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gareth_lazelle

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  1. Thanks
    gareth_lazelle got a reaction from Soktine in L5R Symbol Font   
    I'm sure I remember seeing something like this before, but I couldn't find it,
    So, here's my own, included are:
    Clan Mon for all of the clans that seem to be playable right now, Dice Symbols, Talent Symbols, Ring Mon And a couple of miscellaneous symbols You'll need to paste the symbols in from the character map or similar,

    Have fun,
    L5R-Icons.ttf
  2. Like
    gareth_lazelle got a reaction from vargr in L5R Symbol Font   
    I'm sure I remember seeing something like this before, but I couldn't find it,
    So, here's my own, included are:
    Clan Mon for all of the clans that seem to be playable right now, Dice Symbols, Talent Symbols, Ring Mon And a couple of miscellaneous symbols You'll need to paste the symbols in from the character map or similar,

    Have fun,
    L5R-Icons.ttf
  3. Thanks
    gareth_lazelle got a reaction from argel1200 in L5R Symbol Font   
    I'm sure I remember seeing something like this before, but I couldn't find it,
    So, here's my own, included are:
    Clan Mon for all of the clans that seem to be playable right now, Dice Symbols, Talent Symbols, Ring Mon And a couple of miscellaneous symbols You'll need to paste the symbols in from the character map or similar,

    Have fun,
    L5R-Icons.ttf
  4. Like
    gareth_lazelle got a reaction from MonCalamariAgainstDrunkDriving in Limits to Sympathetic Energies?   
    One note here, Tainted isn't a condition, it's a Disadvantage,
    You can copy Afflicted though,
  5. Like
    gareth_lazelle got a reaction from MonCalamariAgainstDrunkDriving in Limits to Sympathetic Energies?   
    I'd guess it'd be up to you,
    I would note that:
    1/ Sympathetic Energies has a very short range (i.e.: you need to be within sword-reach of both the source and the targets for the condition), sure you can boost the range, but then you're likely talking about five or more kept dice (two successes and three or more opportunities), and at that point if you are regularly managing this then your character is just **** awesome, your die rolls are awesome, or you've been channeling for several turns... Either which way you deserve something cool to occur.
    2/ Minions never (or at least  very rarely) seem to gain the "Dying" condition - they never receive Critical Strikes, and they are "defeated" when their fatigue exceeds their endurance, at which point they are either lethally or non-lethally dispatched depending upon the damage source (and whilst "Dying" may be a Condition, "Dead" is not...). So for there to be a "source" for the Dying Condition , either there must be a nearby dying Adversary or PC - this isn't likely to be as common as might initially appear, and where it does occur it likely means that the fight is either starting to wind down (major NPCs are out of the fight, and who cares how the mooks are taken out) or the PCs are in dire straits, and that's just heroic at that point...
    3/ As written, targets will get the full "Dying [X] clock - you get "Dying [X]" when you receive the condition - the X doesn't count down as such, it just means you will die in X turns (this is my interpretation, the rules aren't particularly clear here), so if you spawn the condition on someone with, say, "Dying 3" and one turn left to live, I would assume that the new targets all begin with three turns of life left (not the one turn the source had left),
    4/ Unless other conditions apply, remember that the dying condition doesn't actually hinder you up until the point of death - you can go about your normal business, or even treat the Condition yourself, whilst you have "Dying". This is more of an issue when you receive the Condition in the normal way - because that usually happens when you also have "Exhausted" or are otherwise hindered (preventing you from treating it or performing many actions), but just getting this Condition alone isn't so much of a problem.
    With all of that said, if it isn't working for you change it - and let us know if you find it a problem as it'll help others,
  6. Like
    gareth_lazelle got a reaction from MonCalamariAgainstDrunkDriving in Dueling Question?   
    I would have said so - after all, what are the judges assessing when they award points for fatigue?
    It has to be how exhausted the combatant is,
    And fatigue caused by blood loss clearly is going to be a part of that,
  7. Like
    gareth_lazelle got a reaction from MonCalamariAgainstDrunkDriving in Dueling Question?   
    Yeah, but he warned me after the fact
  8. Like
    gareth_lazelle got a reaction from Magnus Grendel in Pacifism and Violence   
    You can kind of leave a lot of this for the player to decide,
    I say that because this really depends upon the character - how severe is his or her pacifism?
    Will they fight in self-defense? In the defense of others? In defense of the defenseless? Never? Will they use non-lethal weapons only?
    This is an interesting question for the player because it will in part determine the flow of Void points from this disadvantage - the more severe their pacifism the more void points they get, and the more Strife they will get,
    So it's kind of self-limiting.
    From your perspective, I'd consider looking at the deadliness of weapons - low deadliness weapons may or may not be acceptable to the player, but it is a good starting point, certainly I would consider weapons incapable of doing anything other than wrecking up armour okay in many cases, but would still have to think carefully about the situation - attacking an incapacitated enemy should be a problem,
    But really, leave it to the player - they'll figure out their characters ethics, and if they make the Disadvantage too weak then they suffer through lack of void, so they are encouraged to find a middle-ground.
    ---
    It's one of the cooler aspects of the way L5R handles disadvantages - sure, you can take anything you want - want a physical disability in a court game? Fine, but you won't get many VP for it,
  9. Like
    gareth_lazelle reacted to Tonbo Karasu in Shinseist vs Fortunist vs Togashi   
    Wow, I thought I had a hard time waiting 3 weeks for it to reach he UK.
     
  10. Like
    gareth_lazelle got a reaction from Tonbo Karasu in Limits to Sympathetic Energies?   
    One note here, Tainted isn't a condition, it's a Disadvantage,
    You can copy Afflicted though,
  11. Like
    gareth_lazelle got a reaction from Avatar111 in Dragon Mastery 6 and Kata   
    Ooh,
    On a related note, there is a Maho in the shadowlands book which specifically does something  very like what is being discussed here - negating an attack in progress by swapping places with another character which then becomes the target,
    But if memory serves (no book to hand), it explicitly changes the attacks target and it doesn't use opportunities as a mechanic to make it happen (and IIRC it's a once per scene effect, so it's very limited),
     
    If regular opportunities where meant to do things like this it makes mobility opportunities very powerful.
  12. Like
    gareth_lazelle reacted to Avatar111 in Dragon Mastery 6 and Kata   
    though I'm curious to hear an official response on all of this. It definitely needs a bit of clarification (no mather how you, I, we, interpret it, there really isn't any clear ruling for something that is... I think quite important at higher ranks when people have multiple techniques and bigger dice pools).
  13. Like
    gareth_lazelle got a reaction from Avatar111 in Dragon Mastery 6 and Kata   
    If that where the case then you could never trigger opportunities like critical strikes because they have success as a requirement in order for you to select them,
    The TN was set before the dice where rolled,
    Nowhere does it suggest that you reassess that at any point, and it's clear the game designers intended for the TN to be publicly known at the time you selected dice to keep,
     
    I'm coming to believe that the movement thing is a red herring - you don't teleport, and no-matter how fast you can run, you don't outrun an arrow... My personal take on the range thing is that if the action was valid when you started it then it is now,
  14. Thanks
    gareth_lazelle reacted to Bazakahuna in Limits to Sympathetic Energies?   
    Yes sorry, that's the Condition I meant (didn't have the book handy as at work lol).
    Seems kind of nasty though... that's got to carry some loss of honour for sure, and Glory fs people find out... and get Emerald Magistrates on you for potentially being a Maho practioner... some things regulate perfectly well in game it seems
  15. Thanks
    gareth_lazelle got a reaction from Bazakahuna in Limits to Sympathetic Energies?   
    I'd guess it'd be up to you,
    I would note that:
    1/ Sympathetic Energies has a very short range (i.e.: you need to be within sword-reach of both the source and the targets for the condition), sure you can boost the range, but then you're likely talking about five or more kept dice (two successes and three or more opportunities), and at that point if you are regularly managing this then your character is just **** awesome, your die rolls are awesome, or you've been channeling for several turns... Either which way you deserve something cool to occur.
    2/ Minions never (or at least  very rarely) seem to gain the "Dying" condition - they never receive Critical Strikes, and they are "defeated" when their fatigue exceeds their endurance, at which point they are either lethally or non-lethally dispatched depending upon the damage source (and whilst "Dying" may be a Condition, "Dead" is not...). So for there to be a "source" for the Dying Condition , either there must be a nearby dying Adversary or PC - this isn't likely to be as common as might initially appear, and where it does occur it likely means that the fight is either starting to wind down (major NPCs are out of the fight, and who cares how the mooks are taken out) or the PCs are in dire straits, and that's just heroic at that point...
    3/ As written, targets will get the full "Dying [X] clock - you get "Dying [X]" when you receive the condition - the X doesn't count down as such, it just means you will die in X turns (this is my interpretation, the rules aren't particularly clear here), so if you spawn the condition on someone with, say, "Dying 3" and one turn left to live, I would assume that the new targets all begin with three turns of life left (not the one turn the source had left),
    4/ Unless other conditions apply, remember that the dying condition doesn't actually hinder you up until the point of death - you can go about your normal business, or even treat the Condition yourself, whilst you have "Dying". This is more of an issue when you receive the Condition in the normal way - because that usually happens when you also have "Exhausted" or are otherwise hindered (preventing you from treating it or performing many actions), but just getting this Condition alone isn't so much of a problem.
    With all of that said, if it isn't working for you change it - and let us know if you find it a problem as it'll help others,
  16. Thanks
    gareth_lazelle reacted to Magnus Grendel in Invisibility and fighting   
    I think this depends on circumstances. If it's a minion in a narrative scene who doesn't even know they're under attack, then one quick Fitness [Air] later to sneak up and it's one dead guard.
    If it's a major adversary who knows you're there but can't see you right know because you've turned invisible, that's not the same; I'd happily offer a  Blind disadvantage but would hesitate to claim 'not actively defending' - they are trying, just not very well.
  17. Thanks
    gareth_lazelle reacted to Avatar111 in Dragon Mastery 6 and Kata   
    To be fair, their errata pdf is also full of erratas (page numbers mostly). And it didn't get fixed since.

    But that is another subject!
  18. Confused
    gareth_lazelle got a reaction from Avatar111 in Dragon Mastery 6 and Kata   
    Rather annoyingly this doesn't seem to have been added to v1.2 of the rulebook...
  19. Like
    gareth_lazelle got a reaction from Avatar111 in Dragon Mastery 6 and Kata   
    In other words, you can't have a situation where success is still in doubt when you choose opportunities...
  20. Thanks
    gareth_lazelle reacted to Avatar111 in Dragon Mastery 6 and Kata   
    yeah it got errata, it is now TN=Vigilance of the opponent

    but that isn't the only case in which a TN change can happen during opportunity usage. Though, I totally agree the TN shouldn't change once it is SET during activation phase and the kept die phase.
     
  21. Like
    gareth_lazelle got a reaction from deraforia in Pacifism and Violence   
    Ah - I'd misread what you'd said above,
    Makes more sense now,
  22. Thanks
    gareth_lazelle reacted to deraforia in Pacifism and Violence   
    In this case, the relevant entry is on page 133, under the Ferocity anxiety that begins on the previous page:
    This would override the normal rules for defeating minions.
  23. Like
    gareth_lazelle got a reaction from deraforia in Limits to Sympathetic Energies?   
    I'd guess it'd be up to you,
    I would note that:
    1/ Sympathetic Energies has a very short range (i.e.: you need to be within sword-reach of both the source and the targets for the condition), sure you can boost the range, but then you're likely talking about five or more kept dice (two successes and three or more opportunities), and at that point if you are regularly managing this then your character is just **** awesome, your die rolls are awesome, or you've been channeling for several turns... Either which way you deserve something cool to occur.
    2/ Minions never (or at least  very rarely) seem to gain the "Dying" condition - they never receive Critical Strikes, and they are "defeated" when their fatigue exceeds their endurance, at which point they are either lethally or non-lethally dispatched depending upon the damage source (and whilst "Dying" may be a Condition, "Dead" is not...). So for there to be a "source" for the Dying Condition , either there must be a nearby dying Adversary or PC - this isn't likely to be as common as might initially appear, and where it does occur it likely means that the fight is either starting to wind down (major NPCs are out of the fight, and who cares how the mooks are taken out) or the PCs are in dire straits, and that's just heroic at that point...
    3/ As written, targets will get the full "Dying [X] clock - you get "Dying [X]" when you receive the condition - the X doesn't count down as such, it just means you will die in X turns (this is my interpretation, the rules aren't particularly clear here), so if you spawn the condition on someone with, say, "Dying 3" and one turn left to live, I would assume that the new targets all begin with three turns of life left (not the one turn the source had left),
    4/ Unless other conditions apply, remember that the dying condition doesn't actually hinder you up until the point of death - you can go about your normal business, or even treat the Condition yourself, whilst you have "Dying". This is more of an issue when you receive the Condition in the normal way - because that usually happens when you also have "Exhausted" or are otherwise hindered (preventing you from treating it or performing many actions), but just getting this Condition alone isn't so much of a problem.
    With all of that said, if it isn't working for you change it - and let us know if you find it a problem as it'll help others,
  24. Thanks
    gareth_lazelle reacted to JasonMFlow in Running Dark Tides & Mask of the Oni [Possible Spoilers]   
    MotO has a section for "If your players played Dark Tides..." and one for "If they didn't play Dark Tides..." 
    It's laid out so you don't need a lot of connective tissue between the two. In my game Gaku survives Dark Tides and continues to play a part in MotO, even though it's not written that way. The main connective stuff are the rumors and leads that put the characters back onto Kitsu Sokori's path, which are all given to the GM at the front of MotO. I have a few smaller adventures set up in between the two printed mods, and it won't cause many problems from what I've seen of the beginning of the mod. I haven't read all of MotO yet, as it's still a few months from hitting my table, but I hope I've been a bit helpful.
  25. Thanks
    gareth_lazelle reacted to Magnus Grendel in Running Dark Tides & Mask of the Oni [Possible Spoilers]   
    type in [*spoiler*] and [*/spoiler*], but without the spurious '*'
    To be fair, you only ever really see her from the other side of the water heading out to sea at speed. The PCs shouldn't really have the opportunity to hurt her.
     
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