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Everything posted by Exarkfr

  1. When you assemble your dice pool, you add as many white dice as your skill rank. If you have 0 rank, you add 0 white dice. Careful, here. You keep UP TO your ring value (minimum 1)
  2. This technique allows you to inflict a critical strike even though the target has enough fatigue to defend against the damage.
  3. Move your mouse over their name. A window will pop up. Choose "Ignore User". Check what you want to ignore from them. Click "Update Preferences". Enjoy.
  4. FFG France should do it. But, last time they commented on it, they said they had not yet received the files. I don't know when it will happen, but I doubt we will see it by Xmas.
  5. They are neither. They'd need to be tactical so that you know whether you are in the right range for your numerous techniques that require a precise range. (being at Range 2 when your weapon is Range 1 requires tactical enough rules) Or be totally narrative by being like "You are too far away to get to the target that round while staying under cover, unless you can pass a good athletic check. But if you fail, you are a nice target in the open. Wanna try ?". Range bands are certainly not abstract, as they are a precise, concrete number. And you have a limited amount of options each turn to alter that number. So, not abstract. But I'm re-hashing what I said in the other threads, where we never manage to get to a satisfying conclusion.
  6. Seriously, I understand all that. The "good" reading you advise is the first reading I got, the one I still have, and the one that makes no sense at all. Problem is, at the end of the day, someone has to decide that the bushi and shugenja are too far appart just because it makes sense. "He was far away, you moved close to him, so ended up far from were you started" is totally sound and fine. But what makes even more sense, is either: - to not use those bands and go full narrative. (as everyone at the table can agree to get rid of numbers) - to not use those bands and go full tactical. (as everyone at the table can equally agree use more precise and reliable numbers) Why bother with some clunky in-between mechanics that you sometimes use, sometimes don't, and always end up overruling with fiat and common sense ? If that is really how they are supposed to be used, I see them as utter failure to achieve anything but a headache.
  7. No need to apologise about that. I'm not a native english speaker myself. ?
  8. OK. First, thank Ato for taking part in the discussion. Posts can often seem dry, cold and rude, and I want to say that I don't intend to offend you. Those just just frustrate me to no end... I notice that you often say "re/calculate" range band. I take it it doesn't involve maths at all. And just mean "eyeball / estimate", right ?
  9. The more you post, the less I understand. Sincerely. ? Why use range bands at all, then ? And not distance ? Why use a map for position, and then abstract distances ? Range bands are presented as a way to "handles the concept of distance between two people or objects abstractly [...]. Range bands are a set of numbered, approximate distances that can be used to define spatial relationships between two points when that information is needed." It all rings like it is used to determine positions and distances. Concrete situation: Shugenja (S) and spear-wielding Yojimbo (Y) are walking along a road, side by side. Bandit (B) with a bow, some 50 meters away, asks for their koku. Do you use range bands ? Like S and Y are range 0 from each other, and range 4 from B ? Yojimbo decides to move closer to Bandit and maneuvers for extra move . Do you use range bands ? Like distance between Y and B is reduced to 2 ? 3 ? What's the distance now between Y and S ? Shugenja wants to cast Power of the Earth Dragon (range 0-2) on Yojimbo. Can they ? If I take a piece of paper and write some distances on it, changing them as people move, it works perfectly. If I use range bands, it doesn't work at all. Something doesn't click. I don't see the point of those rules. They are neither tactical, nor abstract. Just some weird in-between design concept thrown around.
  10. OK, if the answer is "It works", I'm out. Seriously, it's not helping at all. Edit: It's not a ruler. It's not a grid. It's not zone. It's abstract (so abstract no one who understands can explain), yet it's used to track fine positioning (movement is limited and weapon ranges are very tight). It's only for use when needed, but when need arises, it's tiresome to use. ?
  11. So, it's all GM fiat telling you if you can or not do what you want ? Fine thing with this way of doing, is that you don't need range band rules at all.
  12. Question is not "What are range bands ?". Question is "How do you use them ?" On the 2 threads from Beta linked before, no one could explain that. One of the first questions after the Beginner Box's release is about range bands. Warhammer 3 had a bunch of threads on this subject. Every release of a Star Wars game had this question. And no one ever manages to explain how they work in game. And it's worse in L5R than in SW, because range matters more here. FFG never bothered to explain.
  13. You have to track everyone's relative position to everyone else, then. Or rely on Gm's fiat (Which means there is no point having techniques that require precise positioning.) So it's a tool that can't be used, in the end.
  14. So, if you move 2 range bands towards the closer enemy, you are still 2-3 range bands to the further enemy. But if you move 2 range bands towards the further enemy, you end up within range 1. So, moving 2 range bands is not the same as moving 2 range bands ? Of course, those bands don't represent the same distance. (*) But that's the tool we have to adjudicate distances. At some point, it needs to make sense. (*) Though, bands 0, 1, 2, and 3 represent very short distances (touch to a dozen meters over 4 bands), and common math should do the trick. Problems start with range band 4 (12m to 100m is a huge gap; too much of a jump from the previous ones)
  15. @KveldUlfr This example works because: - it's one dimension - with each camp on their own side - and individuals from each camp not interacting with each other EDIT: Here is another thread on range bands from Beta
  16. Thanks. I saw a picture listing the content, but couldn't find Thane's name on it. Neither as a T-65, nor an ARC-170 pilot.
  17. Will Thane Kyrell be in the conversion kit, or is he exclusive to this pack ?
  18. Is this what happens when someone keeps too much Strife on their Fire/Internet check ? For I don't understand what this is about ? Why does it reference both the RPG and the LCG ?
  19. Don't like it much. The GM doesn't always have something interesting to add. Why give them even more responsibilities ? Especially as those icons can show up quite often... The system as it is is far from perfect, but at least the responsibility of keeping Strife relies on the player rolling it. Edit: Another thing to consider is that those anti-opportunities should not negate the success the player has achieved. If it turns out it makes the outcome not desirable, the player might just choose to fail, and you are back to square one. Everything the players feel is getting in their way, they will either avoid or dance around.
  20. Besides the descriptions of the range bands (p166-167), there is nothing : it is purposefully vague.
  21. I'd say it's more because the rules for Assistance state: "There are a number of ways that one character can provide assistance on another’s check [...] During Step 3: Assemble and Roll Dice Pool, if a character making a check receives assistance from one or more others,[...]" Don't think you count as "another".
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