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About drbraininajar

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  1. Like I said, I think the fault's with me. It seemed counter-intuitive at first, and that sorta got stuck like a popcorn kernel in my head, so I asked a question to make sure nothing was missing, but I get the idea now.
  2. Ah sorry bout that, nameless ronin. I wasn't clear enough about my concern being the seemingly counter-intuitive nature of the mechanical effect of Wargear when matched up to the supposed narrative purpose of the effect, especially with how many "gaps" got left in the rules and made it to print, so I was worried there was something actually missing, not hoping I had found a loophole haha. and of course I know the actual reaction would be simultaneously more severe and nuanced than my sarcasm lets on, but hey that's in-jokes for ya. and Franwax, I had considered that, but even that interpretation feels a stretch and isn't readily apparent enough on a first reading if that is the intent, especially since the strife increas also applies in the narratively appropriate context. Anyhoo, I may toddle over to the House Rules thread and see if someone's come up with some kind of tweak that makes it line up a little better
  3. well yeah I understand the narrative reason you wouldn't wear it to a court function, and would enforce such in my games. (though I could see the Lion, for example, allowing a general to wear their Ceremonial lacquered armor to something hosted in a Lion castle) But that wasn't really the point. I think I just fell prey to a little ludonarrative disco biscuits since the mechanical effect of Wargear doesn't really reinforce the flavor, since it's an entirely different game mechanism (honor/glory) that supports the "don't wear this off the battlefield" part, and if the strife increase IS supposed to be a mechanical hook for its unsettling nature in the wrong context, it seemed odd to me that the effects of it would also apply in its appropriate context (ie: a battle situation) I've got my answer, though. In a shocking turn of events, the game rule does exactly what it says on the tin. I think I just got a mental gear stuck on the idea that the mechanic doesn't really sell the intended outcome to me, and I knew there had been some post-print clarification on other such things so I was just checking. Also, you're right, the Crane wouldn't let you into their fancy party wearing your spiffy lacquered armor just to get you to make an embarrassing faux pas. Now the Scorpion on the other hand..........
  4. Oh they will...but only so they can laugh at you behind your back all night. Doesn't really answer my question though
  5. I apologize if this is a silly question, but I think I need some specifics on how the Wargear quality works on equipment Is it really just a flat "any strife your actions inflict on someone else while wearing a piece of Wargear is increased by 1" or am I missing something? It seems from the flavor text like the intention is to be a drawback saying "yo don't wear this during a social encounter" but the effect actually seems fairly positive for both combat and social encounters (other than maybe losing a lil glory for walking into a fancy Crane party in full stompy suit). Am I missing something here?
  6. This is definitely something I see a lot of mainstream RPGs struggle with. Typically it's "What does Persuasion/Deception/etc" do in physical combat, but it happens anytime skills don't have obvious carry-over from one conflict type/play mode to another. Honestly, I almost wish they'd just went full tilt with it and used the Momentum mechanics as the core for all conflicts, but I digress.
  7. The thing here isn't so much about bonus successes, rather that there are several social techniques that give you ways to spend opportunity in a physical conflict for certain effects (many of them without the requirement that a check be successful to activate), but very little guidance on what a successful social check might do during physical combat, or the mechanisms to determine it. That, coupled with the oddity of making a Command check (for example) without a clear idea of what its "if I succeed" goal is just to get the opportunity bonus is a bit of a headscratcher from a "translating mechanics to fiction & vice versa" standpoint
  8. I know the book recommends keeping track of the bad guys' composure for how close they are to breaking ranks and use their "unmasking" moment as them fleeing, but I too agree that there needs to be a more defined role for social skills used in combat (especially since many techniques have combat applications). Or not, really, since there really isn't a comparable flip flop for combat skills except "you draw your sword? roll initiative"
  9. I like this idea personally, with the TN/Momentum equal to the focus/vigilance of the apparent leader? Though based on the Opportunity costs of some of these abilities, it seems like these abilities are balanced to use either Success or Opportunity instead of gunning for both
  10. probably but idk why they would want to. (+1 point to you for picking that up btw)
  11. Exactly. Feedback like this is important. Also it's important to remember that "Narrative Focus" does not have to mean "Fewer/Looser Rules". The rules need to be exactly tight enough to reinforce what the game is "about", right down to player abilities. That's gonna be at a different spot on the sliding scale for every game (or even for different systems within a game) In this particular case, I agree that it "feels wrong" for an Asahina's signature ability to be able to work with invocations that "summon" elemental forces like earthquakes n such, when it makes a lot more sense with the Asahina's role and philosophy in the world for them to stick to a more literal interpretation of "an object" (that is, a discrete item, whether conjured by an illusion or formed out of energy/matter like the <Weapon> of <Element> invocations or Wall of <Element> ones). Interestingly, I COULD see an Asahina summoning a Bo of Water for its Snaring quality (since you don't actually need to do damage to trigger it) or Testubo of Earth using Opportunity to make it Sacred, solely to act as a buffer against bad mojo.
  12. How tight the rules have to be to reinforce the narrative they intend is a fine line to walk, to be sure. Fortunately, L5R gives us Honor and Glory,which are good tools to help a GM enforce the expectations of the narrative. The Asahina ability however, if it can apply to "attack" invocations, may be enough of a ludonarrative break to make the game feel weird at times, and how well the rules support the feel of a game is at least as important as balance for a narratively focused system, if not moreso.
  13. True, but that just puts more of the onus on the rules to make a game "feel" like the story it's supposed to be. Things like this with the Asahina, balance issues aside, are obvious disconnects between the expected narrative and what the mechanics support, so they stand out above other mechanical tweaks needed. Kinda have the same feeling myself about Jade Strike. I'm surprised it wasn't altered to affect Tainted targets rather than Otherworldly ones, since as it stands you CAN'T Jade Strike a Goblin or mahotsukai, but you CAN Jade Strike a Kirin or Manifest Kami. It's just an example of things that still sorta stick out.
  14. In the description of their school (the paragraph next to the chart" is says they're pacifists and dedicate themselves to nonviolence. And of course I agree that the mechanics in this case should be propping up the narrative a bit more beyond "you lose Samurai Good Guy Points for doing it" I'll consult my book in a bit for some exact wording Also, don't forget that while their mechanical side effects may seem like a slap on the wrist, Honor and Glory are tools the game gives you to remind players of how this world expects their characters to act.
  15. I imagine the devs are expecting you to play true to the lore, which is that the Asahina are pacifists, and thus wouldn't be blasting people with wind, fire, all that kind of thing. Also the only weapon summon you can hand off to someone else is the lightning sword one, making the other ones kind of moot for a person who doesn't violence at other people. Again, while the only thing mechanically stopping you from breaking that stricture is the Honor/Glory loss that would come with breaking your Asahina family oath (and the associated Disadvantages that come with low Honor/Glory for PCs) or what have you, the point remains.
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