Exarkfr reacted to alagron in Tokens, counters, dice - what player aids/gadgets do you find useful?
I use some wooden tokens I made for strife, fatigue, and void points. I like the idea of a D6 with the elements on them.
Exarkfr reacted to nameless ronin in Condition-inflicting Kata vs Earth Stance
They're not inflicting a condition, they force the opponent to make a check. The potential condition is the result of the check, not of the opportunities spent. The opponent might even suffer a crit on top of the condition depending on how much fatigue they take.
Exarkfr reacted to Tonbo Karasu in Clarification on crit hits needed
I'd like to address just this last point. I try my best to be polite on the various forums I frequent but know that I'm not perfect, so want to be clear that no insult was intended anywhere. When I said that our experience of the game is so different it wasn't worth discussing, I meant it literally - we appear to approach L5R 5e (and possibly roleplaying in general) from such diverse starting points that we'll only ever talk past each other. I really do wish you the best, but have set your account to ignore, because I was just scrolling past every post you made.
Exarkfr reacted to BlodVargarna in FFG your app is poor quality
Why on earth didn’t you simply buy one of the already functioning 3rd party apps made by the community?
1) no offline- this is a no brainer make this a priority
2) ridiculous issues when saving (see multiple threads on this
3) can’t copy ships- if I want to make 3 ships with same load out, I have to enter the ship and all it’s upgrades 3 times.
4) can’t change pilot of a particular ship after it’s been selected, if I change my mind between Wedge or Luke, I have to delete and re-enter an entire new ship
5) the app is slow- this is probably related to number 1- make it offline.
6) no dials
7) UI is ugly and frustrating.
Your web app developers should be embarrassed by the terrible product they rushed out. You should be embarrassed by the terrible quality of the app and the frustration it is causing your customers.
Get your stuff together FFG.
Exarkfr reacted to Magnus Grendel in Wrapping my head around Ring approaches
The best way I've come up with to explain this is don't look at the rings to start with. In the beta a lot of people said they preferred seeing all the possible approaches listed together (regardless of skill group) and working from that.
Say what you want to do, in the form "I want to [verb] the [object]" - "I want to fix the sword", "I sneak past the guard", "I seduce the priestess!"*
The Object is the easy bit (normally) and defines the skill - sword=smithing, hostile guard=fitness/skulduggery (depending on situation), priestess=sentiment/courtesy (depending on situation).
Once you've done that, work backwards by figuring out what approach the descriptive word you've chosen represents by comparing it to the examples below:
Refine, Feint, Trick, Analyse, Con - it's an Air approach (also deceive, outmanouvre, sneak, scrutinise, evade)
Restore, Withstand, Reason, Recall, Produce - it's an Earth approach (also fix, prepare, block, hold, sustained march, use continuous steady effort or thoroughness)
Invent, Overwhelm, Incite, Theorize, Innovate - it's a Fire approach (also be aggressive, attack, use a brief burst of strength or passion, sprint)
Adapt, Shift, Charm, Survey, Exchange - it's a Water approach (also strike a deal, use your environment, spot things, search)
Attune, Enlighten, Sacrifice, Sense, Subsist - it's a Void approach (also master your emotions, calm, remain still, use intuition, be divorced from your surroundings and feelings)
you wouldn't really use fire to perform a tea ceremony because you'd never be aggressively or passionately doing so...the point of the ceremony is the exact reverse.
Which other ring you'd use would be dependent on why you're doing it:
Performing a tea ceremony to calm yourself - probably Performance (Void) Performing a tea ceremony for someone else to make a good impression - probably Performance (Water) Performing a tea ceremony to practice the ritual itself - probably Performance (Earth) Performing a tea ceremony whilst poisoning the other guy's tea - probably Performance (Air)
This is also how you determine what skill/approach to use when someone's trying to do two things off one check. If you're trying to search a dockyard for evidence of nefarious doings, without getting caught, there are two ways you could resolve this:
As a check to sneak through the yard, spending opportunities to 'notice a detail of the environment'
As a check to search the yard, spending opportunities to 'complete the task subtly and without attracting attention'.
Which way you do it depends on what's more important to the player - finding the evidence or not being seen.
* Sorry. The Gamers moment there.
Exarkfr reacted to Cgriffith in Points adjustments over Errata? Not a great idea...
Can we wait a little, before we prejudge the new philosophy the development team believes in. We literally haven’t even had an official release and already we’re getting these posts.
Exarkfr reacted to Commander Kaine in Points adjustments over Errata? Not a great idea...
With 2.0, FFG will have the ability to tweak the power of basically any card in the game, without compromising the information on our cards. Should an effect, a pilot or a ship be too much or too little, they could change the costs easily.
Aside from typos, unclear wordings, or mistakes (actual errors that the errata is for), there are no strong incentives to modify the text of a card. In fact, one could argue that if you CAN keep the game healthy without changing texts, you should be doing so. That way you can keep your cards relevant for the longest time.
However, I put it to you, this is the wrong way to think about design, and it will lead to similar problems as the tools of 1.0 did.
In some cases, there are effects that are just too powerful or too weak to be balanced by point values alone. Some argue Luke Gunner is one such card. Old Palp had a similar issue according to some. There is simply no indication that such effects will no longer plague the game after 2.0, especially with the ludicrous release schedule FFG alludes to.
Disregarding these problems, and trying to fix them with point values will either result in cards with minimal costs that are still not played, or cards with exorbitant costs that will not be played either.
What I am trying to get across, is that both solutions need to be used simultaneously to achieve a healthy game state. The old X7 was treated right, making the Evade an action, therefore depending on player skill to work, instead of ignoring counterplay options. The decision to change that card's text is the right one, even if we account for the possibility of changing the cost. The mechanic was unfair, and it was made fair, while retaining the cool parts. Similarly, in some cases, raising or decreasing costs is the right way to go, especially when a card does everything the card needs to do, but it is still a sub-par option compared to others.
So, here's hoping that FFG realizes this and will not lock the mechanics of every card in, however useless or powerful they might be, and will use every tool available to them to make the game right.
Exarkfr got a reaction from jmoschner in Range bands--any worked example from FFG?
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.
Exarkfr got a reaction from jmoschner in Range bands--any worked example from FFG?
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.
Exarkfr reacted to gareth_lazelle in Range bands--any worked example from FFG?
Hah, my day job is land surveyor - I like maps ?, that may be my problem...
And that's why this thread was opened, because we're not 100% sure what the writers did intend, and they don't seem too keen on clarifying.
It may come down to that, but I'd rather know how it is intended to work before I make that choice.
A few people here seem to have made it work for them, but no one seems sure how it's supposed to work,
Exarkfr reacted to mouthymerc in Range bands--any worked example from FFG?
And you will probably never get a consensus. Not a big deal. Never met a game that appealed to everyone.
Personally I enjoy the range bands. In Star Wars, which favours ranged combat, they work well for my group. LotFR tends to favour melee, as it should, so has more close in range bands, thus allowing maneuvering and some tactical thought. In Star Wars you are either engaged in melee or not. Actual concrete distances come in second behind fun stories. No need to worry about diagonal movement or exact positioning, just maneuvering for the best position in a more abstract form.
There was a learning curve for some when Star Wars came out, I imagine there will be one here too.
Exarkfr got a reaction from gareth_lazelle in Range bands--any worked example from FFG?
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.