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About Teveshszat

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  1. Thats not what will happen. Rings are stil the most effcient way to spend xp. Just bc they can be applied to any skill. So you still go and grab the rings. Also I don´´t say the exsistent exp system is a good one. But if I have the choice I rather go without the change but also without the school spending tables.
  2. To be frank with each iteration of the beta rules book the game got less and less exciting for me. The major dissapointment in the last update was the proposed change to the character progression system. The change was to try and get more freeform xp spending into the progression but these changes don´t do this. Any purchase outside of your current school rank now contributes half of its experience value to your current school rank. Rings are no longer included in school curriculums. Experience to complete school ranks is going to be increased significantly. These changes do not increase freeform xp spending. It is quiet the opposite now you get rings as mandatory non curiculum xp tax and need tos pend even more xp in your curriculum tables to get to the next rank. Since getting to the next rank is the goal of the chracter development this system is in direct opposition to the freeform xp spending that people wanted. But there is a very easy way to fix this. Just let go of the curriculum tables and stay with the xp values for the different ranks. Keep the xp costs for the different aspects of character development and let the players choose freely where they want to spend their xp. You might want to add some school unqiue techniques that reflect the uniqueness of the teaching of the individual school but the currciulum tables clearly hurt more than they help.
  3. The implementation works though a change in thought an generation. So the education of the youth is basicly the basis of the change caus eas they climb up and get into the position the former old guard had they can change the policies and make the difference. Thats why education plays an important part if you want to change anything in our society Change is a graudal and long term thing. It does not happen over night and requires hard work. Yes currently the system works like you describe it but a cooperative system can work if enough people want to make it happen and work towards realizing it. Also there are companies who actually change their systems toward it because, exspecially in the IT business, it reduces the stress of your workforce and gets better ressults and less burnouts. Anyway I think that was enough so thank you for the discussion.
  4. So in this case when the crane does get to know the corrupt guard, the group can decide to go back to the lord where they can trade the information about the corrupt servant against the passage into the shadowlands. Here we havea classical win win situation as the lord got rid of a corrupt servant who endangers the reputation of his family and the group can go through the gate and continue into the shadowlands. Yes these studies sho how cooperation effects learning in school. You can translate it into the business world if you exchange the working enviorment of the school for the working place but I can see that this might be a bit stretched. For a direct intresting read http://www.sciencedirect.com/science/article/pii/016726819190051X this document is probably the right start. These strategies are applicable but need people who want to apply them and you only get these if you educate your children in thsi direction. Also being trampled on and pushed down is not a practice that is an acceptable hbehavior towards a human being so while this defnietly is the case I suppoort any work that wants to change this and makes the work enviorment a healthier one. So I actually see it as a service to our children to teach them fairness because thats the only way to establish it as a widespread practice in the workplace. Ok I agree my phrasing might be a bit off there. So yes in my eyes it is a bad system for the reasons I explained here in the thread. That means I strongly disagree with it and woudl not apply it to any of my games adn go if a gm uses it.
  5. Great than we can give us the hand as I am one year out my bachelo in internation ecnomics nad management, with a minor in european and tax law. Also a win/win situation has nothing to do with the usual useage of the engliush word win. As the business dictionary defines it: http://www.businessdictionary.com/definition/win-win.html it is a negotion philosophy in which all parties to an agreement or deal stand to realize their fair share (not100%) if the benefits or/profit. It is not a 100% equal outcome for both parties buit in fact is the try to get maximize the positive outcome for both sides. Negotiation philosophy in which all parties to an agreement or deal stand to realize their fair share (not 100 percent) of the benefits or profit. Read more: http://www.businessdictionary.com/definition/win-win.htmlNegotiation philosophy in which all parties to an agreement or deal stand to realize their fair share (not 100 percent) of the benefits or profit. I wonder why you don´t accept the papers of studies that are puzblished in digital form. It is not like I go and cite anything from a random website. What I use are digitallypublished papers of people who are working in the field of sociology. So one example would be http://psycnet.apa.org/record/1976-08230-001 this publication in the journal or educational psychology. There is also the magazine of higher learning http://naspa.tandfonline.com/doi/abs/10.1080/00091383.1987.10570152?journalCode=vchn20#.WhGspjeDNEY Than you get books like Winning Through Cooperation: Competitive Insanity--Cooperative Alternatives. And from there we can deeper into psychology with things like The Psychology of Action: Linking Cognition and Motivation to Behavior So there are some but not all sources not all of them being wbsiute based ofcourse. Yeah and role playing games can be played in various different way. None of these ways should actually be pnished even if it is the famous roll playing game. So each and every way you play it shoudl net out the same lvl of xp to avoid this punishment. Ah no I did not say you play the gam wrong. I said you xp award system is bad and that I disagree with it for the reasons I posted in the various threads. Bad does not mean wrong as bad is a answer for the question after the quality and not if your are right or not.
  6. No I don´t tell myself that as, as a business maijor, I know better and have been taught better than this. You want to give into the level where your advanatge is big enough to make the trade worth it while still providing a grat enogh advnatge for the other side so that this side is willing to do busniess with you in the future. Again win/win situations are not true equality they are a comrpomise that ensures that each side gets at least something out of the trade. Yes and the very foundation of a capitalistic system is a very short sighted view on the maximisation of profit. The m,ost extreme form being "heuschrecken Kapitalismus" which is not sustainable over a long time period becasue he eats up all resoruces and than breaks down very fast. And yes adversaial competition is a aspect of capitalism, which btw is also and outdated model. Funny hmm how the aspect of a failing system is also a failure. And no thats not just my opinion as there are sutied about the fact that coperative competition is a better way for learning than adversarial compettion . One I btw linked. So it is discussed as possible theory in the field of sociology and education. The people I mentioned in my example are the result of the system you are supporting. You basicly cpunish them for being affected by the problems capitalism is creating. And all of that also increases your cost for human resources as recuiting new staff and incooperating them into the workforce is pretty expansive and time consuming. In the end adverserial competition not only damages the workforce of your company it also increases the cost. Yes right both players showed up to have fun and play the game according to what they want out of it. Not everyone want to focus on the acting aspect of a role playing game, which you call role playing, some also like to hang out with their friedns and roll soime dice to have fun. The point I make is that I want to avoid to treat people different because they like different aspect so fthe game. Thats why people get equal xp so no one is forced into doing things for more xp and the main goal can remain having fun and hanging out with your friends instead how how to maximize my xp income so I don´t get left behind by the other charatcers.
  7. For L5r you also can get some cool impressions out of Drifters, Niho, Sengokuku Basara, Samurai Shamploo, Brave 10, Samurai 7 Gintama, Red Cliff, The emperor and the assasin, the curse of the golden flower, Hero, Konfuzius (yes there is a Konfucious movie), House of flying daggers. Crouching Tiger hidden Dragon and new Dragon gate Inn. if you go for the more larger than life and magical aspect of L5r. There are also some nice drama scenes in some of these movies.
  8. Ah but there are negaotioations where both parties win. Infact thats the case when both parties are going to achieve some of their goals to a certain degree. A Win win Situation is not 1-1 and only that. A win win situation is a situation in which both parties and look at the treaty and say ok thats something we both can life with as it achieves the maximum of goals for both parties possible in this negoiation. A quick reference for that http://www.globalnegotiator.com/international-trade/dictionary/win-win-strateg/ The Win/Win situation is favoring long term cooperation and future earinings through multiple good deals. The Win/lose situation favors short term sucess with little to no regard to future relationships or long term stagetgies. The Win(Win is clearly the better way to go here because you get to get most of your goals and also get a good relationship with the other party so you have good absis for long term projects that involve the cooperation of this party. Yes I say a player who puts all into his character should get as much as a player who just sits the and rolls. The reason for that is that not every game night can actually favor every player. Not everytime you cab give every player the room to play their character to the fullest or even let the make a difference with. Because there is not allways a house to sneak in or allways a court to persuade etc. In addtion to that I don´t punish players for having a different playsytle/expectation for roleplaying. Some want to go all out with their character and some just prefer to role some dice, kill some monsters and get the loot. both people played a roleplaying game and used their time for it so they both also get the same xp. I go even a step further and say that people who can´t attend the night because of real life reasons still get the XP for their character as it would be unfair to throw them back bc of an event they could nothing do against. Supporting competitiveness is damaging for your work force.It creates unecassary soruces for stress and increases the possibility for burnout. It also lowers the trust between employees and with that creates a very bad working envoiroment. In addtion it also lowers the motivation of the worker to show up to work in the long run and increases sick notices. The resulkt is that your burn through your workforce much quicker and need to employ more people to make of for the ones calling in sick or/and leaving. What you want to have is cooperative competetiveness as when people help each other that generally also brings out very good results but avoids all the drawback you have with non cooperative competetiveniss. That everyone theoretically can get the xp is not a really fair treatment. Because it does not account for the real chance behind this idea. You might say yes everyone can get it but than you have a person who is just not that good at acting so as soon as you have a good actor at the table the person with bad acting will get less xp and never really has a chance to get the good acting xp. See only because it works fine does not mean that it is a good way. That it is still being thought says nothing about how good the quality of the model is or if it is outdated or not. Because the drive behind effective teaching is motivation and you can motivate people more effectively with positive influences. Thats why you want a positiveenviorment for you kids because it makes them learn faster if they are motivated. Adverserial competition is directly working against that. It fact there are indications that cooperation actually gives you more positive results overall. http://psycnet.apa.org/record/1976-08230-001 One quick thing to add. While I say I think you are wrong with everything you say, I don´t say you should feel bad about doing it your way. No offense taken. The thjing is that L5r 4th ed had advanced schools. My expectation for a complete progression therefore is 8 school ranks. 5 normal ranks and 3 advanced school ranks. It is quiet possible that my recent expirience with the xp in games like FRO had brought me to the misscolusion that l5r 4th ed is slow in the progression because the faster version with 3 to 5 sessions per IR sounds reasonable. Still not sure if that also works fine for higher levels. The beta advancement might look faster but for the normal gaming group that clocks in like 3 to 4 hours it is not that much faster than the highest lvl of xp rewards from 4th ed since it turns out as 6 to 8 xp.
  9. Competetive drives more than stready awards is a outdated theory. It comes froma point of view that actually does not acount for things liek quality of life, personal security, social acceptance and other aspects that all tie into the motivation ofa single individual. Gaps facilitat unequality which is a bad thing as unequality is a reason for envy and distrust which is something you want to avoid to support and create.Exspeically at a gaming table were you sit down with your friends. It also cna damage the fun everyone has. I also am not intrested to be part of a group run by you as a GM as most of these so called strenght are just bad or outdated models of thought. Atleast thats my opinion about them.
  10. That what remains. You just give out the table with costs and restrictions they allready have in the rulebook and say how much xp is needed for the next school rank. When you reach the next rank you get 1 technqiue for free as part of the advancement. Thats what I would go for as it provides the most flexibilityin xp spending and helps to create unqiue characters.
  11. Thats plain out wrong. The best possible outcome for a negoiation is one that enables you not only to get what you want but also ensures you that shoudl the need arise you can get what you want again. Win/win situations are also not everyone gets what they want it is a compromise of 2 or more parties based on what they all can agree to give to the others. On this premise a win/win situation is far more preferable because it not only serves the short term goal in getting what you want but also is serving the long term goal in ensureing that the party, you made the deal with, will engage into negoiations with you in the future. On contrast if you go for a win lose situation you might get what you want now but will not get anything from the party in the future. Win/win situations therefore are the best deal and should be awared with more xp than the one that only gets you the short term goal. That it is not an uncommon practice does not say that it is a good one. It creates a gap between the players as they have to choose whom to give the xp to and also is a reason for frustration as people can get the wrong idea about what people think of their actions in the game, for exampel missunderstanding that people give xp to others as my character is useless/ has done nothing that worth it etc. It is also fairer to just treat all people equally and if 1 person is qualified to get the xp give them out to everyone.
  12. This strikes me as a bad practice to give out xp as it opens the door to the question who actually was the best. Most of the time this will be highly subjective and basicly every player will have a different opinion on it. Which in turn can lead to maijor frustrations when people reward others with the xp that do not have done more than you in your eyes. Thats wrong on so many levels. You reward a bad outcome of a negotiation (win lose deal) with more xp than a good outcome (win win deal). Yes the situation where only your side gets the advanatge is the bad outcome as it will hinder future negotiations or make them even impossible. In addtion it also will likely lead to the problem that others are not wanting to negotiate with you because you are know to exploit others. Furthermore it increases distrust not onyl against you but also against the party you represent, whcih in l5r can lead to your clan using face, and also opens up possibilities for revenge and sabotage based on bad feelings. Also it does get the problem that the game teaches that shortterm exploitation is better than long term stategies and mutually cooperation. Therefore I would rethink this xp distribution here as it clearly is misrepresenting a usefull diplomatical outcome. That said I don´t think the xp reward in this game is to high. For me it is actually pretty resonable as for example 4th edition often was to slow and never gave out enough xp to truely get into the high tiers. In contrast to 4th ed this game is actually providing a nice xp reward model that enables you to see the end of your school and also get some nice extras in on the way there. Sicne it rewards per time played it is also a very fair model as it treats every equally per default rules so the xp reward is actually something I don´t think needs changes. Still get rid of the school advancement tables they are the bad part of the xp system.
  13. I see it like this. I don´t want to have only 1 way of resonable defense. In 4th Ed you allready had the problem that earth ring was an XP tax for everyone who at somepoint got dragged intop combat bc the TN to be hit system did not scale very well with the attack rolls you had to expect on a given level. Now thats something I don´t want to see again. For me a scaling of the TN is an important factor to provide different angles for different playsytles and avoid forcing people into the 1 way to build a fighter. So for me a way to increase you TN to a lvl where it is very hard to hit is a good thing to have in a game. Ofcourse it should come with drawbacks like for example having a worse resilence than the guy who opted for that to prevent that people go for both ways. So what I think is the problem is that it is tied to the stance. It has no cost of opportunity and also is difficult to get one asigned to. Instead of tying it to the air ring I would go for a technique. Swift like the wind Rank 1 Techniquce Requirement: Air Ring 3, Resilence lower than 10 Required Stance: Air Effect: As a move action you can activate the technique you increase the TN of all actions targeting you by your school rank until the next turn. Passive Effect: Your resilence can´t increase beyond 10. Something like that. Yes it makes the practioner hard to hit at all lvls but if you hit him he also is in a world of trouble as his resilence is pretty low. In addtion you also could put that in no school training table so that people also get an xp disadvnatage from it if you don´t liek ahrd to hit. Also since it is a tecnqiue NPCS should not get it as their technqiues are built differently and now you also don´t have the problem that you can´t really hit the NPCS.
  14. Page 190 ongoing disagrees with you as that are actually Npc creation gudielines. It shows you how to deal with abilities rings skills Derived attributes Advantages/Disadvantages Demeanors Void Points differences between minion and adversaries conflict ranks and gives examples for standard enemies. The mechanical differenc eis in the Skills, in the abilities in the rings etc. They also don´t get school technqiues and ranks That makes them different from pcs in creation and playstyle.
  15. Ok first that the Npcs have differenbt technics is explained in Abilities part. It is intendedd that they have these and not a part left over from the alpha version. Second yes these How to read are explainations but are also guidelines so that you can build you own after you understood how the npcs prsented there work. Third there is no indication that these rules are not intended for long term use or that they get changed significantly. All the other rule systems are build with the thought in mind that you use them for PC vs Npc conflicts as that is what the expected player group/ normla player group will play with the system. Thats why they did not need to make a difference between pve and pvp because it was never intended to be played as pvp rulebook as that is not the what people are likely to play with the system. Why is that so bc an rpg designer looks for the most likely to do with the rules and that is playing a game where the 5 guys at the table work together against some npc factions. Thank Dnds influence for that. So no it PVP is still not the focus or intended playstyle for the game.
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