable challenge due to their natural teamwork and resilience in damage absorption. Therefore, in a tabletop role-playing game, a pack of werewolves is likely to pose a greater threat than a single elder vampire.
For players considering the dangers of both creatures, werewolves offer a more dynamic and resilient challenge, emphasizing the importance of strategic teamwork and communal efforts. While vampires may bring high individual power, werewolves' structural advantages make them a formidable and undeniable threat in the realms of tabletop gaming.