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Posts posted by Exarkfr
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This technique allows you to inflict a critical strike even though the target has enough fatigue to defend against the damage.
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51 minutes ago, RedMageStatscowski said:Hehe, a little off topic, but is that a fellow Anima icon I see?
Completely off-topic, but, "Yes, it is" 😋
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18 hours ago, Brekekekiwi said:How do you block a user on this forum? Just so you don't have to see their posts?
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.
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Gruff in Beta book was +2 Air, -2 Earth
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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.
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14 hours ago, KveldUlfr said:They are not tactical. They are narrative abstract.
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.gareth_lazelle reacted to this -
2 hours ago, Corg Ironside said:NOT-> The bandit is 4 range bands away from me and I move 2, so now i am 2 range bands from my target and 2 range bands from my shugenja that I left behind.
INSTEAD -> My bushi is 4 range bands from the bandit. I move 2 range bands to be within spear range of the bandit. Since I'm so close to the bandit now I'm around throwing distance (maybe bow shot) from my shugenja so range 3 (or 4).
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.
sidescroller and jmoschner reacted to this -
1 hour ago, AtoMaki said:Hey, no problem, truth to be told english is not my first language, and I do have my problems with the glorious language of misty Avalon, so sorry if things are a bit off sometimes
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No need to apologise about that.
I'm not a native english speaker myself. ? -
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 ? -
The more you post, the less I understand.
Sincerely. ?19 minutes ago, AtoMaki said:Exactly!
Why use range bands at all, then ?
And not distance ?
Why use a map for position, and then abstract distances ?19 minutes ago, AtoMaki said:You shouldn't use Range Bands to determine positioning or distance, Range Bands are strictly for action resolution and represent a specific "reach limit" for the acting character. Do not use them for anything else, they can't do those!
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.sidescroller reacted to this -
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.
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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. -
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.
jmoschner and gareth_lazelle reacted to this -
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.
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43 minutes ago, AtoMaki said:In the given example with the Range 2 and Range 3 enemy, if you move to the Range 3 enemy then you must move the full distance and end up roughly at Range 2 from the other enemy, despite the two being only 1 Range apart from you. This is because while they are indeed only 1 Range apart when compared to your position, they are actually 2-3 Range Bands apart from each other, so if you get to one then your distance to the other will actually increase because of the change of comparable positioning.
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) -
This example works because:
- it's one dimension
- with each camp on their own side
- and individuals from each camp not interacting with each othersidescroller reacted to this -
6 hours ago, KiraYamatoSF said:Star Wars Resistance will help fuel ships for the game like Star Wars Rebels did.
The Resistance has no fuel left for their ships...
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2 hours ago, Malasombra said:Is included. The rebel conversion kit is well spoiled, you can find the contents easily....
2 hours ago, Dr Zoidberg said:I'm not sure how many times this has to be repeated (and its in the article itself) but everything that is getting released in Wave 1 is also getting released in the cardboard-only conversion packs.
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.
Malasombra reacted to this -
Will Thane Kyrell be in the conversion kit, or is he exclusive to this pack ?
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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. -
Besides the descriptions of the range bands (p166-167), there is nothing : it is purposefully vague.
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1 hour ago, AtoMaki said:[...], but here I must note that you cannot provide Assistance to yourself in a duel unless you are doing Initiative shenanigans because the "next character" as the Opportunity specifies will be your opponent
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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".

Question About Rank 0 Skill Rolls
in Rules Questions
Posted
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)