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The Grand Falloon

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  1. I dunno, man. How does the Imperial Court feel about blonde dreadlocks and hemp kimono?
  2. Wait. There are other activities? Who knew about this!? What else aren't people telling me?
  3. Close. If the severity drops to 0 then the target's armor is damaged. My understanding is that armor only reduces the Fatigue damage, not the severity of the critical (unless you're a Hida Defender). Seems counter-intuitive to me, and I probably would have designed it the other way around. To mess with it now would probably screw up about half a dozen school abilities and techniques. But yes, sometimes you will want your character to take the critical and keep fighting. When we played the Beginner Box, the Lion Bushi took a nasty slice to the leg in order to avoid going over his Endurance. The ronin who inflicted that wound is still out there somewhere...
  4. I'm just curious about how folks' duels are working out in actual play. There was a fair amount of discussion when the game first dropped about the best strategies and such, but i doubt most groups had had much chance to see how it really works at the table. Have your players been playing the Staredown game, using Predict to try and push their opponents into Compromising? Have they just been drawing steel and attacking, hoping to wear their opponents down before they Strife Out themselves? And of course, have they died gloriously?
  5. The Grand Falloon

    What to do with Success?

    Yeah, but I'm talking about no clear mechanical benefit to a simple success. In the case of the above Fire Social check, the TN would probably be 2 or 3, for the target's Vigilance, but there's no mechanical effect if you succeed in the first place. So you may as well try NOT to succeed, and just use the Opportunity options. Heck, if you can get your GM to leverage a Disadvantage against you, you're in even better shape. "Oh, no, I have to reroll these two successes. Aw shucks, they came up Opportunity. Well, I guess I'll gain a Void Point, inflict 2 Strife, and increase the TN of his attacks next round by two. Oh, woe is me." I'm really just trying to come up with a blanket guideline for mechanical benefits for unexpected skill usage, because I think Success should always be a good thing. In Star Wars, I made it a simple Increase/Decrease in Difficulty. If the guy with high Athletics wants to make a mad dash to cover, dodging and weaving all the way, a simple success could increase the difficulty to hit him by 1 (yes, it's a lot, but he's sacrificing his entire action on movement). Advantage and Triumph could be spent on the usual things, thus making it even more difficult.
  6. The Grand Falloon

    What to do with Success?

    Something like that. Maybe add a bit more for each of his lackeys. A lot of adventures and such will say, "When half the goblins are defeated, the rest will flee," or somesuch. That's fine if you remember to keep that defeat condition in your head, but I rarely do. I think a hidden "morale" stat could be just the thing to make enemies behave more realistically. Anything is better than, "the bandits fight to the death." Because no, they certainly do not. I suppose it's easy enough to sum up with a group Composure or Panic score.
  7. There are situations, especially in combat, where folks will want to use non-combat rolls, and I'm not sure what success should grant. In particular, I'm thinking of social rolls where I know exactly what to do with Opportunity, but not so much with success. In a Narrative scene, you charm the guard or jump the chasm. In an Intrige you gain Momentum to sway the Daimyo to your position. I'm looking for some sort of blanket bonus such a roll would give in other situations, when it's not so clear. This would obviously be modified depending on the circumstances. This came up as I was reading over Fanning the Flames, thinking of its utility in a duel. Spend a round talking trash, spend one opportunity to hit your opponent with Strife, and another to Daze them. Hey, that's great, but what would success do? This applies to a lot of situations. Even without techniques, a successful roll should do something. Let's say a Shiba Bushi cuts down a bandit in a skirmish, and then tries to convince the others that this fight will not be worth the cost (probably with Command/Earth or Water). If there's fighting all around, it may not be enough to end the skirmish, but at the very least one or two bandits facing the Shiba should be rethinking things, maybe taking a Guard action and backing away. I figure the TN of a lot of checks would be the target's Vigilance. As far as bonuses, I've gotta few ideas: Target suffers increased TN to certain action types (and the GM is encouraged to avoid those types). The character or allies either reduce their TN or gain extra dice to their next checks. Inflict Strife Perhaps Skirmishes should have something akin to Momentum, which would basically be a guide to when the bad guys turn and run. Defeating enemies would certainly add Momentum, but you could also gain it by doing other cool things.
  8. The Grand Falloon

    Kaito Shrinekeeper...

    If I'm not mistaken, the Hiruma Scout, Shosuro Shinobi, and Soshi Illusionist have access to all the Ninjutsu techniques in the book, though all at different ranks. I do hope that as new books and techniques are released, they include some type of sidebar about swapping things in and out of the curricula. Of course, even if not, it will be much easier to manage than, say, the talent trees from Star Wars.
  9. The Grand Falloon

    Clarification on crit hits needed

    Not really. Most resist rolls are at a higher TN, like 3 or 4, and taking Strife doesn't help you reach that TN, because it's only for Bonus Successes. Also, so far as I know, there's nothing to be gained from Bonus Successes on any resistance rolls other than Critical Strikes anyway, so there's no point trying to grab that extra Strife. When you take a Critical Strike, however, your TN is generally 1, because they want everyone to have a good shot at reducing the severity at least a little. Now, we all know Strife can bite ya, but if taking a massive Strife dump means the difference between losing an arm and getting a scratch, well, that's no choice at all. I'll be letting my players know that that trick won't work at my table. Fire is powerful enough in offense, I'm not letting it pull double duty on defense as well.
  10. The Grand Falloon

    Clarification on crit hits needed

    In particular, as written, using Strife makes Fire much much too powerful for resisting crits.
  11. The Grand Falloon

    Errata is up!

    And I just noticed the tweak to Rising Blade: "The TN of this check is equal to the target's Vigilance." When you're compromised, your Vigilance is 1. So you make that attack at TN 1, they can't defend, and when they roll to resist the crit, they can't keep any dice showing Strife. Well, that just got a whole lot better!
  12. *low whistle* Very nice, sir. Very nice.
  13. The Grand Falloon

    Trying to fix Rising Cut

    Dude. You have got to understand that you are pissing a lot of people off here. You are constantly being rude, snide, condescending, and outright insulting to both the designers and the community. Even when you're right about a rules clarification (which is often), nobody wants to back you up because you're a jerk about it. We've all done it. Search through my post history enough and you'll find examples of me being snotty to someone. But your account is three months old and you're belittling people who have been here for the better part of a decade. There is no other "Avatar111" that people have gotten to know. And the usual wisdom of "ignore the troll" doesn't work, because you're all over every thread related to this game. You are obviously really into this game, and that is great. You obviously have picked up on a lot of the weird little rules nuances that have some other folks confused. That's also great. I disagree with a lot of your conclusions, and I look forward to arguing about them with you, but that won't happen with the attitude that you're bringing to these forums. There are a few possible outcomes if you continue treating the people here like you have been. The first is that a moderator bans your account. Which is a hassle, but we all know you'll be back as Avatar112. And honestly, I don't know of anyone being banned here. The second is that your enthusiasm wanes and you're no longer taking up half the posts in every thread. This will make you easy enough for everyone to ignore. The third is that people stop coming here. And you need to understand that this is a very real possibility. An internet forum is a niche venue for a small niche game in a small niche hobby. This is a fragile ecosystem that will wither and die in a toxic environment. There is a fourth possibility, of course, but it relies entirely on you: dial it down. Stop insulting people and trying to make it okay with a stupid emoji. Stop belittling people when their understanding of the rules is off. And by Tyr's bloody stump, stop telling people to "get good."
  14. The Grand Falloon

    Trying to fix Rising Cut

    Ah yes. I believe this is referred to as the "John Leguizamo in Romeo and Juliet" approach. It may be that I was reading the intent of the Kata wrong. My impression was that Rising Blade was meant to be the dueling technique, and Crossing Blade was the skirmish technique, and that they had made a critical mistake with Finishing Blow becoming redundant with Rising Blade. But to follow WHW's line of reasoning, Crossing Blade would be the dueling technique, and Rising Blade is the "talk trash until your enemy reaches for his steel, and then cut him down like lightning" technique.
  15. From the book: "When fought to first strike, the duel objective is to inflict a critical strike on the opponent." Get good yourself.
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