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  1. Adversary cards would be nice. Just use the art from the LCG.
  2. I encountered the same thing with Star Wars. The rulings are all over the place, stated so many times in different ways, and each leaving just a little something out, that it’s impossible to find anything. Took me forever to learn how to play that game. I wish these mechanics were open source or licensed somehow. A dedicated indie designer would whip them into shape pretty well. But, same, this game is my new jam. I’m loving it.
  3. Devil's Advocate: Being honest with yourself in a moment before attempting something important is likely just as rare as someone being direct with their words. (Maybe...sort of...)
  4. So, does that apply to Honest Assessment (Earth Shuji)?
  5. I took it's range 0 to say "touch", as in "a character you can touch and out to..." (range 3).
  6. I defer to your experience in the matter. But, curious, how does Way of the Phoenix help in a duel? Doesn’t it allow you to reduce your allies’ strife?
  7. Am I reading this right? Masterful Builder says: once per scene, when making a check to use an item you personally crafted, you may add a number of kept <ring dice> set to * results equal to your school rank. Kept dice are decided after rolled dice. So, if wielding a weapon they crafted themselves, they can wait until they roll enough successes to hit, then make it an automatic crit. Might they be the best iajutsu duelists then? Especially when combined with the right distinctions, like Quick Reflexes.
  8. Which school do you think is the most balanced among the roles? Maybe forgoing Shugenja. I like the Kaiu Engineer. Artisan/Bushi who can learn Shuji, make and repair items, and even has a little ninjitsu thrown in.
  9. Our group just finished our first session. Here's what we thought: It became painfully obvious early on that stats rule this game. Our first half-dozen or so rolls were resolved with 0 successes scored. But with how fast the PCs built up strife from rolls when they were successful, it might be better to roll less dice. (It's an odd thing that we're learning to play with.) The game does a fantastic job of providing meaningful drama. The group was so concerned about their honor and glory that they didn't act like murder hobos, as D&D had trained them to act. In fact, they felt like there were consequences everywhere, which helped it feel like a real drama and not something forced like some other games. The Scorpion was disappointed that lying pinged his honor, even if it was half of what it does everyone else, but he quickly learned how to speak in circles and half-truths. Our single duel (to first strike) ended with our Kakita duelist victorious over a notable ronin (Trained Ashigaru Investigator stats with a katana). Even people not involved in the scene were enraptured due to the stakes and how the processes kept the tension up. Some things, like intrigue scenes, were hard for us. We ended up reducing the first one to a series of checks, but the second was handled a bit better. We had an amazing scene where one of the players was trying to cool off after almost becoming compromised. He sat by a river bank and meditated. Another PC followed him out of the sak´e house they were in, purchased some tea from a street vendor, and sat with him. She set the cup in front of him and stayed quiet, knowing that calling him out on the emotions he was trying to hold back would dishonor him. They just sat there by the river bank, leaving everything unsaid but supporting each other. It felt perfectly appropriate for the setting. I obviously need to study up on how honor works a bit more, and scheme actions (like can Fanning the Flames be used during a skirmish?). But other than a few mishaps, we really enjoyed the game. Everyone is looking forward to playing the next one, and one of our number who often plays combat-oriented characters is thinking of investing heavily in courtier skills. Overall, two thumbs way up from my group!
  10. That’s what I did for today. I used Seasoned Courtier with the Trickster template, using Deadly Sting. then I made his yojimbo a Loyal Bisho Trickster with Skulk.
  11. Thanks for the advice. I have only played 1e of L5R. Other than that, I’m used to games like Fate or PbtA, where NPCs can be nothing more than a number to add to a roll (or even less substantial), or D&D, where you have 1,000,011 star blocks to choose from on the fly. I don’t normally spend a lot of time in prep.
  12. I'm about to start our first game, and I'm surprised at the lack of NPCs and villains in the game. I get that you can modify what's in the back of the book, but that feels haphazard at best, as there's no rubric for what makes a good NPC for a specific rank. Does anyone know of a good resource for finding lists of NPCs? Is there a "bestiary" planned of a bunch of various NPCs? I have all the books so far, and hunting through them is tiresome (and I have yet to find a Shinobi, that I'm aware of). Or, barring a good resource list, does anyone have advice for making simple NPCs on the fly?
  13. Thanks for the advice. I’m going to have the invitation to become Yoriki extended, but they’ll be doing grunt work that won’t earn them anything special (no title mechanic) for at least a full adventure, which should get them to rank 2 before they can start to seriously invest in the title.
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