Ultimatecalibur

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  1. If the target can take the 5 strife that means that the stunt wasn't enough to move them. Just as if they had passed the Willpower roll in other editions but still has an effect that others can build off of.
  2. That might be true for the ideal Scorpion, but recent fictions show powerful Scorpions that this is not true for. Don't try to "no true Scotsman" this since the two Scorpion who are letting their Ninjos control them are Aramoro (desire to be with Kachiko) and Kachiko (ambition) while Yojiro had a Giri (order from Kachiko to make Aramoro win) and Ninjo (desire to be the best a good Emerald Magistrate) conflict where the Ninjo won.
  3. That is straight from the email. There is nothing in there about setting a MAX number of die rolls. There is a point about players not wanting to be taken out of the action for to long by other players duels. Having a rough max duel duration can help fix the problems that cause this complaint. A 6 Round duel is a far easier monster to handle than an potentially infinitely long one.
  4. And your 4 Raise action was never guaranteed to do what you wanted either. The GM in any previous edition could have the exact same "target get's mad and attacks you" result to your stunt in any previous edition. Also the Unmasking is a roleplaying result. Rage, Fleeing in Panic, Surrendering, Shutting Down, refusing to unmask, etc. are all viable reactions to your stunt if it compromised them. What you desire only happens if you have the right type of GM. Rules as written in 4E you either fail to hit the target's Armor TN +20 and flat out miss and nothing happens or it succeed and the GM decides if what you wanted to do happens. It is a binary yes/no without the possibility of partial success. There are no "you hit but it doesn't do what you planned" or "you missed but still managed to make them react" results when a roll in binary. In this edition the results of your attempt can have a fair bit of granularity. You make a Martial Arts (Melee) Fire roll in an attempt to do what you want and you keep the following: one or no successes, no opportunities: You miss. one or no successes, 1+ opportunities: You miss, but you spend opportunities to inflict 2+ Strife on the target with the general Fire opportunity. You narrate it as your miss freaks them out a little or a lot based on the number of opportunities you spent. 2+ successes, no opportunities: You succeed in hitting inflicting some fatigue. You narrate it as the wearing them down but not impressing. 2+ successes, 1 opportunity: You succeed in hitting, inflicting some fatigue and spend the opportunity to inflict 2 strife. You narrate it as the attack forcing them to defend and worrying them a little. 2+ successes, 2+ opportunity: You succeed in hitting inflicting some fatigue and spend the opportunities to inflict 4+ strife instead of on a crit. You narrate it as cutting their clan headband and making them realize that that blow could have been a critical strike stressing them. From there the GM checks to see if they are now compromised or incapacitated and goes forward from there. Same number or possibly even fewer rolls happen to get what you want in 5e as it would in other editions. Heck if I was your GM I would have made you roll an opposed Intimidate check if you succeeded on your 4 Raise Attack to see if they freak out. You actually get far more results from one roll of the custom dice than you do from a roll in the old R&K.
  5. I have no problem with "Mind without Mind" opportunity benefits and actually rather like them, but find that the current Kata list over focuses on them. There is a bit of a difference in my mind between intentionally trying to trip someone and taking advantage of the situation to knock someone down. The prior is an Action that requires Successes to perform while the later would be an opportunity expenditure. That example is better represent by Successes and Opportunities than Raises. Your example? By the rules of previous editions only has 2 possible results: you fail to either fail to meet the modified TN or you meet it and your effect goes off. In this version? Strike while in Fire stance, seeking to keep 2 successes + 2 opportunities and spend the opportunities to inflict Strife instead of inflicting a Crit.
  6. The E-mail said players want most duels on average to resolve in 3 to 4 choice points (rounds) with slightly fewer rolls than choice points. Normal duels have a max duration of roughly 6 rounds still allows for that. (The average of 1 and 6 is 3.5)
  7. What? There is nothing in my suggestion about bidding (I'm not really a fan of it either) outside of it severely shortening the length of duels where no strife is bid for initiative or gained from rolls due to players being conservative with how much Strife they gain. My suggestion was fully focused around creation of a countdown clock that would prevent duels from stalling out. With my suggestion Finishing Blows should be occurring after the following rounds of the duel if not sooner: Composure 4 to 6: Round 3 Composure 7 to 10: Round 4 Composure 11 to 15: Round 5 Composure 16 to 21*: Round 6 Composure 22 to 28: Round 7 Composure 29 to 34: Round 8 Composure 35 to 43**: Round 9 *A 5 Fire 5 Earth Rank 6 character would be compromised at this point. **Even a 10 Fire 10 Earth Kami would be compromised if the duel went for 9 Rounds.
  8. It sets a rough soft cap on the number of rounds a duel can go. Combine that with removal of rolls from actions such as Center (making it a flat +1/+2 TN based on Rank) and even the most conservative defensive (i.e. no bidding just spamming Center) duel will resolve fairly quickly in real time.
  9. I'm with shosuko on some things. I'm more a fan of techniques that grant new actions (or always augment exiting ones) to perform rather that techniques that augment existing actions with new ways to spend opportunity, but I do think that some augmentative opportunity techniques should exist. Currently 8 of the 26 Kata are new Action Kata, 2 are Clan exclusive (Lord Hida's Grip & Lord Shiba's Selflessness) with the remainder being new ways to spend opportunity. Less than 30% of the Kata let characters do new things and a 2 of those are locked to the Crab or Phoenix which means that only 25% of the Kata available to them give new options to characters (28% of available Kata for Crab and Phoenix). 2 of 8 Air Shuji, 5 of 8 Earth Shuji, 3 of 9 Fire Shuji, 4 of 8 Water Shuji and 8 of 9 Void Shuji (5 of both are Clan exclusive) are new actions. 22 of 42 (about 52%) of the Shuji grant new actions and even those clans that do not have a clan exclusive Void Shuji get new actions 45% of the time. In comparison, all 20 Kiho (4 of each element), 13 Air Invocations, 16 Earth Invocations, 15 Fire Invocations, and 15 Water Invocations are new actions.
  10. An idea that I've come up with is to have each round of the duel inflict a steadily rising amount of Strife on both participants to give the duel a maximum time limit based on the participants' composure. Round 1 would inflict 1 auto Strife, Round 2 2 Strife, 3 3, etc. With this method even a 5 Fire 5 Earth character (20 Composure) will be compromised by round 6 (21 auto strife) if not sooner.
  11. I was more thinking that the Ritual is thematic and "normal" for members of the Doji Diplomat, Kakita Duelist, Togashi Tattooed Order, Isawa Elementalist and Bayushi Manipulator schools but they currently have no more reason to learn the Ritual than a Hida Defender.
  12. I'm going going to mimic WHW's complaints about Tea Ceremony. I was expecting it to be an Aesthetics check rather than a Performance check and the current effects are mostly redundant/underwhelming. It would likely be a very good idea to put the ritual on several school's advancement lists.
  13. Character Skill does not equal Player Skill. 2 players of different skill levels using identical characters are likely to have similar results which are only influenced by the randomness of the rolls.
  14. The trick is to figure out where a good medium is. A large number of equally viable options during a duel will likely lead to option paralysis that can stall a game. The same is not as true when creating or advancing characters. Characters created to duel will likely have their primary, secondary and possibly even tertiary method of winning the duel planned out ahead of time based on the techniques they have and type of duel so option paralysis shouldn't be a problem. The key from there will be insuring that following those methods will not take an excessive amount of time or amount of rolls.
  15. Not really. Opportunities do not do that and simplicity is not key. If an almost direct port was done you'd have: Assess: TN 2 Martial Arts (Melee) Air check to find out stats. Focus: Opposed Martial Arts (Melee) Void check that gives out free success or opportunity dice based on differences between rolls. Strike: Martial Arts (Melee) check to hit. Opportunities and Successes gained from the Focus would be spent here. There is nothing really tactical or strategic in there in comparison to strategies like the following that should be possible in this version: Focus then winning Strike. (Kakita Style) Dodge/defend and then counter attack. (Bend like a Reed) Taunt or Intimidate opponent until he/she compromises and then Yields the field or falls victim to a finishing blow. (The Noritoshi/Jimen Emerald Championship duel in old L5R) Attack aggressively until opponent falls. (Matsu Style) Endure non-winning attacks until you can inflict your own winning blow. (Crab Style) Feint to create an opening or feign a false opening and then win with the follow up attack. (Bayushi Style) Dueling right now does have problems (to many rolls, to long, nothing to do for other when not in the duel) but going back Assess/Focus/Strike is not a good way to fix those problems