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HoloDust said:
Bofferbrauer2 said:

That ^

Also, I think it's not impossible that they realized that under 5th edition rules, much of what was Bloodlines would be impossible without breaking the new rules in major ways. 5th edition of V:TM is much more unforgiving and the increases in power much lower compared to previous editions, also the hunger is much, much greater than it was before.

Would they stick to the core rules, then Bloodlines 2 would be more akin to a survival horror game with a constant need to hide and feed.

Don't know much about VTM 5e rules, never actually played P&P version, just read 2e...I think...it was long, long time ago. I liked the system, but never got around playing it - not likely I will be soon, as per usual, my current table is into fantasy (with me trying to hack apart DnD 5e is into classless "XP buys everything" like some folks did back with 3e with "Buy the Numbers" and "Complete Control"...that is, until I realise it's a fools errand (especially with such a weak system) and I finally throw them into something like GURPS Fantasy, RuneQuest or Harnmaster).

I didn't play 5e because of all the changes made it very unpleasant for us.

Everyone is severely nerfed.

You need blood much, much more often than before, as your hunger rises fast and the beast is coming out faster from hunger, too.

They completely changed almost all bloodlines they didn't kill off, and even some major clans. The bloodlines now are practically indistinguishable from their parent clan, so there's no reason to play any bloodline over the parent clan anymore. In fact, that was the plan, and since bloodlines have been effectively degraded to mere lore, the system is de facto dead. Which makes the mere name of the game Bloodlines 2 an artifact to begin with, since there are no Bloodlines anymore.

The Giovanni, the Followers of Set and the Assamites also got completely retooled:

  1. The Giovanni got mashed up with all the other necromantic clans like the Cappadocians and the Samedi into one single group called the Hecate, with all the same disciplines, compulsion and weakness.
  2. The Assamites became the Clan Banu Haqim, so yet another retool for them. They are now something more akin to what the Aztecs did in central America, being basically fanatic cultists with blood offerings. Also, they joined the Caramilla, which really doesn't fit with their backstory.
  3. The followers of Set became the Ministry for no apparent reason. And they joined the Anarchs, meaning the Hecate are the only independent clan left.

FBI, NSA, Scotland Yard, etc... now very well that Vampires, Werewolves and so on exist, so the Masquerade is almost non-existant. They fund the Society of Leopold now so that group went from a ragtag bunch of fanatics to a military superpower hunting vampires down relentlessly. As a result, you need to hide even more and better than before.

Sabbat went from equal to the Caramilla to almost nonexistant apart from the middle east, and the Lasombra left the Sabbat for the Camarilla (which again doesn't really make any sense with the backstory); instead the Anarchs suddenly are a powerhouse again.

The only good thing they added is that thinbloods now also have some advantages, coming close to being Daywalkers now.