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About bloodycelt

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    Brighton, Massachusetts, United States
  1. I think it would be mechanically simpler to just have composure, and allow insults, and other bits attack someone's composure using the same mechanics as normal combat damage. As well, "strife" if it exists, the player should have the choice of taking Physical wounds or lose composure to keep that die. Or even simpler, you just have wounds and they can come from any distressful source, and expand the table to include loss of face or running away as an applicable option when you go over wounds.
  2. Keep in mind, the core set is perennial, FFG MIGHT do a Scorpion Coup, but the next year Scorpion decks will still be legal. I could see them having a few big events to move the storyline forward, but in the RPG and CCG they will still mostly be handled via options like a ronin version of Totouri, not blocking the player from still using the Core Set version. I could also see FFG representing big events like a Day of Thunder via a challenge deck.
  3. That's the problem, unless the setting itself is changed; losing face can equal dishonor, an actual outburst can mean death. From a gameplay perspective, nobody likes losing control of their character. I certainly like the idea of the anxieties, but they're too strong. They should be roleplaying hints, strife should be something that might cause your character's on to break but in a more subtle way, like smiling at person you like, frowning, sweating, etc....
  4. I'm mostly coming from the perspective of the cost/benefit of providing mechanics for the GM and players of the old RPG. The fact that they made a clear statement to assuage the worries of a player's favorite school not being in the RPG, it suggests its something FFG is putting thought to. Does it mean every school/faction/alt path/dojo will make it in? Probably not, but the likelihood that the original minor clans are included is stronger than say the Spider Clan; due to the earlier inclusion in the old canon. I could see Yoritomo's Alliance become a thing, mostly because the Mantis are very popular; I can't see why FFG wont eventually include them as a playable faction in some manner in the CCG. On the other hand, I'm not sure if the actual plot will happen in the same manner.
  5. Considering the fact that schools have significantly less unique mechanics than 4e, putting in a few sidebars and an appendix for the former timeline support is reasonable. - The core Mantis families existed as minor clans in 1E, (even the Wasp). - The Bat, Monkey, Oriole, and Ox were added by the CCG. - The falcon in the CCG joined the Crab, again maybe a sidebar if that changes mechanics. - The Agasha split into Tamori and Agasha (Pheonix). - The Hitomi/Hoshi schools. - .... and the Spider. So minimum support would be: - Including the non cannonical minor clans as GM options to put in a game. - Any rules needed for when a minor clan joins a great clan. - Rules for the Spider. Again presented as a GM option of "What if a bunch of lost form their own 'Clan'" - Rules for the Hitomi/Hoshi schools. - Agasha/Tamori could be handled by simply allowing the Pheonix to also access the Agasha family, and in the Dragon they are called Tamori.
  6. 1. Why not just have each family with the glory bit, and only have the rings/skills defined in each school? 2. I like how Rituals can be done by anyone, and the book makes it clear that most priests are not shugenja. 3. I like how spells are essentially just the same as kata|kiho|etc. And that some are specific to a school or clan. 4. I feel the need to want to test this with mid-tier and higher level characters, too many systems are built around selling the first adventure, but the real problems crop up in how it scales upward. 5. I dislike the soak roll. 6. There should be a narrative combat option, especially for games where less than half will be able to fight. Like something where the bushi roll tactics, the other players might assist. Strife in this sense might deal critical damage to the players. But the entire combat is handled in one roll. 7. I dislike the fitness (cough soak) roll. Combat in general can just bog a game down. 8. I'd half the thresholds for the critical wounds table, L5R was meant to be lethal, a single attack should be able to kill anyone. (Let the GM decide on scaling it back if they want to)
  7. Well, base TN to hit is 2. Some techniques raise that TN, as does Air Stance (to 3). You can also guard someone else, raising their TN per success. One suggestion I would make which I think would allow for some better scaling is if using Air approach for any action, you may spend opportunities to raise your TN for the round.
  8. I'm playing in a 4e game now.... katana's have that useful 1k1 void trick, but outside of dueling they are too weak, you always want to go for higher keep weapons. Though, I may be biased because only one of us has a school (Duelist) that really makes effective use of a katana. But techniques making katana use more effective.... is IMHO thematic to rokugan, BUT a Tsuruchi Archer or Hida with a tetsubo (or an Ono) is going to do a LOT more damage.
  9. So.... I could see them using the Genysys Dice or similar enough dice. What I hope for though: - Combat is quick and deadly. L5R is unique in that not everyone in the group may/should have a combat role (Courtiers, most Priests). So it should be something handled in 1-2 rounds for the bushi. (Social Combat? for the courtier) - Shugenja need to be reworked. - Talking to the kami should be free, getting them to do something for you should be handled either RP or a skill roll. - Actual spells, I like how Force and Destiny handled force powers. - However, design wise I think each "class" should be able to handle any scene via putting XP into skills. (Even the kami, a Prayer or theology skill should allow even a bushi to appease the kami if need be), but each should have bonuses to their domain so a Shugenja should not usually outshine a Courtier in a social situation (just like a Shugenja should not do more damage than a bushi ).
  10. They are still a small company, and any communication has to be made with official approval. That means a person has to verify the post with marketing, game design, and sales (or whomever, I don't actually know who is involved at FFG with that). I suspect they will be reaching out to former champions and what-not to beta test what they got soonish. But that will be all NDA'ed. If the game debuts at Gencon next year, they might stay tight-lipped to increase the impact of the reveal.
  11. #5 I think they only reluctantly added counter-spelling because at least in the fluff, Shugenja aren't really involved in combat, they have Yojimbo for that. The problem with 4th is... unless you are a specific school, most non-combat/healing spells are useless. I think the combat system and mechanics are mostly fine, the only problems are the tacked-in special snowflake sub-systems like dueling which break flow because you have to look up the mechanics instead of just making a roll. I also think Kiho, Maho, Spells, Kata should just all get rolled into School/Techniques, or if you want to still have some extra-curricular powers, make them techniques that you buy with XP, and have to find the master and dojo that teaches it.
  12. Last I looked into this, I sort of had in mind this: These rules basically remove Shugenja from combat, this provides a clear role distinction. 1. Add skills: Commune, Exorcism, Importune, Prayer, Sumnmon 2. Shugenja use above skills to interact with the Kami instead of spells. Each school deals with a particular element/type of Kami. 3. Some spells get replaced by school techniques, shugenja schools have 5 base techniques like every other school. (Kuni get Jade Strike, Tamori get the weaponcraft spells) But largely a shugenja's role is to ask the Kami questions, and banish evil spirits. And, they now have enough skills required for thier role that they can't also focus on courtier and bushi skills.
  13. Part of me thinks the best thing is to reset the metaplot and start at the clan war, but at the same time there are some awesome things that came out of the CCG plot. - Tsuruchi, and the Wasp clan. - The Mantis as a great clan. I think the Mantis are a good foil to the rest of the Great Clans, the only flaw is that the Yoritomo family is overdeveloped, I sort of felt it would have been better if they made the Kitsune the main diplomatic family, the Moshi the main shugenja family, and the Yoritomo as the bushi, with Tsuruchi as the specialized school. ( Especially since the Yoritomo Courtiers overlap with Yasuki heavily. ) - The Tamori, I think the militant crazy shugenja thing is also fun.
  14. 4th edition was designed as a response to prior editions tying mechanics too heavily to the CCG plot. So they tried to put in rules for most of the major factions from the ccg and families, etc even if in the current ccg those factions did not exit. For example: The Snake Clan school prior to being tainted. 4th Edition is a great system, and is great for people familiar to the setting. But... sometimes I think it may have been better to have made space to better explain the setting in the Core book, and moved the advanced mechanics to a second book. I have never had a problem with multiple books, so long as I have one place to find all the rules on a particular subject.
  15. The RPG actually has an alternate path that does in fact allow a Kitsu to summon an ancestor. Just as they added one so the Kitsune can summon animal spirits as per the CCG.