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Posts posted by Myrion
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Why do you think that's necessary? Quite apart from the fact that I can try to pin down your cohort without using a specific technique (remember, techniques are there to make things easier/faster/combine effects) I can use a Snaring weapon on you just fine, by RAW đ
But no, I don't know of any shuĚji that could do it. -
Yeah, for Campaign Logs, it's not that great. For PbP, a lot of people had good experiences with it, as you simply make a separate channel for it (/ask the mods to make you one). There were a few major PbP Discord servers, too. The biggest one, Emerald Empire Roleplayers unfortunately just went on hiatus due to the GMs being busy outside the server.
It's okay to bring topics back up, and we try to maintain useful pinned posts and gather stuff up in more long-lasting forms, like my Little Truths google doc, or Kaori's website, etc. -
3 hours ago, Magnus Grendel said:- I really like this forum. Especially the L5R community, where were lucky enough to have several lore writers turn up regularly on an unofficial basis.
That at least is now the case over on the Discord, too... The community is a bit more lively, with both good and bad - but generally pretty good.
And we got more answers from the game devs there than I ever saw here.
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Right, but specific overrides general, and stances are called out as having benefits in Intrigues and Skirmishes and not so for Duels and Mass Battles. So again, if you're trying to read the book in the nitpicky style, the lack of consistent templating breaks the game horribly. Go with what's intended and the stances totally work, as does Air stance.
Earth Stance will still prevent you from being Immobilized for example, because again: Things target your leader, and affect your cohort, as "For the purposes of identification, targeting, and effects, each cohort is defined by its leader."
Water stance is still the weakest in Mass Battles, yes.
And sure, if Bonus Successes matter at all, Fire stance is always very very strong, and Void in general is strong - this is not very specific to Mass Battles, although it's exacerbated there, due to the amount of things scaling off of bonus successes. FYI: if you cap Fire stance at a maximum of +2, it's still useful, but not as broken, particularly in Intrigues.
Honestly, they should've taken the idea they clearly had during the Intrigue section and made stance bonuses change depending on the type of conflict. (Intrigues call the stance bonuses out as the "default effect". Clearly, there can be alternative benefits, then. Except... there aren't any in any of the books...) -
If you're being nitpicky - no stances do anything in mass battles. In Intrigues and Skirmishes the game calls out stances as providing a passive benefit. (Of course not in a consistent fashion đ¤Śââď¸)
In Intrigues, they "provide their default benefit", in duels they're at least mentioned in a full paragraph (but no mention of benefits) and while in skirmishes they only rate a sidebar, they "grant a helpful passive benefit". In Mass Battles, they also get a sidebar, but no mention of benefits.
So... they work in Intrigues and Skirmishes, but not Duels and Mass Battles?Â
Or we treat "targeting you" as also covering cohorts, because that's the relatively obvious interpretation of the rules; especially by way of the "default" mentioned in intrigues, implying that the benefits can and should be modified as necessary. Not least due to "For the purposes of identification, targeting, and effects, each cohort is defined by its leader." -
Please let us know where your campaign log goes, because it was very entertaining to read!
Otherwise, yeah, it stinks to see the content lost again. But at least the L5R discord https://discord.gg/mSYN2jPZkb is pretty active and has space for both games and places to store content that is likely to stick around for a while longer... -
In the adventure, they all are, because of the plot they thwarted. But that's not a thing that always happens, necessarily, and in that case the status boost come from that title, not the Topaz Championship.
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I'm currently away from book, but check the beginner game, it includes those awards, as the Topaz Championship is the focus of the adventure there.
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A big point about the distinctions and passions is that they're only examples and not an exhaustive list.
So in my opinion, the right way to go here is to make up your own, fitting advantages.
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In the case of Deadly Sting, it deals damage equal to whatever weapon you're using's deadliness + bonus successes +4, as Noxious Poison increases the deadliness by four.
In the case of Noxious Cloud, what happens is that it deals 3 damage, as the technique describes. Deadliness doesn't enter into the technique (and thus Noxious Poison doesn't do anything - it only affects deadliness, after all) unless the opponent cannot defend against this damage.
In that case, you're right, the game tells you to use the deadliness of a weapon (+4) that isn't involved in the first place, so ??? If in doubt, you can look to Unspecified Deadliness on p270, of which I think that Extreme Temperature is the most fitting - a poison cloud feels like a dangerous terrain more than a fall or a kihoĚ. So the deadliness would be 9, imo. (This is likely much nastier than a weapon, but hey, make poisons dangerous.) -
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That was apparently messed up by a basically surprise move of company. A French player (who I consider trustworthy) says they have direct connections into EDGE though, and that they are finally ready. So next few week, probably even next week.
DSalazar and Tonbo Karasu reacted to this -
The Alchemist is basically the potion version of the Wardmaster. Which, fun as it is, is really unnecessary because that's one of the most obvious things you can make your own school for.
The Architect is pretty different, but doesn't fit the theme of the book and is imo pretty much only there because they needed a school for every clan.Â
The Stablemaster is actually pretty cool, but again doesn't actually fit the theme and is something that doesn't exactly seem like it would be very attractive to players. Â
And well, yeah, the Shadow Weaver should have been kagenari. It's very cool in that it shows off a school ability that is quite unlike most others, so it's not something many people would just come up with - but I'd have rather had that as an invocation that a Soshi would learn...
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Quick side note: The issue with adding more inversions in another book is that it means duplicating the entire section explaining how they work, because FFG had (and perhaps EDGE will continue to have) a strong policy of only requiring the core rules and the book you're looking at.
So you can't just add more inversions in another book, because that would require you to have Celestial Realms. See also why bonds were duplicated in Courts of Stone and Path of Waves.
Here's the thing, it's not that I dislike most of the schools. Many of them are pretty cool. My issue is that they offer very little new content unless I make a new character. If you have an existing character, Path of Waves offers a bunch of cool new stuff, while every other book offers almost nothing. Sure, they diversify the families and all, again - the schools are pretty cool, but mechanically I want more titles, more bonds and more techniques and that would take _less_ space than all these schools. Instead of having 8-10 schools per new book, I'd much rather have only 2-3, and 20 new techniques.And that's apart from schools like the Kolat Saboteur, which should have been a title, or the Kitsune Impersonator, which is a throwback to that bad old design of "Elf is a class". There should have rather been an alternate 20 Questions - whether all or just some - for spirits like Kitsune. Especially now that we have rules for making our own schools.
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The shadow brands are mentioned in the book with a paragraph in a section on various magical/religious practices, but yeah, the Shadow Weaver is pretty explicitly not that. For whatever reason.
I think that was a hella poor choice, but so were several other schools and just generally, going with more and more schools, rather than more techniques and titles, considering what a player will actually get access to. -
Also, Diogo, don't bother waiting for this book of you want Shadow brands - they're not in it.
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It has repeatedly been confirmed to work that way because the curriculum of a rank only applies as long as you are working on that rank.
Afterwards, your curriculum changes, and doesn't include the privileged access entries anymore. Similarly, it's not like your curriculum keeps expanding, so that you can spend your XP on anything that's on your Rank 1-3 curriculum tables if you're trying to achieve Rank 4.
The only one that applies at any given time is one title and the rank you're working on. Think of it more like a uni: if you've not taken optional class X, you might not get the chance to pick it later.
Magnus Grendel reacted to this -
Why are these Earth things? Analyze (or Survey, in the second case) sound much more appropriate. Which, hey, that's Air (or Water). Earth's Recall makes no sense in these situations.
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It's not an email address but the support form on the website. That then goes to the respective person at FFG, and then they respond via email (at least ime).
Specifically, it's this Rules Questions one:
Magnus Grendel reacted to this -
Yeah, I thought so too, but after getting this answer, and also thinking about Hawk's Precision and similar effects, I've realized that it is RAW.
The thing is that that whether or not something is possible isn't checked at the beginning of a check, during Declare Intention, but at the end, when you count successes.Â
If you, at that point, fail a prerequisite for the declared intent, whether that's being out of range, a condition or simply the GM saying "this is not possible", then you fail at the declared action.Â
Of course, a nice GM says "you are missing these prereqs, and this roll will fail at the end, no matter your successes" at the beginning, when setting the TN.
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Of course! And I agree. The more people send them support requests to that effect, the more likely they will. Lightly edited for formatting.
<snip> that is, whether one can attempt an action while Incapacitated, hoping to get to ignore Incapacitated.
RAW yes. I don't think it's unbalanced, but I wouldn't fault a GM for just saying no to keep things simple, though.
Magnus Grendel reacted to this -
Because I've asked support/the devs, since otherwise Void's "Ignore a Condition" seemed useless and Bleeding completely non-threatening.Â
I agree that it isn't at all obvious from how it is formulated in the book and I suspect that's why it didn't end up in the FAQ: Not many people even thought to ask, since it's so clear!
Edit: oh, and I think what ultimately made me ask was a Movement type action with an Opportunity spend to remove Immobilised.Â
Magnus Grendel reacted to this -
Nope, you're not missing anything other than this:
This game emphasizes player choices a lot. It is not easy to die or to suffer a crit from bleeding unless you make choices leading to that. If you are bleeding, then any strife symbol you keep also means using your fatigue resources. Once incapacitated, bleeding makes it so that you really don't want to keep any strife at all anymore. Note, you can also ignore Bleeding with Void, which can be helpful.
So if you're bleeding and you go "whatever, I must carry on fighting and I'll ignore Incapacitated too", it becomes seriously dangerous. That also fits with high Endurance characters being able to keep going longer while bleeding but when the blood loss catches up with them, it's nasty.
But if you stop, and go "****, I'm bleeding and incapacitated, better stop being a threat and get out of the way" - then it becomes fairly harmless.Â

Confused by Ujik Diviner starting techniques
in Rules Questions
Posted
No, that's also a typo. I'd grant them Commune with Spirits for sure and make them choose invocations from the rest of the list.