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Transitioning from D&D 5e to Vampire: The Masquerade - A Beginner's Guide to Bloodlines and Beyond

Dungeons & Dragons 5e, Vampire Bloodlines, V5, D&D Beyond

A Beginner's Guide to Vampire: The Masquerade

Despite growing up playing Dungeons & Dragons 5th Edition (D&D 5e), and taking the role of Dungeon Master for 90% of those 13 years, I cannot say I love the system. D&D 5e brandishes the title of “world’s greatest roleplaying game” with justifiable reason, but I am a strong proponent of introducing yourself to new rulesets from other systems, and experiencing a new approach to roleplay, combat, and storytelling; such as by playing Vampire: The Masquerade 5th Edition (V5).


While D&D 5e has rulesets to facilitate and encourage tactical grid-based combat encounters, class abilities lending to distinct archetypes, and a strong sense of character progression through traditional leveling, all of these mechanics address external conflict; the system lacks a rewarding ruleset for exploring internal struggle, questions of morality, and social conflict. 


V5 is the latest adaptation of the classic World of Darkness: Vampire rules and meta-narrative into a streamlined and approachable system catering to these niches; its mechanics simply but elegantly support social combat, encourage political strategy, and translates the dread of retaining morality in a situation of true depravity. Its gameplay is cerebral and roleplay forward, with subject matter which may not appeal to all audiences, but if you’re interested in exploring a new form of tabletop gaming, where you struggle to maintain control of yourself and redefine what it means to be a good person, I cannot recommend the system enough.


With that said, I’d like to offer a brief comparison of the mechanical and thematic differences between the two systems in this beginner's guide to Vampire: The Masquerade 5e!


Summary of Dungeons & Dragons 5e vs. Vampire: The Masquerade 5e

Each section will be explored in depth, but a brief summary of the major differences between Dungeons & Dragons 5th Edition (D&D 5e) and Vampire: The Masquerade 5th Edition (V5) is:

  1. Setting and Theme: D&D 5e is set in a medieval high fantasy world emphasizing adventure and exploration. V5 is set in a modern gothic-punk world where players take on the roles of vampires, focusing on personal horror, intrigue, and the complexities of vampire society.

  2. Character Creation and Progression: D&D 5e characters determine their abilities and progression via their race, class, and background, growing in power through levels. V5 characters have a heavier emphasis on narrative-focused characters and relationships to others, with abilities determined by their Disciplines, backstory, and acquisition of power through story events.

  3. Classes vs. Disciplines: In D&D 5e, each class has unique abilities meant to reflect years of dedicated practice or prowess with manipulating magic. In V5, vampires have Disciplines, which branch outwards into various manifestations reflecting their nature and the lore of vampirism.

  4. Mechanics and Gameplay: D&D 5e uses a d20 system where players roll a single 20-sided die and add modifiers for actions and combat. V5 uses a robust d10 pool system, where success is determined by rolling a pool of 10-sided dice calculated from attributes, skills, situational bonuses, and more.

  5. Combat and Conflict: D&D 5e has detailed rules for combat, emphasizing tactical grid-based encounters. V5's combat is more narrative and streamlined, with a focus on the story implications of conflict and the personal cost of violence.

  6. Mortality and Morality: D&D 5e focuses more on external conflicts and quests rather than internal moral struggles. V5 places a significant emphasis on the struggle with one's inhuman nature, morality, and the Beast within, a concept not present in D&D 5e.


Setting and Themes

Transitioning from Dungeons & Dragons (D&D) to Vampire: The Masquerade (V5) shifts the focus from high fantasy to a modern gothic setting. While D&D emphasizes questing and exploration, rewarding players with experience points for defeating monsters and finding treasure, V5 delves into social intrigue and personal horror. Players embody vampires, navigating the politics of vampire society and balancing their inhuman urges with their remaining shreds of humanity.


V5's gameplay mechanics underscore this thematic shift. Unlike D&D, where progression is largely tied to combat and adventure, V5 employs a Humanity system that reflects a character's struggle between their vampiric nature and their attempts to cling to their human morals. This system, along with rules for social interactions within the vampire community, encourages players to engage in narrative-driven gameplay. The focus is more so developing complex characters, and navigating the morally gray world they inhabit, rather than simply accumulating power through physical conquests.


Expect a game where your actions have consequences not just on the physical, but on the personal level as well. Maintaining one's humanity while wielding the power of the undead becomes a balancing act, making every decision a potential turning point in the character's story. Survival means more than defeating the next monster—it means preserving the essence of who your character was before the night took them.


Character Creation and Progression

Transitioning from the class, race, and background-based progression of D&D to V5's character system involves a shift towards a narrative-driven approach. In D&D, abilities and character development are closely tied to your character's class and race, with each level-up offering predefined enhancements and abilities. Progression is linear and largely combat-focused.


V5, on the other hand, requires every character to develop a backstory, connections to Touchstones which directly relate to Convictions, and Ambitions/Desires; the former guides your purpose for immortal existence, and the latter encourages constant progress to recover from mental harm. Character abilities are determined by Attributes, Skills, and Disciplines, which we’ll explore more later. Combat takes a backseat, instead encouraging players to think deeply about who their character was before becoming a vampire, and how their undead existence affects their interactions with the people that matter most to them.


This fundamental difference emphasizes V5's focus on the personal journey and the moral complexities of vampirism, contrasting with D&D's more straightforward path of heroism and power acquisition through adventure and combat.


Classes vs. Disciplines

In a similar vein to character creation, D&D 5e characters are largely defined by their class; without a class, they are only able to perform basic actions, and can hardly wield weapons, armor, or magical items due to a lack of proficiencies. In every way, a character without a class fails to function in D&D 5e.


V5 omits a class structure, and Disciplines, which function similar to class abilities, are largely unnecessary; for example, Thin-Bloods have such a diluted vampiric curse, they can hardly manifest Disciplines on their own, yet still remain viable and fun. V5 characters instead define their role by how they distribute a pool of points amongst Attributes and Skills, what Advantages support them, what Flaws hinder them, and which Disciplines benefit them. This lends to a free-form, archetype based form of character creation, ensuring every character is distinct from one another even when sharing similar roles.


Disciplines, which I previously stated function similar to class abilities, also have tiers of power, and Discipline Powers function similar to a subclass. For example, the Discipline “Potence” provides supernatural strength to a vampire. When the vampire earns 1 Level in Potence, they can choose between two Level 1 Powers; “Lethal Body,” which causes their unarmed attacks to cut and rend the flesh of mortals instead of bruise and bludgeon, or “Soaring Leap,” allowing them clear street intersections and multiple storey buildings with a single jump. In addition to unique bonuses and penalties offered by Clans, Advantages, Backgrounds, Merits, Flaws, etc, every character is certain to vary greatly in function and capabilities, even at the start of a Chronicle.


While uniquely free-form and highly expressive, the additional complexity and synergy between abilities can be daunting even for experienced D&D players. D&D 5e classes are well balanced and simple to understand in comparison, needing very little planning and foresight to ensure a viable character. V5’s character system can lead to unintentionally weak characters; they’re either too diversified to be good at their role, or too focused to function outside of it.


Mechanics and Gameplay

Moving from D&D 5e to Vampire: The Masquerade 5th Edition (V5) introduces a significant change in gameplay mechanics. D&D 5e utilizes a d20 system, where the outcome of actions is determined by rolling a single 20-sided die plus modifiers based on character skills and attributes. This system is straightforward and revolves around a high level of chance, with few options for influencing the dice, and critical success or failure determined by a roll of 20 or 1 respectively.


For example, D&D’s standard Difficulty Check of 10 means a d20 has a 50/50 chance of succeeding, with modifiers simply adding or subtracting from the roll. The only additional modifications to this is advantage/disadvantage, and there’s very little control of the dice once rolled.


In contrast, V5 employs a d10 pool system. Success is determined by rolling multiple 10-sided dice, with the number of dice in the pool based primarily on a character’s attributes and skills. Success in V5 is measured by the number of dice that roll above a 6, with more successes translating to better outcomes, and critical 10s double their successes when rolled in pairs.


For example, the standard Success Threshold is 3. A vampire with 4 Strength and 2 Brawl makes a Strength + Brawl test, rolling 6 d10s, and if 3 of those d10s are successes, they win. This does not take into account additional factors like Criticals, Hunger Dice, Impairment, Situational Modifiers, Discipline Bonuses, etc, all of which heavily influences a vampire's odds, and dice can be rerolled using Willpower in most instances. This system reduces the effects of pure chance on individual rolls, placing a greater emphasis on a character's abilities and the strategic use of resources.


For D&D players, this shift means adapting to a system where character skills and strategic planning have a more direct impact on success than the luck of a single die roll. Understanding the nuances of the d10 pool system will be key in mastering V5's gameplay, where the depth of your character's abilities and your approach to challenges can greatly influence the narrative and outcomes of your actions.


Combat and Conflict

In D&D 5e, combat is a core element, heavily relying on tactical, grid-based encounters that engage players in a mix of strategy and chance. Class abilities support certain playstyles over others, and the simple but deep combat mechanics ensure tense physical altercations. It supports a detailed and visually oriented approach to conflict, oftentimes using miniatures and battlemaps as positioning and movement are as crucial as the abilities used. However, this depth means other mechanics such as utility abilities/spells, social encounters, and mental tests are neglected, often left to the interpretation of, and application by the GM.


V5 offers generalized rules for conflict, with extra optional rules to expand on both physical and social combat as the Storyteller deems fit. The emphasis is less on turn-based, tactical combat, but instead on narrative driven, theater-of-the-mind conflict. Conflicts don’t require battlemaps or turn orders, and attacks are resolved through simple opposed rolls, exchanging the typical tropes of tabletop combat for a narrative-centric approach. This doesn't mean V5 shies away from the thrill of combat; even a Thin-Blood vampire can punch a hole clean through the head of a mortal, and their capabilities only grow more lethal, and erratic, as their vampiric curse grows stronger. The game instead shifts the focus towards cerebral encounters, where flexible rules and the ramifications of unnecessary violence encourage diplomacy and manipulation; victory can mean gaining the support of a vampire lord without making an embarrassment of yourself in front of his council.


D&D Combat Scenario:

A Paladin and a Rogue set out to explore a nearby dungeon. Rumour in town is that the dead have risen due to a disturbance presently unknown, and the two plan to find out. As they reach a mausoleum entrance, the rogue checks for traps with an Investigation check; they roll with Advantage due to the Dungeon Delver feat, meaning they take the higher of 2d20s, and add their modifier of +8. Once rolled, they can’t influence the dice (barring exceptions like Inspiration or Reliable Talent). Finding nothing, they open the door, only to encounter four Zombies in a dungeon corridor.


The grid system determines movement, positioning, and range, and each character rolls for initiative. The paladin rolls higher and goes first, despite the rogue taking the lead and having a higher bonus. He charges a zombie and swings his longsword, rolling a d20+5 to hit against the zombie’s AC of 8. Upon hitting, he rolls the damage of the longsword, and uses his class ability Divine Smite, tallying the damage and applying it to the zombie’s HP. After spending his movement, action, and bonus action, the turn ends, and we move onto the next turn in initiative. This continues until either side succeeds, likely by killing the other.


V5 Combat Scenario:

A Toreador returns to her hunting grounds, a crowded nightclub, to feed before sunrise, only to find a Brujah vampire amongst the crowd. The two face each other down, but both are unwilling to expose their vampiric nature to the crowd surrounding them. The Brujah attempts to intimidate by subtly flashing their Potence Discipline, demonstrating their ability to cause serious bodily harm, but the Toreador uses their Presence Discipline to exude a threatening aura, and leverages their reputation amongst elite society. 


Since this is the Toreador’s domain, she’ll act first; she forces the Brujah to roll Resolve + Composure at Difficulty 2 to overcome the frightful aura, while the Toreador puts innocent mortals between them. The Brujah overcomes the aura, but knowing physical combat will inevitably breach the Masquerade, he opts to instead attempt to provoke the Toreador; he can tell she is hungry, and can be provoked easily by insulting them. He retaliates using Manipulation + Intimidation, adding his Presence Discipline to capture her attention instead of repel, and the Toreador resists with Composure + Resolve. Normally she’d have no issue resisting, but her Hunger causes a Bestial Failure; not only does she suffer Willpower damage from failing the social conflict, but she has to resist going into a Frenzy, or else she’ll tear the innocents in her way to shreds to get to the Brujah.


This won’t end well…


Mortality and Morality

Perhaps the greatest strength of V5 is bringing the struggle between morality, and the monstrous nature of vampirism, to the forefront, differentiating itself significantly from D&D's more external-conflict focused gameplay. V5 introduces mechanics like Touchstones and Convictions that tie vampires to their former human lives, serving as anchors to their moral beliefs. The Humanity system tracks the moral decay or integrity of a character, affected by actions that either uphold their human values, or succumb to their vampiric nature. As their Touchstones grow continuously threatened by the vampire’s predatory nature, their dwindling Humanity makes them behave more animalistic and look more outwardly monstrous, until eventually they reach Humanity 0, becoming nothing more than a servant devoid of free will to the Beast within; a Wight, only driven by hunger and blood.


One of the main forces that compel characters to act immorally is their Hunger. Hunger is driven by an inner force known as the Beast, and failure to satisfy it early only increases its odds of overtaking a vampire, with horrific consequences. Feeding is not just a mechanical action but a moral dilemma, where the method and source of feeding can have significant consequences on the character's Humanity and relationships within the game. Likewise, failure to feed incurs Hunger Dice, which can lead to Frenzy tests; failing a Frenzy test in the face of provocation, terror, or hunger means losing control to their Beast, and they helplessly watch as it rips the source apart, irrespective of beliefs, alliance, or innocence. 


For example, a vampire struggling to maintain a relationship with their Touchstone gets into a heated argument which turns into a messy break up. As their Touchstone threatens to leave them, they fail to resist a Fury Frenzy; they black out from rage, only to awake a few moments later covered in the blood of their partner, pleading that they stopped themselves before killing the last thing that keeps them human. Their direct harm of a loved one will only accelerate the loss of their Humanity, and they’ll either grapple with the guilt and remorse of their actions until they can overcome it and prevail, or rationalize it and fall. These elements force players to constantly balance their predatory nature with their desire for connection to their human past, creating a rich, complex narrative experience deeply rooted in personal horror.


Final Thoughts

Vampire: The Masquerade 5th Edition may initially seem daunting with its wordy mechanics, complex overlap, and focus on moral dilemma, but it offers such a unique, dread-inducing experience that I’ve never felt in other tabletop systems before. For GMs looking to run this game for your players, I recommend a Thin-Blood Chronicle that begins right as they are turned into vampires, and explores new mechanics session by session, as explained in the Corebook. 


The upcoming release of Vampire: The Masquerade – Bloodlines 2 especially truly excites me for the future of this system, and the potential for exploring captivating moral dilemmas, and engaging in deep, personal horror narratives makes V5 one of my personal favourite systems as of late. I cannot recommend it highly enough for those looking to try a new approach to roleplay, character development, and storytelling.


I hope this article helped familiarize you with the mechanics of Vampire: The Masquerade 5th Edition! If you enjoyed this article, my blog posts on Creating Evil Characters and Fantasy Worldbuilding is sure to interest you as well. If you’d like to join my newsletter or visit my social media, click Follow My Work, and show your support by sharing this post or donating $5 by clicking Support My Work!

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