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The Grand Falloon got a reaction from scottomail in Mass Battle for Small Groups
For Gunso, it seems odd to me that they need to use Air to issue a challenge. It seems to me that a Challenge should be an action taken by an individual soldier against another, and Air seems the least appropriate Ring for it. Most challenges in my mind would call for Fire, as you loudly question your target's bravery (and use any Strife symbols to make him risk extra Glory by declining).
In all, though, I'm eagerly looking forward to the end result. I loved the Game of Influence you did a while ago.
Selfish request: Your 5e conversions all seem to be multiple web pages. Any chance of ever seeing them as a simple PDF?
EDIT: Also, yes, maybe a little boated, but this seems like what you would use when the battle is the focus of an entire session. Much like the Influence Game, it might want some tricks for slimming it down, but that can come later.
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The Grand Falloon got a reaction from KerenRhys in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from KakitaKaori in Mass Battle for Small Groups
For Gunso, it seems odd to me that they need to use Air to issue a challenge. It seems to me that a Challenge should be an action taken by an individual soldier against another, and Air seems the least appropriate Ring for it. Most challenges in my mind would call for Fire, as you loudly question your target's bravery (and use any Strife symbols to make him risk extra Glory by declining).
In all, though, I'm eagerly looking forward to the end result. I loved the Game of Influence you did a while ago.
Selfish request: Your 5e conversions all seem to be multiple web pages. Any chance of ever seeing them as a simple PDF?
EDIT: Also, yes, maybe a little boated, but this seems like what you would use when the battle is the focus of an entire session. Much like the Influence Game, it might want some tricks for slimming it down, but that can come later.
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The Grand Falloon got a reaction from MirumotoOrashu in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from MonCalamariAgainstDrunkDriving in One Of My Players Wants To Be Spider Clan
Yeah, if it were me, I would just say no to the 4e version. The Spider clan existed because of a very bizarre set of circumstances. I encourage my players to have a hand in world creation, but creating an organized, politically relevant clan in the middle of a blasted hellscape, and having it be accepted by the Empire at large, is a bit much.
Now, there are plenty of options for a character that checks off a lot of those Spider boxes. He could be a maho-tsukai or Bloodspeaker from any of the clans. He could be an untainted member of a ronin family at the Edge of the Empire (no relation), applying for recognition as a minor clan, but secretly made up of descendants of the old Snake Clan (or maybe they still exist?). Perhaps they claim a loose kinship to the Scorpion, and lay claim to some forgotten territory Northwest of the Wall. Completely untainted, of course!
You need to know what the long and short term goals are for the player, the character, and the clan. What story does the player want to tell? How likely is he to betray the other characters? How about the character? He could actually be a pretty decent guy, just trying to earn enough Glory and Status to get his family recognized, perhaps not realizing the extent of their blasphemy.
The would-be clan is another story. They're probably trying for that long-term goal of bringing Fu Leng back to life and putting him on the throne. Or at least putting themselves there and establishing a dark empire. They're going to have to do a lot of cleaning when the Imperial auditors come to see if they're worthy of Minor Clan status.
There are plenty of ways to make it work, but "the Spider Clan exists, and they're allowed in the Empire and they don't get slaughtered on sight" would be too much to ask in my games.
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The Grand Falloon got a reaction from Rimsen in Removing Stims
You haven't met my players. Last session, one of them rolled five successes on a RRRP roll, but they have a knack for failing simple rolls.
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The Grand Falloon got a reaction from whafrog in Removing Stims
You haven't met my players. Last session, one of them rolled five successes on a RRRP roll, but they have a knack for failing simple rolls.
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The Grand Falloon got a reaction from P-47 Thunderbolt in Removing Stims
You haven't met my players. Last session, one of them rolled five successes on a RRRP roll, but they have a knack for failing simple rolls.
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The Grand Falloon got a reaction from whafrog in Removing Stims
I gotta say, a lot of us (including me) keep missing OP's point entirely. This is not a post about "whether or not stims should be in the game." In OP's game, stims are going out. He doesn't like them (and several of us agree with him), so anything arguing whether they should or shouldn't be in the game is a derailment. As far as this thread should be concerned, they're gone, come to peace with it.
What we need to be focusing on is, "stims are gone, as written, how do we mitigate the effects on healing, and what do we do about talents that rely on them?"
Now, mechanically, you could get by changing very little. Micheldebryun (I probably spelled that wrong) offered the first and easiest response of just changing the name. "Second Wind" works fine, and now it represents a character summoning some inner reserves of will to come back boistin' wit' vitality, rather than jamming a needle in their leg. Stim-related talents could represent a pep-talk when you're spending such a maneuver on your ally's behalf, but then it's definitely much more of a Bard schtick than a Medic schtick.
I'm also partial to Whafrog's tweaks, particularly changing healing to a Resilience roll (because Resilience gets no love in this game. Follow up: do they still heal 3 wounds on a failure? I'm kinda thinking after each use in a day add +1 difficulty, starting at 0).
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The Grand Falloon reacted to whafrog in Removing Stims
Sure, but that's the problem with hit point games anyway. In some ways, thermal detonators aren't lethal enough in this game, they shouldn't really do WT, they should impose at least one auto-crit. In any case, using my changes, a thermal detonator is still going to crit them and Disorient them (or worse) at WT, which could very well cause some kind of additional head-ringing effect.
You have no idea, because you haven't played it. It balances just fine. But it very much does depend on play style and there are probably other mitigating factors I'm not quantifying that make it work for me. I probably run my whole game very differently from you, so it's a bit audacious of you to decide what is working at my table...
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The Grand Falloon got a reaction from Bren Silet in Removing Stims
I agree. I'm also not a real fan of healing potions and spells in D&D, and in this setting it seems especially weird. I liked how in L5R, at the end of each scene, your Fatigue and Strife drop to half your threshold, and I considered implementing something similar. I'm liking Dono and Whafrog's ideas a bit more, though. Being kinda dark-minded, I kinda like the idea of Stims making your "second wind" more effective, but running the risk of addiction. It's not very Star Wars, but there's a lot of sci-fi (also, you know, real life) where soldiers and warriors use powerful drugs to push themselves to the limit.
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The Grand Falloon got a reaction from Magnus Grendel in Some concerning gossip
Oh, you sonufagun. There are so many ways that could be amazing.
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The Grand Falloon got a reaction from Stethemessiah in Removing Stims
The concern isn't a matter of game balance. The concern is that it's not very Star Wars to be in a blaster fight and everyone is getting shot up, and they're all jamming needles in themselves like junkies under a bridge. Dropping behind a stack of crates while the medic makes a Medicine roll for a round is a little more palatable, and more like something we see in action movies.
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The Grand Falloon got a reaction from whafrog in Removing Stims
The concern isn't a matter of game balance. The concern is that it's not very Star Wars to be in a blaster fight and everyone is getting shot up, and they're all jamming needles in themselves like junkies under a bridge. Dropping behind a stack of crates while the medic makes a Medicine roll for a round is a little more palatable, and more like something we see in action movies.
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The Grand Falloon reacted to whafrog in Removing Stims
Totally agreed. I have completely removed them (except for rare special one-use items that aren't purchasable):
I don't incapacitate at WT, instead this happens at 2xWT I allow a second wind (as per @DaverWattra ) except once per encounter, using Resilience, heals 3 wounds + successes, advantages can heal strain. At WT a character is Disoriented for a round. After WT they still take crits on new damage. -
The Grand Falloon reacted to Donovan Morningfire in Removing Stims
I've toyed with the notion of removing stims, and instead bringing in the Saga Edition/4e mechanic of a "second wind" where the PC can, once per encounter, spend an incidental on their turn to recover wounds equal to 1+Brawn. And with stims themselves being changed to "heal 5 wounds, but can't benefit from additional stims until after the patient has had a full night's rest." You've still got "on demand" healing without needing to carry a bunch of drugs, but it's not infinite and it's not as effective.
Never really pursued it, as none of the other players in the games I've run or played in have had an issue with stims being a thing. But, it's an idea that might be worth considering for your game.
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The Grand Falloon reacted to Inquisitor Tremayne in Removing Stims
One thing that has always sort of broke the verisimilitude of SW games for me, in this system, was the over abundance and reliance on stims. It is very much a video game mechanic ported over to the pnp game.
So, since I am in between games atm, I figured why not do the mental exercise (and crowd source here) the possibility of removing stims from the rpg as a house rule.
Just off the top of my head:
Increase base Wound Thresholds to compensate? By a range of 5-8 perhaps? Boost natural Wound recovery? 2-3 points per day of rest? I am afb at the moment, what else am I overlooking? Are stims too widespread through all supplements that removing them would be a massive undertaking?
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The Grand Falloon got a reaction from Hida Jitenno in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from neilcell in One Of My Players Wants To Be Spider Clan
Yeah, if it were me, I would just say no to the 4e version. The Spider clan existed because of a very bizarre set of circumstances. I encourage my players to have a hand in world creation, but creating an organized, politically relevant clan in the middle of a blasted hellscape, and having it be accepted by the Empire at large, is a bit much.
Now, there are plenty of options for a character that checks off a lot of those Spider boxes. He could be a maho-tsukai or Bloodspeaker from any of the clans. He could be an untainted member of a ronin family at the Edge of the Empire (no relation), applying for recognition as a minor clan, but secretly made up of descendants of the old Snake Clan (or maybe they still exist?). Perhaps they claim a loose kinship to the Scorpion, and lay claim to some forgotten territory Northwest of the Wall. Completely untainted, of course!
You need to know what the long and short term goals are for the player, the character, and the clan. What story does the player want to tell? How likely is he to betray the other characters? How about the character? He could actually be a pretty decent guy, just trying to earn enough Glory and Status to get his family recognized, perhaps not realizing the extent of their blasphemy.
The would-be clan is another story. They're probably trying for that long-term goal of bringing Fu Leng back to life and putting him on the throne. Or at least putting themselves there and establishing a dark empire. They're going to have to do a lot of cleaning when the Imperial auditors come to see if they're worthy of Minor Clan status.
There are plenty of ways to make it work, but "the Spider Clan exists, and they're allowed in the Empire and they don't get slaughtered on sight" would be too much to ask in my games.
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The Grand Falloon got a reaction from Myrion in One Of My Players Wants To Be Spider Clan
Yeah, if it were me, I would just say no to the 4e version. The Spider clan existed because of a very bizarre set of circumstances. I encourage my players to have a hand in world creation, but creating an organized, politically relevant clan in the middle of a blasted hellscape, and having it be accepted by the Empire at large, is a bit much.
Now, there are plenty of options for a character that checks off a lot of those Spider boxes. He could be a maho-tsukai or Bloodspeaker from any of the clans. He could be an untainted member of a ronin family at the Edge of the Empire (no relation), applying for recognition as a minor clan, but secretly made up of descendants of the old Snake Clan (or maybe they still exist?). Perhaps they claim a loose kinship to the Scorpion, and lay claim to some forgotten territory Northwest of the Wall. Completely untainted, of course!
You need to know what the long and short term goals are for the player, the character, and the clan. What story does the player want to tell? How likely is he to betray the other characters? How about the character? He could actually be a pretty decent guy, just trying to earn enough Glory and Status to get his family recognized, perhaps not realizing the extent of their blasphemy.
The would-be clan is another story. They're probably trying for that long-term goal of bringing Fu Leng back to life and putting him on the throne. Or at least putting themselves there and establishing a dark empire. They're going to have to do a lot of cleaning when the Imperial auditors come to see if they're worthy of Minor Clan status.
There are plenty of ways to make it work, but "the Spider Clan exists, and they're allowed in the Empire and they don't get slaughtered on sight" would be too much to ask in my games.
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The Grand Falloon got a reaction from DSalazar in One Of My Players Wants To Be Spider Clan
Yeah, if it were me, I would just say no to the 4e version. The Spider clan existed because of a very bizarre set of circumstances. I encourage my players to have a hand in world creation, but creating an organized, politically relevant clan in the middle of a blasted hellscape, and having it be accepted by the Empire at large, is a bit much.
Now, there are plenty of options for a character that checks off a lot of those Spider boxes. He could be a maho-tsukai or Bloodspeaker from any of the clans. He could be an untainted member of a ronin family at the Edge of the Empire (no relation), applying for recognition as a minor clan, but secretly made up of descendants of the old Snake Clan (or maybe they still exist?). Perhaps they claim a loose kinship to the Scorpion, and lay claim to some forgotten territory Northwest of the Wall. Completely untainted, of course!
You need to know what the long and short term goals are for the player, the character, and the clan. What story does the player want to tell? How likely is he to betray the other characters? How about the character? He could actually be a pretty decent guy, just trying to earn enough Glory and Status to get his family recognized, perhaps not realizing the extent of their blasphemy.
The would-be clan is another story. They're probably trying for that long-term goal of bringing Fu Leng back to life and putting him on the throne. Or at least putting themselves there and establishing a dark empire. They're going to have to do a lot of cleaning when the Imperial auditors come to see if they're worthy of Minor Clan status.
There are plenty of ways to make it work, but "the Spider Clan exists, and they're allowed in the Empire and they don't get slaughtered on sight" would be too much to ask in my games.
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The Grand Falloon reacted to Myrion in One Of My Players Wants To Be Spider Clan
I mean, you can homebrew it, if you want to. Look at old lore to see what rings and skills make sense for the clan and families, making sure that you give the same equivalent options as for existing clans.
Come up with (a) school(s), for them to pick.
Honestly though, ask yourself and them what the narrative of this should be. Why is there a Spider clan? Are they Tainted and evil, like last time? Why are they tolerated? What does it add to your game?
If you got good answers for that, which fit the game you want, then you need to go to the efforts mentioned before but probably have a better idea of what the clan and school should look like.
Personally, I would recommend to not do it, if at all avoidable, but that's just me.
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The Grand Falloon got a reaction from Myrion in Earth Stance too strong?
That warlord should have some nasty kata that can bypass Earth Stance, such as Heartpiercing Strike. Or he can just hit really hard, because a common peasant just dies if he gets hit for enough damage. If it's a novice PC standing against the terrible foe, he should at least get that one round where he gets incapacitated, just to show what a great guy he was before he gets squished.
Also, there are still plenty of opportunity tricks one can pull on someone in Earth Stance. It may not cause a condition or crit directly, but anything that forces them to make a resistance roll still works just fine.
As others have pointed out: the problem with Earth is that it leads to boring gameplay. A lot of people want to tank, but it leads to really slow combat, because Air, Fire and Water are all better at dealing out damage or crits.
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The Grand Falloon got a reaction from Yurasagi in Some concerning gossip
For the love of...
CUSTOM DICE ARE NOT A MONEY GRAB!
I've been hearing that same line of baloney since the Edge of the Empire Beta. If you don't like the dice, I totally get that. They're weird and they're an extra expense, and they have all kinds of crazy results. But they're not raking in the cash on these things. Each group is going to buy a few sets, and that's going to be about it. They cost about double what a normal set of polyhedral dice cost, and you get about twice as many dice, and it's not your standard set. They have to be very careful about over- or under-producing, and every step of their production costs money. Are they pulling a profit on them? I sure hope so, but it ain't a big one.
Now then, as to the tired old argument of continuing with the same system as 4e: It's a terrible idea. The d10 R+K system was finished. It wasn't bad, and it wasn't dead, but it was basically complete. I played a bit of 3e, and it was pretty good. My general understanding is that 1e was new and interesting, but pretty wonky, 2e was a terrible misstep trying to fix 1e, 3e was finally in the right direction, and 4e was basically as good as it's going to get. They released numerous sourcebooks, covering almost every aspect of the Emerald Empire, with options for following the card game's metaplot or ignoring it as you will. That's fantastic. Wrap it up, put a bow on it, it's done.
Buying an IP just to try and reproduce the same thing would be stupid. You have to try something new. Even if you blow it, you tried to innovate. 5e has a lot of issues, but it also has a lot of people enjoying it, and this is their first try. Don't forget, AEG needed four tries to really nail it.
If you don't like 5e, we get it. You're welcome to hit the forums for story ideas and discussions, so long as you're not snotty about it. Just remember that trying something new is NOT disrespectful to what came before. FFG clearly has more respect for L5R than the people who threw it away to make Space Base and Tiny Towns.
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The Grand Falloon got a reaction from phillos in Some concerning gossip
Oh, you sonufagun. There are so many ways that could be amazing.
