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About Yandia

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  1. I don't mind the XP rate... I mean quite honestly that is the most house ruled section of every RPG ever. They might as well write "At the end of an evening the GM tells everyone how much experience the group gained." Because this is what I experience in pretty much every RPG group I was ever part off.
  2. The bizarr thing here is ... I wasn't happy with the old system either. I think the design was deeply flawed and the mathematics of the system not fully grasped by the designer and the players. However, I could tollerate RnK d10. You could exploit the **** out of it, character options were unblanced in all directions, and the core mechanics would allow from some ludicrous outliers. BUT It worked, it worked on the most basic fundamental levels. I was never fond of it and I would never GM a round useing RnK d10 again, but I would always be willing to jump into such a round. Again I can tolerate RnK d10. This system... well as long as we only play narrative scenes...
  3. I think in the core might be a good system, but it is burried under so much clutter that is becomes rather unenjoyable. It has some really good ideas though and it inspiered 3 L5R conversions with various system in my circle of friends.
  4. Rolling the dice takes quite some time. It is not a fast process by any means, especially if you are trying to maximize opportunities. The result from this is rather simple. Rolls need to happen as seldom as possible. The less you role the smoother goes everything. I think it is an important to minimize the amount of dice rolling you do during a conflict.
  5. I have to think about "the road not taken". But yeah I would love to see the alternate fictions as well.
  6. I mean Justice was choosen, but the story was published rather fast after the Justice/Duty vote. So I was thinking does a "The Fires of Duty" story exist, but wasn't published because the other story choice was made? Same goes for the previous story desision.
  7. Honor, Fate, Card Draw these are the resources you have to juggle in LCG. If you can't, you need to git gud.
  8. An argument style which you like to follow as well... I mean I obviously do not want an L5R cosim, I think nobody in this thread want that, but that is the stawman you are attacking. So please take your own advice and refute the arguments people are actually making. Distance and movement in meters would serve the exact same purpose. And other than range bands most people on this planet have an intutive understanding of meters. Spells which allow you to speed up could increase your movement in meters per round. I fail to see the advantage of range bands, when the simply question "How many rounds do I need to reach a certain destination?" results in a lot of unnessary math and a weird ruler. I want to move to a point which is 120 m away. I can make 10 m per round, 20 m in water stance. That are 6 rounds... way to slow. The water shugenja helps me by tripling my movement speed to 60 m per round, so I can get there in 2 rounds. How would this scenario play out in range bands? Would you get these results any faster? I did even make a more abstract suggestion with "engage" and "not engage", which would allow for a more narrative flow of movement within a scene.. But for some reason, the range band solutions seems to be superiour to both suggestions. And I don't get why. Yes, I would not want to use these rules all the time... I also don't play D&D with minitures. But this thread is about the explicit use of the rules, so when they come into play the should be fast, easy to understand, and should not interrupt the narrative by much. To say they are not used often should be no excuse for these rules to be this arcane.
  9. So you are saying that they could simply remove all movement rules and do not make distinctions between range 0-2, because within these range bands distances are easily overcome and outside of these range bands movement doesn't change anything. So question: Why did they put in all these rules in the book if the only good solution is to ignore them?
  10. but apparently it is. I mean, if that is not a cosim... why would I need this complicated ruler? The rule I presented a few posts back, where I effectively cut doen the range bands to the engaged and not engaged status actually works without a ruler and without headache and would make movement actually narrative. A thing which range bands do not... Because we need a weird ruler.
  11. •Are there any activities you have wanted to pursue during a session that are not clearly covered by one or more skills? No. •Are there any skills that have confused you in their implementation? I will say it again I can't think of any good reason to split the Martial Arts skill in 3. I find that design choice highly confusing especially since all other skills are very top level. •Does your group generally apply advantages and disadvantages narratively, or only to the specific listed checks and rings? I think advantages and disadvantages most of the time do not play a significant role at the gaming table, except for the ones which might end up in a character description. •Are there any advantages or disadvantages from prior iterations of the game you would want to see return? I always tought the blessings and curses for the 7 fortunes were kind of cool. •Are there any advantages or disadvantages you have had trouble using at the table? No. In general I think a broder selection of passions and anxieties would be helpful. Many player struggled on these two things.
  12. Okay... I thought I would do something productive and propose an alternative system: Range 0-2 becomes "engaged" Range 3-5 becomes "not engaged" Range 6 becomes "obviously not part of this conflict" or a "late arrival". Within a conflict multiple groups of engagement can form. Sometimes there might be limitations how many groups can form for example when you are in a house each room might only have one engagement group and you have to leave the room to disengage. During a round in the movement phase you can disengage from your current group to join another group or create a new group containing only yourself (other people might want to join your new group in the future, so you are still a group in that sense). Engaged people can do melee attacks (or other short range effects) to each other and not engaged people can do range attacks (or other long range effects) to each other given that there is not something blocking in between. Example would be a house again containing walls between diffrent rooms. And honestly from a narrative perspective I do not think more is neccessary.
  13. For some reason I tought that skills were capped as well (which did make sense in my mind, so I guess I overread the fact that they are not). Helpers and Void I ignored, but yes they can push your dice pool even beyond.
  14. I think you are refering to "To move a distance of range 6 or farther, a character must generally undertake a journey in narrative time." So you can argue that moving is to or from range band 6 is not allowed by the normal move one range band thing, because it takes narrative time to get there. Two problems with that: 1. From 5 to 3 is still 400m to 10 m, which is on a round length of 15s about 26 m/s. That is a fast moving car (100km/h or 60miles/h), but we are not breaking the sound barrier. 2. The 3 samurai problem: Kakita A is 400m from Doji B, who is attacked by Tsuruchi C further down the line (also 400m). Kakita A tries to reach Doji B to protect him, so she moves up to 10m close from range band 5 to range band 3. From Tsuruchi C perspective Kakita A is in Range band 6 and should not be able to join the fight, but after her turn she is now in range band ... and here I really have problems. Still in 6 because she can't move closer? Is she in 5 because she is now roughly in the same spot as Doji B, or is she in range band 4 because she was in range band 6 before and moved 2 range bands and is now closer to Tsuruchi C in terms of range bands dispite being further away in terms of meter? The range band system looks good on paper, but as soon as you really want to apply the rules they break appart. The range band rules are only good as long as you ignore any movement rules and handle movement narratively (which I would not have a problem with, but that is not what is written in the book because for some reason you can move 2 range bands).
  15. I like that Arrows are apparently dirt cheap. So they might as well not matter, unless you in a specific situation (aka the Hiruma Shizuyo in Better to be Certain) where resource tracking becomes important from a narrativistic standpoint.