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Azrael Macool

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  1. Well, it depends on what we're wanting to bring over. I mean, I love the trait system and passions and everything of Pendragon, but I think that would be too complex to bring into the game without fundamental changes to the system. Even 4th edition, from my dim memories of it, would have required quite a bit of working to get it integrated with the way it worked, as opposed to just a second system awkwardly welded on top of it. That's why I'm mostly sticking to tables and such. Plus many of these are ultimately optional anyways. Random note, I'm thinking of simulating the Pendragon Aging rolls with progressively higher-deadliness Criticals, representing the ravages of age as opposed to being wounded (so things like losing an arm could represent losing feeling in y. I'm not sure how to best determine which Ring it would affect though, except just rolling to determine. I'm thinking it would be treatable just like any critical injury of it's type, but it would have to be done during play, not "off screen". If it would bring it down to the result that damages your armor, it would instead do nothing. If it got one of the results that is like, you will die in a few rounds, I would probably adjust to dying by the end of the year if not treated, and no adventuring until the crit is removed. Maybe they only have a couple of chances to treat the injury? Wait, am I mixing up how critical injuries work, because I don't know if my search fu is failing me or what, but treating crits is a down-time only activity, so if they get a result of 12 or higher, death is assured? Am I reading that right? I thought there was a possibility of treatment, unless I'm just not finding it. Oh well, if you're old enough to be getting Deadliness 12+ crits every year (every few years? Maybe make a test of some kind to see if you have to make it?), then you've hopefully got an heir in the wings. So, I love the idea of rolling to see what solo activities your character took part in that year, I think it adds a lot of flavor, and you can get some cool results. The fact that Pendragons's Experience Check system is so different from the XP system in L5R does make it a little tricky. Would allowing them to grant XP that must be spent on appropriate abilities be appropriate? Like, if you get a result of "Spending time with Lord at court", granting 1 XP that must be spent towards, say, a Social Group Skill, or shuji. Something like that. Time spent at war could give an XP to be spent towards a Martial skill or kata, something like that. If they aren't spent that year, they would still remain, you would just have to keep track of what it can be spent on. Which is more bookkeeping, but I still like the idea.
  2. Okay, so I am fine with making adjustments, maybe some of the age categories should be a bit different. The numbers are going to be a bit swingier since it's d10s and not d20s, which is why I considered doing them as percents instead. I do want to mention that according to a demographics post about Rokugan I found somewhere on here (in the Lore forum I think), the estimated Child Survival is between 40-50%, and I did mention that the survival tables are optional for anyone else. Also, I'm not super great at math, so maybe I'm missing something, but the Adult age category has a 10% of having to roll again, which then has a 50% chance of death, which would be a 5% chance of death per year. Which, sure is a bit high. What numbers would better match demographics? I might have underestimated the lethality of the tables since in all the years I've GMed Pendragon, I've literally only had a Adult age character die as a result of the tables once. Maybe allowing the Standard of Living bonus to apply to Adults+ as well, although then you would have to figure the Standard of Living for NPCs (or just eyeball it). Or maybe go a different way, say that characters get a bonus to survival checks equal to the highest Medicine skill of the household (presumably the character, or an NPC Physician). I'd love to come up with lists of the various offices and who would be filling them like the Books of the Estate/Warlord/Uther have in Pendragon, though I would need a lot more info. I have some 4E books that I inherited from a friend, not sure which ones I've got, would any of them have any good info for info like that, or otherwise demographic info? I might still have some older edition (it's been so long I can't remember if it was 2nd or 3rd Edition, or if it was both) hiding somewhere at my house. Are all the books available on DriveThruRPG now, if I had to grab one of them?
  3. Okay, I've got the first draft of the Family Survival tables. I pretty much just adapted the ones from the Pendragon Book of the Estate, just using d10s instead of d20s. Guess I could do them as percentage tables pretty easily too, but whatever. The probabilities might need a little work,I kind of just banged it out. The idea is to roll on these tables every year to see if your family survived. It's mostly just relevant for children and possibly a spouse if they're an NPC. It's usually not important to roll this for every last family member or NPC, unless you just want to. There are bonuses to Child Survival for having a higher Standard of Living (and penalties for lower ones), but I don't have that all worked out yet. If anyone has any specific feedback, I'd love to hear it. Result Infant (0-1) 1 Death (due to Illness) 2-4 Illness (-1 to next year's Survival roll per year Ill) 5-10 Safe Child (1-15) 1 Make Second roll 2-3 Illness 4-10 Safe Child (Second Roll) 1-2 Death 3-9 Illness 10 Safe Adult (16-45) 1 Make Second Roll 2 Illness 3-10 Safe Adult (Second Roll) 1-5 Death 4-8 Illness 9-10 Safe Elder (46-65) 1 Death 2-3 Illness 6-10 Safe Very Old (66+) 1-2 Death 3-4 Illness 5-10 Safe Special Events: Raid, Pillage, Plunder, or Ravage: If the character is able to take cover refuge inside a fortification, they do not have to roll. If the attack turns into a siege, see Siege, below. If the character is a defender, death occurs on a roll of: Raid: 1, roll another d10, 1-5 Death, 6-10 Survive Pillage: 1 Plunder: 1-2 Ravage: 1-3 If the character is on the attacking side, and is successful, on a roll of 1, roll another d10, 1-5 Death, 6-10 Survive If the attack is a failure, roll of 1 Non-combatants (such as children) go down one category in severity- if this would go below the result of a Raid, they are safe without needing a roll. Battle: If the character participates in a battle, roll 1d10 and apply the following modifiers: -1 if on a losing side which Routs, and the also apply a -1 if 2 or more of these conditions apply: a long battle (7 rounds or longer), they're on the losing side which suffers a Morale Collapse, and -1 if fighting against the Shadowlands (who take no prisoners). If the final result is 0 or less, the character has died in battle Siege: Roll 1d10 and apply the following modifiers -1 if both apply: it is a long siege, there is a failed assault (defender) -1 for a very long siege, there si a failed assult (attacker), there is a successful assault (attacker or non-combat defender) -4 if there is a successful assault (defender) If the final result is 0 or less, the cahracter has died in the siege Plague and Pestilence: Sickness tends to linger, so the next year it will go down one category rather than vanish completely. Roll 1d10: Some Sickness: 1, roll again; 1-5 death, 6-10 Survive Serious: Death on 1 Major Epidemic: Death on 1-2 Famine: Famine generally doesn't apply to the Samurai class. If in an extended period of famine (10 or more years), at the GM's option they can roll a d10; on a 1, roll again, with 1-5 being Death and 6-10 Survival. Cause of Death: If needing to determine a random cause of death, roll 1d10 and consult the following tables: Infant: 1-9 Illness 10 Other Child: 1-6 Illness 7-9 Other 10 Violence Adult: 1 Illness 2 Decreptitude (died from aging, worn-out and broken down) 3-6 Other 7-10 Violence Elder+: 1-4 Illness 5-8 Decrepitude 9 Other 10 Violence Violent Causes of Death (if not appropriate to the character, such as an Child getting the result of a duel, just take Unknown Source) 1 Duel 2-4 Battle (roll 1d10 if you want to determine manner of death: 1 heroically, 2 while trying to flee, 3-10 other) 5 Murdered in drunken brawl 6 Ambushed and murdered by outlaws 7 Murdered by spouse/close relative 8-10 Unknown source, just found dead of wounds Other Caues of Death (if not appropriate to the character, such as an Child getting the result of a suicide, just take Unknown Source) 1 Suicide (Seppuku or otherwise) 2 Poisoned 3 Drowned 4 Exposure 5 Drunkeness (Someone else's if Child or Infant) 6 Household Accendent 7 Hunting Accident 8 Riding Accident 9 Looks like magic 10 Unknown cause, just found dead
  4. Oh, you're thinking Traits. Basically, you have a big list of personality traits, generally positive ones like Chaste, Modest, Valorous, and a list of generally negative ones like Lustful, Prideful, and Cowardly. The values of both opposing traits equals 20, so if your Modest is 12 your Prideful is 8, etc. when it's relevant that you might be motivated by certain traits, you must roll less than or equal to that trait; if you fail you have to roll on the opposite trait to see if you're instead motivated to do the opposite. So if, say, a knight with Valorous 16/Cowardly 4 wanted to stand and fight when attacked by something terrifying, say, a giant, they would have to roll Valorous. If they succeed, then they can engage; if they fail, they would have to roll the Cowardly; if they fail, they are not pulled towards either extreme (depending on the circumstance they might be able to continue their action, but in this case they cannot engage, though they do not have to flee either). If they succeed on Cowardly however, they would turn and run. It's actually a really interesting system, and a large part of it is when your character starts acting in ways that the player may not want them to, like if a highly Gluttonous knight is forced to feast when it's clearly a trap or whatever. It's pretty fun, and I like using it, but I'm not necessarily looking to integrate that part of the system, just because it's so different mechanically then the way the rest of the game works. There is a Feudal Japan Pendragon supplement being worked on, but it will be some time before it is released. They're a small company, so their release schedule is pretty slow.
  5. Okay, I guess it's reductive to say there's "only" 2 courts, of course there are more. I was more referring to big events that are worth focusing in on, though there might be more important ones happening in the adventure itself. Is there any way to fudge the idea of bookending the year with Courtly events, like, maybe festivals or something that pretty much all samurai would be expected to attend? If not, I have no problem getting rid of it, but since courtly intrigue is such a big part of the game I figured it should be baked in (and of course, if playing, say, Crab samurai on the Wall, you can keep the court itself down to a minimum, while in a courtier focused game, court scenes would make up the bulk of the adventure portion as well). How does inheritance work in Rokugan? My understanding is that the setting is fully egalitarian, though I might be mistaken on that, so would it go to oldest child? Split between all of them? Would there be any baked-in cultural expectations on the roles certain children would play, a la the British Heir, Spare, and Prayer sons (a knight to inherit your lands, a backup knight in case the first one dies using the father's old equipment, and a monk or priest)? While convention is meant to be broken, these concepts would be useful to know going in. I might be able to work in a bit of random character generation a la the Book of Knights and Ladies. Is there any chance the Pendragon concept of a single manor producing 10 Libra per year (plus or minus Harvest modifiers, etc) be translatable to Rokugan (translating Libra to Koku, of course)? Or has it ever been established what a baseline, landed Samurai should be producing from their lands? Also, woudl marriage between warriors be considered odd at all in their society? Pendragon is built around the assumption that male or female, your spouse is staying at home taking care of things there. Would that translate, because that would greatly affect the marriage tables. I'm sure I'll have more, but I'm gonna try and knock out one of these tables instead of just talking about it.
  6. Well, if you're talking about the Great Pendragon Campaign, yeah, the courtly stuff is there to provide narrative, but that doesn't mean that they can't be played, or that they're the only things that could happen. I'm not saying the characters would be hobnobbing with the King, but spending time at court, even just a local court, would be expected of all knights. Point is, if it's more interesting to have it happen then not, it should happen. The first thing I want to see before tackling this is if people think it's better to do the easy thing, which is just convert the d20 tables to fairly-equivalent d10 tables, and with Rokugani re-flavoring as appropriate, or if someone can think of a legitimate way to use the custom dice and/or roll-and-keep mechanics into it, and how that would work. One thought would be that different yearly events would be tied to a particular Ring, and you'd roll your Ring dice, keep 1, and the different results would match up to particular results. On one hand, the option to choose what to keep give the player a bit more agency... but part of the point is that random stuff just happens. Maybe just rolling 1 die? Ring or Skill die? Rolling skill dice seems weird to me when not involving an actual skill, though there are more faces which means more possible results, though the actual full range of options can certainly expand if we keep the exploding success mechanic. It could be interesting, but a lot trickier, which is why d10s are much easier. I'm also curious about how to handle economics. I understand that Samurai are expected to be even less hands-on than a Knight, but economics are still important. I'm also not as familiar with the lore of the setting (as well as history, though of course Rokugan does not necessarily equal Japan), are most Samurai landowners? Or is that fairly rare? Is land even considered to be owned by individuals, or the family, since that determines your starting wealth? I would assume that generally speaking it would be their lord's job to make sure they were properly fed and clothed, but I think it would be cool bring the Standards of Living over, though I would probably divorce them from any of the Glory rewards from Pendragon.
  7. So, I know it's kind of crazy to already be talking about combining game systems when the full core rules aren't even out yet... But I'm a crazy guy, so this is happening. For those of you who aren't familiar, King Arthur Pendragon, more commonly known as Pendragon, is a game system about playing knights in King Arthur's Britain. It's really awesome, and I highly recommend it to anyone. While I do think the actual ruleset would work well for a Samurai game, and in fact they are currently working on adapting it for a Feudal Japan setting, that's not the part I'm wanting to combine with L5R. I'm looking more to combine some of the yearly/generational aspects of the game. See, the way the game is structured, by default the characters have 2 courtly scenes in a year (one at Easter and one at Christmas), as well as an adventure which might consist of a military campaign, going on a fabulous quest, or even just raiding some neighbors, etc. It might also involve more court scenes, depending on the adventure. The rest of the year is the knight takign care of their duties, minor courtly scenes not worth playing out, performing garrison duties, tending to your lands, spending time with your family, etc. This is usually represented by some quick rolls on a table or 2, and get you a small amount of Experience Checks in the main skills/abilities used (basically their version of XP). Then the Winter Phase comes, where your character spends most of the time at home; this is where you get to see if anything increases (effectively spending your XP), check to see what kind of harvest year you've had, see if you've gotten married (and the basic details about your spouse like her parents, how much Glory/money she brings to the marriage, etc.) and/or had any children, and if any of you family (especially wife and children) died, as well as maybe some little things that might have happened to your family, like someone going missing, your sister getting married, your mother being exposed as a secret witch, etc. You also age up your character, which has a chance of reducing stats; if they hit 0, you die (generally the only way to die, other than by falling in battle). Once you've died, or gotten old enough to reasonably retire, you would resume play as your child, or if not old enough, maybe another family member. This aspect is what I'm mostly wanting to bring to L5R. I feel like some version of the Winter Phase should work pretty well in L5R. The only real change to the base rules would be having to wait until the Winter Phase to spend your XP. Beyond that, my thought was to bring the tables for Solo Adventures, Marriage, Childbirth, Family Survival (and Horse Survival as well, though that doesn't seem quite as big an issue for L5R. Maybe among the Unicorn though), and Economic Circumstances over into L5R. Many of them could practically come over as is, that system uses d20 and d6 for their dice, moving those tables over to d10 wouldn't be that hard, though maybe the custom dice should be worked in somehow instead? I feel like there should be a way to make that work, but I can't imagine it at the moment. Some of them would definitely need to be adjusted to fit the setting a bit more, like the Economic stuff, Marriage (especially since Rokugan is a lot more egalitarian than Arthur's Britain... in that system, even if you were playing a female knight, you're expected to marry a non-warrior character. My understanding from previous games is that it's not necessarily unusual for warriors to marry in Rokugan, but I may be mistaken about that). Not sure if child mortality should be adjusted any. The specific acts during the Solo Adventure would probably need re-flavoring. I don't know enough about the economics of a samurai household to know how to make that work, and Economic Circumstance is fairly important (it affects Child Survival, Horse Survival, and some other factors like your yearly Glory gain. Glory works sort of the same in Pendragon as in L5R, except it never goes down, and the exact numbers are a little different, so I'm not sure it's appropriate for characters to accumulate Glory passively every year. Ageing would need to be accounted for in some way So, this is a lot, and if people would like me to I could post/link to some of the specific tables I'm referencing here. I don't know how much people already know about Pendragon. I just like the idea of playing through a character's life and descendants. Plus, yeah, I know the player/GM could just come up with whether their character gets married/has kids/etc. I just like the idea that many of those things are out of the control of the players, such as in a world where there is high infant mortality, or marriage is arranged by your family, etc. And I just think this kind of thing is fun. If anyone has any questions about anything they want me to elaborate on, just let me know.
  8. Maybe he should use the Lightsaber pike, or whatever it's called, except think of it as a large blade with a smaller hilt as opposed to a long hilt with a smaller-sized blade? Extended hilt can still be put on it, too, for the damage bonus.
  9. I like the squad rules a lot. I think they're very well done. I only have 1 house rule that I use (which depending on how you interpret the rules may in fact be the way it's intended to work anyway), and it's for healing after the battle: Basically, I consider the minions in the group to be 1 character for purposes of first aid, with a total WT equaling the total of all the minion's WT at the beginning of the combat, current Wounds being the total of all the minions left afterwards; so for a minion group of 5 with WT of 5, who lost 3 minions during the encounter, they're considered to have 10/25. A single Medicine check is made, using the regular rules for determining difficulty (so under half WT = Average difficulty), healing a wound for each success AND advantage gained (let's say, 7 altogether). Since that would be enough to fully heal 1 guy, and partially heal another, 2 minions are back up on their feet after the battle; they were just knocked unconscious, or were to afraid to fight, or whatever. If they were to be a separate minion group again, the one guy would only have 2 out of 5 WT, but for squad purposes, it doesn't matter. The other minion, however, is dead, or at least permanently out of the fight, such as captured, in a coma, etc. For further encounters, the minions' WT is only considered 20, since obviously once losing the 1 minion they can't exactly recover him later (at least not through use of Medicine; if you ruled he ran away or was captured, he could theoretically be recovered through play). I've not done too many squad encounters, but since I've used this players are more willing to sacrifice their minions, gambling that they can be recovered later.
  10. All this being said, in certain cases, especially if you had enough boost-dice-giving talents/equipment/abilities/etc., it probably WOULD translate to a boost on your Mass Combat check. I haven't really used them yet, so I might be wrong, but I figured that boosts/setbacks are used the same way as in everything else; if you can make a case that it would give you/your enemy an edge, it's fair game for the GM to add as appropriate. So, I wouldn't necessarily let a commander with Leadership say, 4, and a talent that provides 1 boost die to add that die to the Mass Combat check, but if he had like, 4 boost dice added to his skills from various sources, I would probably translate that to a boost on the Mass Combat check. Am I making sense?
  11. Yeah, that's pretty much how I would handle it, though I would probably keep the force dice results from round-to round as they were maintaining it, so if they had to use Dark Side pips to activate in the first place, they would still be drawing Conflict from them each turn, though I wouldn't require any additional Destiny Point flips. I would also be inclined to give it an upgrade off the bat, and require that base difficulty cannot fall below 2 (because if so, if they were in Short range there would be little reason not to do this). I would probably use the two-weapon fighting rules instead of the autofire rules for attacking with multiple weapons, however. Talents are allowed on a case-by-case basis as to whether they could apply, and I might throw in Setbacks for checks/Boosts for opponents, as appropriate. Also, I would probably be okay if they used the Hurl Control Upgrade with the attack, with these caveats: You must be able to spend the necessary pips It can only be done during the initial attack, not if you're maintaining it with committed Force dice All it can do is add an additional 5 damage
  12. Ugh. Okay, I accept that it's cannon... But only because I de-canonize the prequels in my games anyways. I swear he threw around a general date for Darth Plagueis' reign, something like 100-300 years ago? During the opera scene? Or did I tune out and imagine a better movie? My impression is that Darth Plagueis was far older but that doesn't really say that Palpatine himself was equally as long lived. That would be my read of the scene from Ep III. Okay...My memory was that he said that Plagueis had DIED 100 years ago or whatever, therefore making him at least that old (well, obviously a bit older, since it's not like he killed him as a baby). But again, good chance I imagined this whole section of dialogue.
  13. Ugh. Okay, I accept that it's cannon... But only because I de-canonize the prequels in my games anyways. I swear he threw around a general date for Darth Plagueis' reign, something like 100-300 years ago? During the opera scene? Or did I tune out and imagine a better movie?
  14. So, I may be completely misremembering, but I thought a novel or something had stated that the "force lightning deformed him" thing was a lie, and that really he just had a Sith Alchemical Mask that the lightning dissipated, and he didn't feel the need to bother with it anymore after that point. That's how I've played it, because I think Lightning making you look like an old man is rock stupid. Also, I swear, didn't they say or imply that Palpatine is several hundred years old? That's probably a better reason for him looking like he's, well... hundreds of years old in Jedi. I do like the idea of the dark side ravaging your body, though, at least in theory. They don't all have to be something that makes you look ugly though, like maybe the dark side can give you hysterical muteness, giving you only 1 line in the movi- I mean, session, or it messes with your mind, convincing a beloved character actor to take on a role that he was far too good for. For example
  15. Yeah, you'd have to target the squad as a whole. The way I play it, that's why the "Increase silhouette by 1" come into play... there are sometimes higher/lower difficulties for targeting an opponent d3epending on their size. So the squad itself is definitely the target
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