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TheBlindSamurai

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  1. I saw this mentioned in another thread, but I was curious what the standard 'flow' for action economy resolution is. A post mentioned there can be issues caused by technique resolution(s), so I was just curious what the best rule of thumb is for a "if/when X resolves, to make sure Y happens"
  2. Hello! I had actually faced this same conundrum a few days ago, but the misconception I had was how fatigue was represented in combat. The idea is, if you're defending and not just accepting the strike (which can happen), you're defending in some manner which is combination of your stance, your armor, etc... It represents that you make exerting energy in some manner to not suffer a critical strike from the weapon being used against you. I had misunderstood at the time that you were taking DAMAGE, as in HP loss, when the reality is just that you're exerting effort to not be hurt. Once you run out of fatigue (or, opponents spend opportunity, etc...) you're in a state where you suffer critical strikes and then you suffer damage on the Crit Strike table. In the "Conditions" space it lays out the kinds of things which can lead to you being subject to critical strikes.
  3. Concerning the Mirumoto Bushi, can such a series of techniques be allowed ... Bushi is approached by another antagonist within range 0-1. He has two blades on him, but neither are readied. Something occurs so combat can begin and this Bushi gets to go first. 1. Use the Kata 'Rising Blade' which allows him to a) ready and draw his sheathed weapon with a one-handed, and strike. 2. Spend an Opportunity * from the Kata to ready a second sheathed weapon. 3. Use the Rank 6 Heart of the Dragon to make an attack with the second weapon in a one-handed grip since it was already readied and it has not been used to an attack action this turn?
  4. Hello, I have meant this as a rules question and have posted to that space. Sorry if the issue comes across as odd. The biggest conflict was that you cannot INVOLUNTARILY Crit. It is always a conscious choice you can just avoid. Then, you always Incapacitate your enemy. The game has no native damage system, the Critical Strike from opportunity die or Techniques has to be actively used, not the other way around where you might need to express restraint.
  5. EDIT: I saw an error in my point, statement withdrawn
  6. I have an idea as a homebrew rule to enforce deadliness so a player has to WANT to seek techniques that immobilize or to disarm opponents and that is, once a Character is incapacitated, they are in the Bleeding and Injured state if they were not in one of those states before the blow that pushed their fatigue past their endurance. At least in this manner even incapacitating foes is still dangerous and players need to find and use weapons with Snaring or techniques such as Crimson Leaves Strike or Breath of the Wind, anything to incapacitate and immobilize. Or, to use Coiling Serpent Style.
  7. Actually, that is the game's default mode. You just don't use opportunity die. A basic attack just winds the opponent, until they collapse. Nothing triggers from the Crit Table, they don't take injury, they don't even bleed. You then just tie up or arrest your enemies while they're in the Incapacitated state. That state just says they can't make Checks, but that state is distinct from being Unconscious. You can incapacitate somebody with a Katana, the only thing to do is just not use Opportunity die. In fact, I actually want to know how somebody can ever, without seeking to do so, ever make a check from the Crit Table for deadliness. Unless you spent actively select to use Op. Die from a Strike, you physically CANNOT kill an opponent before you have the chance to incapacitate them first. EDIT: There is always the option to have an NPC not defend with fatigue and take a Critical Strike instead, but that is a GM issue and not something the player has control over.
  8. Question as to violence. As written, the combat rules focus on fatigue. Things which trigger the critical strike chart have to be voluntarily selected through the use of dice. If all combat inherently can rely on the use of only normal damage, which does NOT trigger any results on the Crit Strike table, are all players then inherently playing as pacifists since the rules only say you exhaust an enemy's fatigue, the end result of which is simply being incapacitated ... but still alive ...Are there rules I am missing as to what causes Bleeding, Injury/Serious Injury that is NOT from the Critical Strike table? Are there things that involuntarily trigger the CS table?
  9. ADDITION: I understand NPCs die when their fatigue is exhausted, and since NPCs don't list many minions, I assume unless a scenario-contributor or named persona is in the fight, everyone in a conflict scene is inherently a Minion?
  10. Question as to violence. As written, the combat rules focus on fatigue. Things which trigger the critical strike chart have to be voluntarily selected through the use of dice. If all combat inherently can rely on the use of only normal damage, which does NOT trigger any results on the Crit Strike table, are all players then inherently playing as pacifists since the rules only say you exhaust an enemy's fatigue, the end result of which is simply being incapacitated ... but still alive ... Are there rules I am missing as to what causes Bleeding, Injury/Serious Injury that is NOT from the Critical Strike table? Are there things that involuntarily trigger the CS table?
  11. Hello, I have a question concerning school skills and the Rank 0 indicator. How can a player strike an opponent or defend themselves if they, say, don't have the Me;ee Combat skill, or how can they roll for initiative without a Tactics roll, etc... Are players who have a 0 in a Skill allowed to JUST roll their Ring Die and take whatever comes up, or do they need to be Rank 0 in their School Skills only? EXAMPLE: Somebody making a Bushi does not pick Tactics as one of their School Skills, but it is still one of their school skills, they just don't have a +1 in it. They can make a Rank 0 roll with that however they cannot make a Rank 0 roll in, say, Government, since that was not part of their creation options? I guess I just don't want to tell players at creation 'you may seem like you have an option here to not pick X skill, but because you'll need it for certain rolls, you HAVE to pick it.' How do you handle this kind of things, and the Rank 0 skill, etc...
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