Jump to content


  • Content Count

  • Joined

  • Last visited

About AK_Aramis

  • Rank
  • Birthday 09/16/1969

Contact Methods

  • AIM
  • MSN
  • Website URL
  • ICQ
  • Yahoo

Profile Information

  • Location
    Alsea, Oregon, United States

Recent Profile Visitors

1,051 profile views
  1. The adventure seems to be a boxed set or shrink-wapped set: booklet, map, token-sheet... I'm actually happy about the token sheet.
  2. There are inns. Many villages won't have one, but most samurai aren't in the villages. When there is no Inn, they tend to stay at the local samurai's house, or if no samurai, in the headman's house. A samurai in a population center need never sleep outside... provided he's polite about it. Travel is almost exclusively "purposeful" - you don't go on vacation, you go because you were ordered to, or on pilgrimage, or on business. Exception: Monks, either Shinseist or Togashi. Shinseist Monks basically go wherever whenever, and politely get ignored when papers are asked for but they don't have them. Togashi Monks have been known to show up, uninvited, and in places they shouldn't have been able to, because Togashi-kami decided to send them. Monks as bodyguards - it's not implausible for The Togashi to assign one to guard someone who is to be important long enough for them to become important. Keep in mind that ALL Togashi monks are literally infused with the blood of Togashi-kami... it's part of the tattoo ink! Togashi-Kami also can use them as spies, seeing through them. Also, page 89 of 5E notes that Clan-monks generally fill the same roles as Shugenja, and shugenja can, at times, be assigned as guards. One nice thing about Togashi PC's... they can be drug by the nose into adventures... as Togashi-kami can direct them himself. Also, they are perfect for the player with the random work schedule... popping in and out of adventures as needed. As for gifts, any "auspicious event" should have at least small gifts. nothing over a few bu for most things, and often, even just a few zeni worth. Especially if its something inexpensive but not locally available. Bigger the occasion, bigger the gift. And, as Nameless Ronin notes, Yojimbo are exempt. CLan Monks can be exempt or not, depending upon their role; non-clan monks are almost never expected to gift, for they are expected to be broke.
  3. AK_Aramis

    Font File

    What font editor are you using?
  4. AK_Aramis

    Font File

    I've already got the various symbols in a font I've done. (Well, 8 faces of one font - two withds, P/B/I/BI each) - with some in the same locations as the fonts used by FFG. It's not the title font, tho'. (I've buried a bunch of other symbols in it, too. Currently, it's in mac .dfont/ttf format.) I just haven't put it up, yet, because I'm still tweaking a few things on it. (I spent two hours today fixing a few things in order to get the latest revision to compile in FontForge. It's powerful, but damned is it awkward. And I need to test that I didn't break the ) I could extract the L5R characters (including clan mon, the 5 rings rosette, the 7 clans rosette), but note they're all in unicode PUA, and I'm too lazy to remap them and fix the kerning for the overstrike characters.
  5. AK_Aramis

    Techniques and stances

    BULL. There is usually a right answer, provided one isn't blinded by prior experience with other games - it's just not always obvious. The rules are FAR more clear than your foggy view of them. But only if you grasp the two most important rules of L5R 5. The most important rule is on page 20, 1st paragraph. The only thing unclear about that is that the design is "roll only when really needed for drama." The second most is on page 22: the subsection, "When to Make a Check"... Applying the hermeneutic therein removes a LOT of the silly nitpicks you seem to be plagued with in play, based upon your various posts. Simply put... unless all of the following are true, the GM should just decide the outcome and move on: the PC can fail the action the PC can succeed the action failing the action has interesting consequences succeeding the action has interesting consequences Likewise, in conflicts, the GM has decided the situation is most interestingly resolved as a conflict. If the GM doesn't see it as interesting, don't invoke the conflict rules. This isn't D&D, where the conflict is the most interesting thing going in the setting. This is character centric drama. ****, my last sunday session, two weeks ago, covered all of 4 hours of character time plus a night's sleep. (Last week's was off due to the Anchorage Quake.) Most of it simple in-character narration, peppered with a few rolls to see if the character could pull off the straight-face, and a few more for interpreting/intuiting the meaning of NPC reactions. No conflict resolution needed. No roll needed for sneaking into the Emerald Champion's tower - Failure was uninteresting. no roll needed for making the paper airplanes. A roll needed to intimidate the guard... The Togashi failed that one... but it lead interesting places. Like ticking off the instructor. Another few rolls for making things - one by the Kaiu, one by the Asahina. a commune ritual - to get a ghost present so they could ask it questions. This isn't a simulation game, where there's a rule for each niggling thing. There's a process provided for when the answer is called forth from the dice. It's open ended. It's rather nicely flexible. Like many games with structured action resolution systems, (including MegaTraveller, 2300AD, FFG Star Wars, d6 Star Wars, 2d20 system (Star Trek Adventures, Conan, Mutant Chronicles), the system is a framework to build upon, not a menu to pick from.
  6. AK_Aramis

    Privileged Access to a Technique Group

    The "Make a rank 4," still requires adherence to the restrictions - note that experience spends are in the character generation chapter.
  7. Uh, no. The corebook is pretty clearly NOT a standalone. The Rokugan setting book is fairly clearly intended to be the core setting. Likewise, the Beginner Game is fairly well presumed. Newbs are expected to buy the Beginner Box. Then both the core and Rokugan. The relative lack of templates is also indicative. The difference in tone is explicit on page 6 (sidebar)
  8. AK_Aramis

    Privileged Access to a Technique Group

    Access to All... but they cannot actually learn all, unless the GM is using the training required to rank up option. At 3 per, and 20 needed to rank up, they can at most take 8 - one in char gen, plus 7 more with experience. And no more than 10 water invocations in rank 3.
  9. A lot of it depends on if the GM is thinking about long term repercussions. Same for the players. L5R isn't D&D in tone nor mechanics; KTAATTS in a proper Rokugan-as-intended is a fast road to being put down like a rabid dog. (Remember Ol' Yeller?) If one insists upon treating it as nothing more than "Asian D&D," the rules, especially the duels, will feel broken. Thing is, duels are, in both Rokugan and Historical Japan, shockingly common and shockingly non-lethal. Killing another in a duel has HUGE consequences... and they are exacerbated heavily by any of: didn't get his lord's permission, didn't get your lord's permission, duel was over something minor, violated the agreed form. At best, a murderous duelist soon finds himself infamous and rōnin. At worst, his lord's other men slaughter him openly in the street... with anything other than katana... because he's not worthy of an honorable death. Only on the battlefield was it fair to one-shot an Enemy.
  10. my FLGS says street date is next week.
  11. And 2 more if you are enraged...
  12. the damage level is controllable downward; If you roll hot, but want to do only enough to incapacitate, keep fewer. Armor will be (usually) a knowable quantity. Crits, harder to control, but if not wanting to kill, remember that any crit (including Sev. 0-2 armor damage) renders target unconscious. So, fighting to KO is just beat them until they drop, and don't use HPS nor rising blade.
  13. It's also possible we'll see a book by Character Type, not unlike 3E's titles, something like: Masters of War, Masters of Court, Masters of Magic, Masters of Self (Monks), and maybe Masters of the Shadows (Shinobi and Mahō-tsukai). And, of course, Enemies of Rokugan (bestiary & more maho), and Rokugan Unseen (Minor Clans and Ji-samurai). (and I don't mind at all if FFG wants to use those exact titles.) Three very reasonable ways to go By Clan, by Ring, by Character Type... looking at prior performance, character type seems more likely to me. Both more likely to sell more of each (because to get a whole clan repertoire, you have to buy 5-6 books), and because it's easier to keep things balanced within type than across type. Ring has a disadvantage - it doesn't give good description of what it covers. Clan has the disadvantage of having low appeal; 1/8 the sales potential.
  14. @player3412539 I'm using it. I've been using it. I've used it before, back in the late 80's. My complaints about it are based upon years of play of 1E back in the day. And more years of play of 2E (but not 2ERE - I hate the scaling in 2ERE with a passion). A dozen+ sessions of 1E stock this year, as well - 4 at cons, and 8 outside cons. I'm only going afield in incorporating RC partially - the force powers and ship stats, while, for the last 3 sessions, I've used a variant scaling based upon the scaling in the 1E core. 1E is simpler in theory and to teach than the initiative in 2E. It's more annoying, however, because it's slower to adjudicate with the typical 4-7 players I wind up with at table - 2 of my 3 campaigns are public open games - and all regulars are familiar with several kinds of initiative systems. This isn't their favorite, due to the handling time.
  15. Even winning a duel doesn't guarantee the issue is settled. It just means the repercussions won't be formal and public over the initial transgression. If you draw duels for being a lout and leave a swathe of cripples behind you, those cripples have no legal recourse... but their lords do. You have deprived these lords of healthy samurai. You're not in trouble so much because of the duels, but your lack of self control. Likewise, if you leave a trail of bodies, sane daimyō will not grant you permission to enter nor travel through their lands. The guards at the road in who have heard of you will politely ask you to stay at the guardpost, even put you under an umbrella or inside the post, while a runner takes your papers to their lord. When said runner returns, you are very politely informed that, "the Lord is away. Please try again tomorrow." If you then enter, they can legit dogpile on you and kill you as a common criminal. If you come back, it repeats. Indefinitely. Even as someone else's papers are approved. "They had a permission already" will be the explanation. One must remember that Rokugan is essentially an occupied land under martial law by an elite caste. It's heaven is filled with a bureaucracy, even. You can be stonewalled for weeks, and if you don't play along, killed summarily.