Jump to content


  • Content Count

  • Joined

  • Last visited

About Shosuro

  • Rank
  • Birthday 02/02/1987
  1. I appear to have a problem with this great tool...every time I fill in the School Ability the sheet copies the text to the box from question 4 and if I filin the answer to "How does your character stand out within their school?" it copies the text to the school ability...
  2. Not calling you out. I can understand this, as I often do it myself. The fact of the matter is, this only works with seasoned l5r players. Those that aren't seasoned, yet are seasoned tabletop rpg players, look at the core and splat books, and go "wtf?" So many potential people lost to the story. Erm...I began to play L5R with the 4th Edition and since the Corebook only provides a brief overview for the story of the Empire I hadn't had any problems with that. And the additonal books didn't change that either, except for the Imperial Histories 1 and 2, but those are mostly alternate timelines. What me made go "WTF?" was the additional information I got from the wikia. Sometimes I felt like there was something missing, so I researched for more information and then found it on the wikia...and then I went "WTF?". But it didn't bother me, at least not enough to stop playing L5R. I GMed one group in the alternate Setting "Thousand Years of Darkness" and all my other groups play with Iweko 1st as Empress, but ignore her excepting the Spider Clan as Great Clan and the collonies and stuff. So we just pick up the timeline of the Corebook, which ends with Iwekos ascension to the throne and ignore everything else which comes afterwards with the additional books. And it works just fine. The only problem I had so far was that the GM of the group I play with failed to tell me that we don't have a Jade Champion, and that was only a problem because in this group we have a "GM-wheel" so A created the mainframe of our setting (which is built on a previous campaign where A and the two other players played) and sometimes we palyers get to GM a short "sidecampaign". And the sidecampaign I wanted to GM would have included the Jade Magistrates, but without the office of Jade Champion, there is also no Jade Magistrate. This accident happened, because at some point at the beginning of Rokugans History the Elemental Master of the Phoenix Clan tried to surpress the position of the Jade Champion, because they felt offended as they thought of themselves as the masters of everything regarding magic. But that only worked for a few years...and GM A did overlook that. But this incident has nothing to do with the official story. But, yes, I think a reset of the storyline would benefit the game. I would either start at the beginning or make a survey "which is your favorite era" and restart from there.
  3. Über google+ wirst du da mehr Erfolg haben. Versuch es mal in der "Rollenspieler deutschsprachig"-Community oder in einer der L5R-Communities auf g+. Da gibt es zumindest ab und an Oneshots via Hangout. Du könntest es auch bei roll20 versuchen.
  4. Shinjo-san, don't forget that it was the Unicorn who brought Opium with them, when you came back to Rokugan and the Opium-Trade is the mainreason for the Unicorn trying to get a hold on Ryoko Owari. Wouldn't the Second City-Setting allow something to bring in some Gaijin? I mean, founding Colonies and building Cities outside of Rokugani Land means you have to deal with the natives...and wasn't the decree for the Spider Clan to "go forth and conquer"? I think, that if you take the latest timeline-canon-stuff introducing some Gaijin is sort of necessary, otherwise the whole Colonizing-Stuff doesn't really make sense...
  5. Isn't there in the Burning Sands some Roman-like and Greek-Like Empire too? And regarding the timeline, I think it is hard to say, since the ruling system somewhat resembles Japan in the Edo-Period (1603 to 1868) or China in the Periods of Qin, Jin, Sui or Yuan Dynasty. But regarding the "tech-level" I'd say AtoMaki got it pretty right. It would be deffinitly be somewhere before 1543, because at that time Japan started their first attempt to trade with Europeans and got their first arquebus guns and a year later they started to produce them on their own...and they had many of those guns and used them in war. Which would be contradictory to the way Rokugan thinks about gunpowder. But on the other hand, Rokugan is a Fantasy-World with japanese, chinese, mongolian and Korean influences after all...
  6. If someone calls for a raise while doing something and doesn't meet the higher TN but the original TN without raises it is a "failure but..." or "success but..." depending on what the player wanted to achieve and which skills were in use. That's the way I handle this. I don't need funny dice for more storytelling. For example if someone wanted to write a poem and called for raises so the TN is now 25 or higher, but the roll was only high enough to meet the original TN the PC succeeds in writing a poem, but it takes the PC a rather long time and many sheets of paper gone to waste until the PC was satisfied, maybe this results in being late for an appointment or something else. While if it were a Stealth roll it could result in being noticed, but being able to hide somewhere right before being caught...or something.
  7. @Kinzen: I thought of a combination of the Elemental Tags and or just one of the other groups. Doesn't really make any sense to Tag something for example with social and courtier and mind since it is repetetive. And I don't see why it is different to tag something with courtly or group something in courtly, it still says Court and is still closest to Courtier. Sorry, but for me it doesn't really make a big difference if there is a group or a tag which is similar to an archetype. Most new players would tend to give the courtly skills their Courtier and for this it doesn't matter if it is a tag or a group. I don't see more Bushi characters ending up with social skills just because they are now known a courtly and not as Highskills anymore... If we'd stick with Highskill or use Samurai/ Social/ Mind as a Tag or group it doesn't scream "I'm a skill which is mostly or exclusively used by Courtier". I think if we need to change the grouping, for whatever reason, we should try to think as a new player who isn't that familiar with medieval asian-cultures and their mindset. And I think if there is an archetype named Bushi and I'd want to play a warrior I'd prefer the Bugei Skills over the Courtly Skills, since courtly doesn't sound like something a Bushi would do. But Highskill or Samurai Skill sounds like something every Samurai should have, Social sounds like something only an antisocial-warrior wouldn't take up and Mind...well if you want to play a mindless Warrior...you may want to rethink if L5R is the right system to do that... You have a point there, the temptation to use styles of doing something one shouldn't do is bigger if it is availiable "all the time" and not only for taking up a skill or spending a Void-Point. Still, I'm not really happy about it. Yes, because the fighting skills or not exclusive to Samurai or rather not all fighting skills. And the only Highskills I see with Heimin too are Medicine, Divination, Acting, Artisan, Perform, Games and some of the Lore-Skills. So there are 15 Highskills, and 7 Skills may be known and used by some Heimin or Hinin (since Geisha and their male counterpart are hinin). While about 8 Skills are pretty much exclusive to Samurai. And the only non-Samurai who may know how to perform a Tea Ceremony are Geisha. and the only non-Samurai who really know how to meditate are Monks and Priestesses. Also the same thing you just mentioned for the various Games goes as well for the various Craft-Skills. Since forging Armor and making Weapons is something mostly Samurai-Smiths do, as well as Engineering. Also I never said it is impossible for new players to understand that a Samurai is not only about his/her archetype but also about some other stuff. I just said it is less obvious. Well, at least we agree on something. Since it is intended to be less clear or obvious it is ok, although it bothers me still. Since it means more work for the GM and most of the times I am the GM. It is a bit calimg to know that it is not the firts choice or only choice of offensive-social-skill. May I take may time on reading your thread...but I'm sort of afraid of reading more stuff I don't want to see. @Crawd: I don't see Merchant Skills, or at least not all of them, as somewhat questionable. For example there are many Samurai who are great Engineers, Weaponsmiths, Bowyers or Armorsmiths. And no one would dare to look down on a Kaiu for being an Engineer, or a Tsi or Shiba for being a Smith. Also I'm pretty sure that there are some Courtiers who love to do some weaving, tailoring or pottery. And I'm pretty sure that I read somewhere in the 4th Edition books that there is a Dragon-Clan-Samurai who is breeding cats. Yes, the Dragon are a bunch of oddballs to beging with...still they are Samurai. And regarding the difference between Temptation and Intimidation, for me it is all about the how one does it not the what is done. You can achieve the same goal with both methods. And a small person can be as intimidating as a big mountain of muscles. So I don't see why a Scorpion or Crane should not try to intimidate someone and a Crab could be good at temptating someone too. It is just a different approach. So on this part I mostly agree with General Tactitus and AtoMaki.
  8. Well, I did suggest 3 variotions and the elemental Tags: 1) Courtier, Bushi, Shugenja, Ninja, Peasant, Merchant, Artisan 2) Body, Mind, Soul 3) Air, Earth, Fire, Void, Water 4) Social, Fighting, Arts, Academic, Spiritual, Common And I don't see the grouping being more flexible than the tagging variant. There can always be used more than one Tag. So...why are most of the Low Skills "down graded" to Emphases in your variation? I think so because the suggested grouping says Court/ courtly/ Courtier and scholarly/ spiritual/ Shugenja (or whatever else you may call those groupings) as a group. And this suggests that those are skills which are not used by Bushi or just used by Courtier or Shugenja, except for the view skills which your School gives you (which may result in confusing the new-to-L5R-players). At least to someone who is not familiar with L5R or medieval Japan. The Highskill-group doesn't divide the social, creative, educated and spiritual skills to put an Emphases on "those are all skills every Samurai should have". Also, what happende to the Game-Skillgroup? Sorry for not having been more clear on what I wanted to say. I actually wanted to say that the 4th Edition approach is more able to create the effect I desire or wish to have than the proposed approach would be. With the way the 4th Edition handles the skill-grouping new players see that all the skills listed under Highskills are skills which should be taken for a Samurai, they are sometimes confused why there are skills like Acting, Games:... , Artisan:... and Perform:... because those skills don't show up in most RPGs and some players simply ignore them for a while or ask the GM during Char-Creation "wtf are those skills for?", but most realise that those are all "Samurai-Skills". (Yes, I'm a somewhat experienced L5R-GM and play oneshots with newbies (both new to RPG and new ro l5r) on a regular basis) And all players understand that if they wanted to play a merchantile Samurai they should take up the Merchant skills, if they want to have a Bushi who can fight with "everything" they could take up all skills under Bugei and than are shortly confused what Low skill means and why they are not really allowed to do some sneaking or intimidating (but this is cleared up after explaining the Bushido again). So, to be honest and more clear, I don't really see a reason nor a need for changing the way of the skill groupings. What I do miss is a clear explanation of most listed Lore-skills. You don't what? You don't plan on dropping the Honor-mechanics or you don't make the handling on the "how to lose honor"-stuff more complex? Assuming we keep the suggested list in this thread: Courtly skills are mostly the province of the samurai caste. They are the skills one would typically see in use at a daimyo's court. The below skills are considered Courtly Artisan, Etiquette, Influence, Perform, Politics, Sincerity, Tea Ceremony Bugei skills are the domain of the bushi. These are the skills of the warrior,although the Samurai are not the only ones to use them. The below skills are considered Bugei Athletics, Battle, Defense, Horsemanship, Hunting, Iaijutsu, Weapons Scholarly skills are often practised in the temples of Rokugan. They typically require considerable education in order to attain. The below skills are considered Scholarly Calligraphy, Divination, Investigation, Lore, Medicine, Meditation, Spellcraft Peasant skills represent the knowledge of various practices that are not normally the domain of the Samurai. The below skills are considered Peasant Animal Handling, Commerce, Craft, Engineering, Sailing, Sleight of Hand, Stealth So this list contains 2 of the Low Skills from the Corebook and I assume that Influence is a mash up from Intimidation and Temptation. So with this list 2 Low skills are "upgraded" to be part of the courtly-skills which mostly consist of Highskills. So new players may get the idea that it is ok for a Samurai to be a bully and go aroung intimidating or temptating other Samurai, Heimin or Hinin/Eta. Except, of course, it was planned on tagging the Low Skills with a fitting Tag, at first glance it would seem to not conflict with the principles of Bushido to use this skill called Influence. And, at first glance, for me it seems to get more complicated to keep track of the way to handle Honor. Up until now I just shortly look to the GM-Screen under the section Low-Skills and then look to the table for Honor "using Low Skill" and I can tell my players you may loose X points of Honor if you do that. And there are little to no discuccions, but with Influence seemingly not being something dishonorable (especially since having influence is not really a bad thing in Rokugan) it may result in more discussions. Or at least so it seems. Well, I really hope that Influence will not be the "offensive Court-Skill" since from what I understood it is the replacement for Temptation and Intimidation. From what I understood Politics would be the replacement for the Skill Courtier which was the offensive-courtskill. And why would you use Calligraphy for casting spells? Spellcraft would be the more obvious choice since it is about how "magic" works, how you talk with the kami in the right way and it is used for creating new spells. At least those were the uses of this skill in 4th Edition. So for me the mandatory skills would be Spellcraft and Lore:Shugenja. Spellcraft for everything regarding the prayers used to do stuff like "Never alone", "Legacy of Kaze-no-Kami", "Jurojin's Balm" and "Path to inner Peace", as well as identifying and countering spells. And Lore:Shugenja for the blessings used for crops, spiritual cleansing of places or persons, wedding ceremony and all this stuff.
  9. I've been using tags a lot more in my redesign, yeah, because it helps to be able to just have an Artisan tag to slap onto Calligraphy, rather than writing out a whole thing about how it counts as an Artisan skill for the purposes of etc etc etc. The Elemental ones you suggest look to me like they'd basically just be replicating the information you already get from the listed Trait for a skill; if something is usually rolled with Awareness, I already know it's associated with Air. The Courtier/Bushi/Shugenja/etc and Social/Fighting/etc tags would more or less have the same effect as putting them into groupings like Karasu suggested, just in a different way; whether it's easier to see what you're getting into at char gen or harder would depend, I think, on the individual player. (Me, I would find groupings to be easier, but it sounds like you feel the opposite.) My own inclination is mostly to use tags in a way that is mechanically significant: a skill with the Social tag benefits from spells or techniques or whatever that affect Social Skills (which overlaps largely with, but is not identical to, Courtly Skills), etc. That's how they generally work with weapons, as far as I can think of; they define what weapons you get Simple Attack Actions with and so forth. Well, I have my reasons for not reading your series of ambitous-changes. Mostly because you plan to change stuff in a way I don't agree with and it may result in arguing about stuff and therefore "spaming" your post unnecesarrily. But if you are interested in a discussion about those changes we could handle this via pms. But regarding the idea on how to handle the skills: Yes, it may help to group the skills fitting to the various archetypes but it may also give the players a "wrong idea" if it would be handled with the terms suggested by you. Why "wrong idea"? Because a Bushi is not only about fighting, a Courtier is not only about the Court and a Shugenja is not only about religion. And there are a few mechanics which adress a specific sort of skill set, like the use of Low skills having an impact on your honor and the advantage Crafty which is also adressing the Low skills. And I'm pretty sure that there are some spells affecting specific-skillgroups too. So I'd prefer to stick with Highskills and put in all skills an educated Samurai should have, except for the fighting skills, since those are found under the term Bugei. An educated Samurai, be it a Bushi or not, should know a little about some creative-skills like Origami, Painting, Singing, Storytelling or the like. Also should an educated Samurai have at least a little knowledge about History and spiritual or religious things. And I take the freedom of assuming that most people who are new to L5R and just know a little about Samurai would build a Bushi just with Bugei-Skills if there weren't the mixed Schoolskills and the feeling of "you know you should take Highskills because you play an educated Noble and not a brute warrior". (Yes, I know that there is little reason to build a Bushi the way he should be built from a story-point-of-view even in the 4th Edition) I'd prefer a grouping which suggests that a Bushi might as well take up some of the Highskills (let's stick with it for now) and not only build the character around being awesome at fighting. And for me it sees this can't really be done through grouping but rather with Tags. Also I don't really like the idea of fusing some of the Low skills into other (non-low) skills and making them Emphases. It seems to me that it may complicate the way of handling the use of unhonorable behavior and it's impact on the Honor-Rank. Except of course you plan on dropping the whole Honor-stuff... Yes, the Element-Tags "just repeat" what the Trait says, but it shows in a more obvious way which Elements are important for which style of play and may help new players to better understand the effects of Advantages like "Chosen by the Oracle" and the like. Yes, Calligraphie is more often found in Shugenja Schools than in Courtier Schools, still it is more important for Courtier. Or how else would a Courtier be able to understand an intercepted letter? The hidden message in a poem? The diary of a deceased victim which might contain a clue to the culprit? The Shugenja use the Cipher only for their Spellscrolls andy maybe sometimes for hidden messages, but it is more of a diplomatic-skill. Heimin may be a better term than peasant, but I'm still not really satisfied...and I can't come up with a better suggestion than common. And yes, I think it would be worth saying that most Bugei, court and scholarly skills are considered Samurai-Skills. Still there are some exceptions like Ninjutsu, some Weapon-Skills and other less honorable or educated skills. But thanks for liking the idea of using Tags instead of groups.
  10. Well, I'm not too happy about the regrouping. For once I don't see why it would be necessary and on the other hand it feels like each group was forced to have 7 skills. Which skill is meant with "Influence"? What is this skill about? At first it reads like a mix of Courtier, Temptation and Intimidation...what happened to these three? Why is Calligraphy, one of the most important Courtier-Skills, grouped with the Scholarly-Skills? Also I wouldn't say that Investiagation is a typical Shugenja or Monk-Skill. It is less about learning and more about asking the right questions and logic. And I would rephrase the "Peasant"-Group into "Common"-Group or something else. But I have a different idea. Why not skip the grouping completely and use Tags like with the weapons and spells? So those Tags could be: 1) Courtier, Bushi, Shugenja, Ninja, Peasant, Merchant, Artisan 2) Body, Mind, Soul 3) Air, Earth, Fire, Void, Water 4) Social, Fighting, Arts, Academic, Spiritual, Common Just to post some ideas how the Tags could be named. We could even use two Tags per skill, like one Tag "describing" the group using this skill often and one Tag for the Element. So the list could look something like this: Acting TAG: Arts, Air Artisan: ... TAG: Arts, Air Craft: ... TAG: Arts/ Common, Fire/ Earth/ Water (depending on the Craft-Skill) Commerce TAG: Academic/ Common, Fire (yes, I would count Commerce as Academic, because it is not that easy) Courtier TAG: Social, Air Divination TAG: Spiritual, Fire Ettiquette TAG: Social, Air Horsemanship TAG: Fighting, Fire Intimidation TAG: Common, Earth Stealth TAG: Common, Fire or Acting TAG: Artisan, Air Artisan: ... TAG: Artisan, Air Craft: ... TAG: Artisan/ Merchant, Fire/ Earth/ Water (depending on the Craft-Skill) Commerce TAG: Merchant, Fire (yes, I would count Commerce as Academic, because it is not that easy) Courtier TAG: Courtier, Air Divination TAG: Shugenja, Fire Ettiquette TAG: Courtier, Air Horsemanship TAG: Bushi, Fire Intimidation TAG: Ninja, Earth Stealth TAG: Ninja, Fire This is just an idea which came to my mind. There are many ways the Tags can be placed and I like it more than grouping the skills. Also it may help in Char-Creation to see which skills might be used for which archetype/ job. I admit I didn't read Kinzens various ambitous threads...
  11. I wouldn't say that the thesaurus lies, but yes, the core-meaning of those tenets is a different meaning for every word. But maybe it helps to get a grasp of Bushido if one looks to the virtues of chivalry for the knights of medieval Europe? They are different, yet there are some similarities... And regarding the discussion if the use of Shugenja in war would be honorable or not...well...there is an heroic oportunity for attacking the enemy-Shugenja...so at least that implies that some leaders might use Shugenja in war. They may be stationed somewhere in the camp to help the healers in taking care of the wounded, they may pray for the souls of the dead, they may bless the warriors with some simple prayers to instill courage (without bothering the kami), they may purify the battlefields beforehand so that no evil-spirit may influence the warriors or they just simply support their Bushi through listening to their worries before and after the battle or advice the military leaders or something like this without involving themselves into the battle. And I don't think that any of these examples would be a dishonorable use of Shugenja in a war. Sword and Fan: p17 ... For example, in the year 1150 the Emperor Toturi I launched his forces on a campaign designed to achieve a final decisive victory over those of his opponent in the War of Spirits, the Steel Chrysanthemum. This campaign involved three individual battles — the Battle of Drowned Honor, the Battle of Quiet Winds, and the Battle of Beiden Pass. The effect of the campaign was to convince the Steel Chrysanthemum that the Scorpion Clan, after years of relative neutrality, had finally decided to join his forces. The spirit army, emboldened by their victory at the Battle of Quiet Winds, chased Toturi’s withdrawing forces into Beiden Pass. However, this was a trap; shugenja loyal to Toturi collapsed the pass on the spirit army, destroying it and forcing the Steel Chrysanthemum to sue for peace. This had been Toturi’s ultimate strategic goal: forcing the Steel Chrysanthemum to abandon his decade-long effort to assert his claim to the Throne of Rokugan. ... p21 ... The Phoenix maintain several unusual military units that employ magical power in battle. These include the Hurricane Initiates, also known as the Fifth Legion of the Phoenix army, an Elemental Guard unit of shugenja specialized in Air magic. The Sixth Legion, a force of bushi known as the Legion of Wind, is trained to work closely with the Hurricane Initiates. A similar relationship exists between the Third Legion, Fire shugenja known as the Firestorm Legion, and the Fourth Legion, called the Legion of Flame. Given the specialized nature of these Legions, it should not be surprising that they are kept in a state of permanent muster. ... p26 ... Control is the mechanisms that allow those commands to be implemented. The commander’s staff, the use of devices like drums, horns, flags, and banners to pass along orders and instructions, the messengers and couriers who carry information and orders, and in a few cases more esoteric means, such shugenja importuning the Elemental kami to assist in communications. Even the arrangement of forces along the march is an aspect of Control. ... So Shugenja are used in mutliple ways while a war is fought. And this would imply that it can't be that big of a problem to do so. If it would be a major breach of Bushido, I don't think that the Dragon and the Phoenix Clan would have so many mentioned formations including Shugenja listed in the Sword and Fan book. It would be dishonorable to use the Shugenja to cast illusion-spells, fog or some other magic which would give the opponents a disadvantage, at least in my opinion, but I don't see an issue with supporting the Bushi, relaying informations or help to get the badly wounded to survive.
  12. Regarding the article I'm agreeing with Ultimatecalibur. The writer complains about things without explaining how the things work in the RPGs and how he thinks they should work. So it is not helpful at all. Regarding the "no one wants to play Monks"-part: I don't think it is only about the not being as good in fighting as an armed Bushi, especially because in L5R fighting is something one should try to avoid. I think it is more about the "awkward" socialstanding of the Monks and maybe due to the complexity of Kiho. In the socialsystem the Monks are lower than Samurai, still they are respected and some Samurai even turn to Monks in order to consult them about something that bothers them. But why should a Monk leave his monastery? And Why should a Monk travel with Samurai (except for Kuni Witchhunters and Togashi Tattooed Monks)? Maybe to guide them. But guiding other players is something hard to do, especially due to the point that most Monks wouldn't want to be the leader of a group of Samurai. Also I think that having to pay 5 Points for my Monk to make more damage is not a bad trade. It is ok if you don't like the whole having some sort of archetypes, you have the freedom to use FATE or FAE as rules for playing L5R or some other System with less "restrictions". Still there are a lot of people who like playing archetypes. I'm a player in a Mutants and Masterminds-Group and it took me longer to create my character because I had too many ideas and no real guidelines. Since in this group we already had two characters who were built around fighting I wanted to play a character with a focus on healing and supporting the others. And it wasn't an easy thing to do, because in M&Ms you don't have acrhetypes of any sort. Just some prebuilt heroes who remind you of some DC or Marvel Heroes and those didn't help me grasp the idea. The same goes for my GURPS-Character, there it was even more problematic because I didn't even have ideas what I could want to play. And the times I played FATE or FAE I encountered the same problems. Only now as a GM for my FAE X-Men Group I didn't have those problems for my NPCs, because I just had to create some of the known Mutants as NPCs. So, although I like some of the more free and rules lighter systems I have trouble creating a character and if I create one I always end up with something similiar to my other characters.
  13. Ok...so first: I didn't read all 30 pages...but I skimmed through the last few...and I have to say the following: I started playing L5R with the 4th Edition. I got no information whatsoever from my first GM about the system only the link to the L5RCM and the Corebook. I created my Isawa-Shugenja from the Agasha-Family and played with the group and it was fun. So I bought the Corebook and read it. Up until now I didn't read any of the old sourcebooks, except for the Ryoko Owari-book. I didn't even read all the books from 4th, or rather not every page. Still I remember that I read somewhere something about it would be unseemly to cast a spell during Court without being asked to do so. And I'm sure it was in one of the books. Yes, I read some information up on the wikia, but most of the times it was due to research on the Daimyou of the Clans or Families, or the Jeweled Champions or some similiar information. And I read those articles because I wanted to use some existing NPCs and have some information on them to flesh them out. For a very long time I only used the rules from the Corebook. And everytime I GM a Oneshot I only use the Corebook. What's more, everytime I start a campaign with people who are new to L5R I start with only using the Corebook and only if the players ask me if they may use something from the book XYZ I think about it and allow it. So I don't really understand the arguing about "needing" the older books...
  14. It may be fun to play a random character for a oneshot, I don't think it is fun to play a campaign with a random character. I too like systems like FAE, with less rules and more possibilities. But the complexity of GURPS scares me. And the straightforwardness of D&D bores me. Still I play in the "Princess of Apocalypse"-Campaign and have fun. If I had to choose a D20-System I'd prefer 13th Age though... And L5R gives me the freedom to play Kuni "Klimt" Ichigo, the cold-hearted Witchunter who is a great painter. Or Shosuro "Hepburn" Juliette, the Ninja who strives for being the best Actress in whole Rokugan and loves a Crane (I actually play her and her name is Shosuro Sasori). Still I have the "restriction" of School-Skills I must take, because they are part of my characters education. And I can live with that. Because I can still choose to be bad at some of those skills. For example I love the Shosuro Actor School, so I built an Actress. Her main motivation is to make sure that the Shosuro and the Scorpion as a whole are always led by capable leaders. She is loyal to her clan. But her personal goal or dream is to go down in the history of Rokugan as the best Actress and Singer there is and sew a Kimono for the Empress. And she loves a Crane-Samurai. So she is an artisan at heart and was also educated to be one, but the mainpurpose of her education is infiltration, spying, gathering information, place wrong information, blackmailing, manipulating and assasination. She now reached Rank 3 and her Knive-Skill is still at 3. Her highest skill is Acting, followed closely by Perform:Song(took this a 7th school-skill) and although I chose to give her the Sensation-Advantage, I also chose to still invest XP on Perform: Biwa, Shamisen and Dance (therefore actually wasted 3XP). She also can write poems and make Origami, is able to cook and sew (after all she wants to sew a Kimono for the Empress) and can perform a Tea Ceremony. I chose to put an emphasis on her artisan-heart. I chose for her to be able to do all the Nin...erm...Scorpion-stuff, but there are better people for sneaking into a building. Still she protected the live of the heir to the Shosuro-Family, she even sacrificed her love for the Crane to be able to do so. Or at least she thinks that he will now never accept or even return her feeling for him. (She was blessed/cursed with the ability to cough fox fire and her beloved is afraid of fire) So I have all the freedom I need to create an interesting character and some guidlines/restriction for a base to build on.
  15. Well, given the stats you roll, some classes may not be the first choice. I once played with a D&D-Group where we had the debate rolling stats vs. buying stats. I wanted to play a Cleric, I rolled stats 3 times and still didn't get reasonable numbers to play a useful Cleric, so I could convince the other players to let me buy the stats. But some games are built around being random. For example MAID RPG. And if you have restrictions it may inspire you to find a way to work around the rule without breaking it, but still being able to do what you wanted to do.
  • Create New...