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VictorTugglebend

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  1. First off can I say thanks for this. I'm utterly useless at page setting and layout in general so people like you, who do stuff like this, are just awesome in my book. Thanks :) Having said that ... Is it possible to get a second Talent Page? A full page of little talent boxes after the initial one. My players are getting close to wanting multiple Tier 5 talents. Cheers, :)
  2. They look pretty good so far. As a purely personal opinion I'd maybe swap the rank in Brawl on the Guardian archetype to a rank in Resilience. Brawl pushes the character towards a close up melee role early on and I think Resilience is more in keeping with your ideas that this character is a bodyguard, taking hits but staying upright. The Mystic, and starting with magic is a question of tone really. In the various Arkham Horror games the players often start with a spell or two, but the scope of the game is more limited so they need that extra boost to stay competitive. In an RPG you can stretch the game out more allowing the characters to come across Arcane lore at a more sedate pace. If your looking to run one-shots or short campaigns I'd say its fine, otherwise maybe rethink it. Or, as an alternative, have the mystic start with a reduced Sanity, or a penalty to whatever Sanity mechanic you end up with, as the price for dabbling in the unknown. It also depends on how badass you're going to make magic and how much of it you have access to just by having the Arcane skill. Are you using the magic system straight out of the Core rules? Opportunist seems strong. Maybe limit it to either Boost or Setback dice rather than both, or reduce the number of dice moved to one if your sticking with both. The limit of once per session and the cost of a Story Point are both good ways of keeping the abuse level low. Give it a playtest and see how it works in practice. Finally, just as a matter of completeness, you don't have a Socialite archetype yet. I would definitely think about putting one in. Hoe that helps
  3. This is a really good idea. I really like the idea of the more you know the worse your Fear checks get. In an Arkham Horror game I'd probably limit the setback dice to Mythos specific Fear tests; seeing monsters, witnessing rituals etc. Just so I don't have characters going mad every time they see a corpse. I like the concept of a Sanity Mechanic like @Larry Ho-Teep is suggesting but I worry about tying it to Willpower. No other stat makes sense but I think it starts to weight Willpower a little too heavily as it's already tied to Strain Threshold. Perhaps just having a set value of 10 and introducing a ranked talent to increase it like Grit? Or doing something like the Morality Mechanic from F&D where it's a totally divorced stat and characters accumulate instability from exposure to the Mythos and failed Fear tests. At the end of each story the you test against instability and your Sanity drops if you fail. Once Sanity reaches a certain threshold you make a roll on Madness table similar to the Critical hit table? Although it probably needs to be a bit more elegant than that as it's quite a lot of bookkeeping.
  4. My plan is to use it in part as the skill associated with spells for determining extra effects. And, As a means for the players to recognise Mythos related threats. Recognising creature spoor, identifying wound marks, extrapolating on evidence with regard to rituals etc. Successful rolls will provide characters with clues and information about how best to combat whatever threat they're facing, with Advantage and Triumph being spent on greater levels of detail and perhaps even exposing weaknesses or providing leads on where to find whatever spells/artifacts/allies they need to defeat it. Threat and Despair will probably do the reverse, give the characters some red-herrings, or false leads. Despair might even apply a short term Trauma if the character is referencing a tome.
  5. I've been putting some thought into Knowledges for an Arkham Horror game myself. So far I think I'm going to use Academics (Humanities subjects: Art, Literature, Philosophy, History, Geography etc.), Science (Mathematics, Physics, Chemistry, Biology etc.), Linguistics (Languages, cyphers, translations etc.) and Mythos/Occult. Right now I'm torn between having Occult as it's own skill related to folklore, witchcraft, non-mythos gibblies and paranormal phenomena. Or rolling it all into one skill along with Mythos. I don't think it does the subject matter justice as one skill, but I'm concerned about bloat. As for Mythos itself, I don't think PC's should be able to raise it with XP. Studying tomes, receiving instruction, and exposure to the Mythos should be the only ways of raising the skill. Along with all the attendant risks and costs involved in those pursuits. I also echo all the sentiments expressed about designing an investigation by SavageBob and Darksyde.
  6. Not really much use for getting a lot of stuff as the price per mini is pretty high, but these guys: https://www.heroforge.com/ are ace for doing individual characters, PC's villains etc. We recently got our D&D party done and they're really nice
  7. Yup, you're right on both counts there. A good investigative scene should provide multiple paths to success so that a single roll doesn't impede progress, but that's a different subject I'd argue that a Ronin's Path has faults in adventure design and its attempts to highlight the system rather than faults in the system itself. If one of my players specifically states they're looking in a place where a clue is 'hidden' I'd have them find it regardless of success on a skill roll.
  8. I'm not a big fan of 'Notice' type skills to be honest. Coming from a Call of Cthulhu and GUMSHOE background I've found they tend to overshadow players asking questions and actually, y'know, investigating. Early CoC adventures in particular we're notorious for getting derailed if the PC's failed to notice the important clue because of a failed roll. To go back to the Sherlock Holmes example, or any literary detective for that matter, noticing the clue isn't the important part, interpreting it is. Hercule Poirot and Gil Grissom always find the clues but what they do with them is the interesting part. When a crime scene, or investigation is laid out the 'clues' should be made apparent in the description. There's blood spatter on the door frame, the contents of the table have spilled onto the floor and under the bed, there are some odd looking scuff marks on the window frame, etc, etc. The Players then use their skills to contextualise the evidence they have to provide further leads. They find the murder weapon under the bed (and let's face it, looking under a bed should not require a skill roll) and use any number of skills to gain more clues from it. Perhaps the Courtier remembers seeing this particular dagger in the obi of a Phoenix delegate earlier in the evening, the bushi theorizes that a weapon this small would require several blows, or the element of surprise in order to kill the victim, the shugenja recognizes the inscription on the dagger as the final haiku of a recently departed sensei from a nearby dojo, or whatever. All these are skill rolls, they provide further clues and leads for the PC's to follow. If they fail, the PC's still have the murder weapon, the core clue, and perhaps learn about it in different ways, asking NPC's about it, showing it to suspects in hopes of eliciting a reaction, etc. The point is, investigation is not about finding clues, it's about using clues to lead you to a conclusion and that's where the skills and the skill rolls come in. I think it's important to remember that this storytelling, not real-life CSI.
  9. •Are there any activities you have wanted to pursue during a session that are not clearly covered by one or more skills? Not so far no. Some activities are concealed within skills that were unexpected but made sense once we'd re-read the descriptions. Performance, for example, being used for both singing, acting, playing a musical instrument, and disguise, mimicry and other ''ninja-type' skills. Nothing has been beyond the current skill list, but finding the correct skill, or worse, finding the character does not possess the correct skill due to a misinterpretation of the skill has been a source of some wasted time. In reference to this, a number of people have noted that there are no dedicated investigation or observation type skills. I don't think the system actually needs them, but in order for this to work a certain number things must be made plain to both GM and PC's 1. It should be obvious to the GM that the PC's are entering an investigation type scene. 2. The GM should make sure that all 'clues' are included in the description of the scene, removing the need for a 'spot-hidden' roll. 3. The PC's use appropriate skills to get context from the clues. Medicine to analyze blood spatter, Survival to determine what made the strange tracks outside the window, Composition to examine a ransom note and learn about it's author, or the materials used in its creation, etc. The main thing here is nothing requires 'finding' and a failed roll does not mean the PC's miss out on vital information. This is considerably different from other systems (except GUMSHOE) so I think it's more a case of educating players to a different kind of investigation scene rather than making new skills. •Are there any skills that have confused you in their implementation? Again, not really. Actually using the skills is pretty straight forward, but finding the correct skill has been a pain sometimes. Not often enough that I think it really needs changing but perhaps a better worded description of the skill in the summaries so less trawling through the write-ups to find out how to ride a horse. •Does your group generally apply advantages and disadvantages narratively, or only to the specific listed checks and rings? About 50/50. Our group is definitely in the story over crunch grouping, but the mechanics are pretty simple so they crop up more often than I thought they would. I don't see anything wrong with the unified approach currently being used (All distinctions allow re-rolls, All Anxieties generate strife etc.) but I think some of them could do with a more thorough description. For example, my players have little to no experience of Rokugan and had a lot of questions about the Shadowlands taint. I went back to my 4th Ed rulebooks to answer them as it's really not covered in the Beta. That's fine, this is just a Beta and a lot of fluff has been removed to make room for rules, but, given that Unmasking and certain scheme actions can specifically reveal a characters disadvantages it's probably worth going back to look at the fall out of some things coming to light, both from a mechanical and narrative stand point. •Are there any advantages or disadvantages from prior iterations of the game you would want to see return? Not really. I'm happy for new content rather than a re-hash of existing rules. Maybe clan and family specific ones in the future, like Yogo Curse and such, but I don't think they're needed in the core rules or the Beta. •Are there any advantages or disadvantages you have had trouble using at the table? Not so far. The mechanics are pretty easy to use so cause little disruption, however none of us is quite sure why void points are tied to disadvantages so perhaps a written reasoning is needed. On the whole things are going well so far and we're enjoying it. The main criticisms from my players has been a lack of detail or poorly thought out layout, things easily fixed for a finished product. Right now it feels like the writers know exactly what they want from the game, but are having difficulty getting that point across. I can see the reason, page space is better served with rules for testing than explanations about the design process, but for newbies it can feel quite disorienting. Cheers,
  10. Hello! We had a go at character creation last night, here's the feedback so far: Our group is me as GM, with three PC's. All of us are gaming veterans, with experience of a variety of gaming systems including FFG's Star Wars/Genesys system. I've been a fan of L5R since 1st Ed but none of my current players have played any incarnation of the RPG, although one of them played the early CCG (Clan War storyline). I should start by saying we didn't finish character generation in our three hour gaming slot, in fact we only got as far as completing Part III. I don't think this is a fault of the system as it normally takes us a session or two to make characters and with the two of the three players having zero experience of Rokugan I wanted to make sure we explained as much as we could as we went along. A lot of our session was spent talking about the setting and the overall differences between Rokugan and pretty much every other game setting. We created the characters as a group, with all the players discussing what they thought would be cool and trying to find ways to tie the characters together as a group. As the characters began to take shape we also ventured opinions on how we thought each others characters might answer the questions. Overall this experience was very positive and I think it really helped. I can see making a character on your own being way less fun. We ended up with: A Shinjo Outrider from the Shinjo family. A Shosuro Infiltrator from the Bayushi family. An Isawa Elementalist from the Isawa family. Each of the characters started off as a very rough archetype, but over the course of the questions we answered each one became quite different. Talking to the players at the end of the session all of them agreed that the characters would not have turned out the way they did, had they just been given a stat line, a bunch of XP, and told to get on with it. The questions method is a hit with my group. For the most part there were no real problems answering any of the questions until we got to Giri and Ninjo. The Bayushi and the Isawa found a good set of Duty's and Passions that were broad enough to see play quite often, but also focussed enough to give definite steps on how best to achieve them. However, the Shinjo really struggled with this part of the character generation. She got her passion pretty quickly, having previously decided that she wanted to return to the Clan's roots of exploration and discovery, but we couldn't find a duty that she wanted to play that would fit. I think partially this was due to the player in question being so new to Rokugan and but also because the section on Duty and Honour is actually quite brief and could certainly use some filling out. Perhaps a more substantial list of 'typical' duty's would help? In the end, we skipped this step for the Shinjo as it was getting late and we wanted to complete Part III. Thankfully the Shinjo and I live together so we intend to spend some more time between now and the next session working through what Duty means to her. But this was certainly a sticking point. Overall the entire session was good fun. The idea of Approaches really clicked with the group as they are the type of players how like to think their way out of trouble and come with different uses for skills and talents. In talking things over with the group we are probably going to bend some of the rules a little. The main example that came up is using any of the approaches for any of the skills, rather than limiting them by skill group. Using Air to Analyse things other than Scholar skills for example. On the down side, as others have touched on, the layout of the beta document is a bit awkward, with lots of flipping pages backwards and forwards. A flow chart with page references would be a tremendous help. We're hopefully going to complete character gen next week, so I'll update once that's done. Cheers,
  11. Hi there, I'm looking to start playing Star Wars but the Edge of the Empire core rulebook is rarer than hen's teeth in the UK right now. I've seen that it has been re-printed and is currently 'On the Boat' meaning that at some mystical point in the future it will probably be available to buy again. But I want to start wrapping my head around the mechanics now. So ... Given that I ultimately want to run an Edge of the Empire 'style' game should I continue to wait for the eventual reappearance of the core rulebook, or would picking up either of the other two core rulebooks be worth while and if so which one? Thanks in advance.
  12. I don't think you can generalise an entire race like that. You might as well ask how would a human react to Chaos tainted PC's. It depends on the individual. Some Dark Eldar might immediately think 'Argh! Kill it with fire!' Others might think the PC's to be a valuable resource to be exploited, or a potential threat to be monitored carefully. Of course, some Dark Eldar might not care in the slightest as long as the PC's don't mess with their plans. In short, I think any given Dark Eldar, or group of Dark Eldar would react however you want them to react to better further your story.
  13. Hi there, Yes they can. Top of Page 10 in bold: "If for some reason the last player is removed from a team zone, leaving it empty, it is possible for a different manager to then place a player in that highlight." Edit: For my bad grammar and spelling
  14. I meant the mood of Blood Bowl the imaginary sport, not the mood of the Card Game. In the various bits of colour text and 'Did you knows?' from the game manuals down the years the success of a team, or lack thereof, was often attributed to the team itself. Its players, its tactics, its secret weapons and bribes etc. Not how many staff it had manning sidelines. I'm not saying the card is wrong, or that Managers shouldn't look at using two Staffing Office cards as a viable tactic for winning the game, just that it didn't 'feel like Blood Bowl' to me. Probably just my interpretation of the board game and its surrounding setting. Like I said, I'm a big fan of the Card Game and will continue to play it and everythig else about it really did 'feel like Blood Bowl' just this one thing seems weird to me and I'm hoping it'll be FAQ'd or some such.
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