Jump to content

jmoschner

Members
  • Content Count

    149
  • Joined

  • Last visited


Reputation Activity

  1. Like
    jmoschner reacted to Toku Askanidog in Week 12 Content Update and Survey   
    This.  A thousand times this.
    I like strife as a concept, I have gotten over my dislike of the silly custom dice, but boy does this system get in the way of itself!  
    This entire beta has really felt disappointing and has been tinkering around the edges than anything else. The surveys have provided little opportunity beyond an A or B choice on things, that don't change the fact that the system get in the way of story telling and is unintuitive as well.
  2. Like
    jmoschner reacted to WHW in Week 12 Content Update and Survey   
    I do agree with a need for Leveling Rates. My group probably would want an ability to switch them within a single campaign, actually! We like blasting through low levels to mid levels, but then would love to stretch the mid levels into as long as possible, so "quick advancement" for Rank 1 would be nice, while "Medium" or "Slow" for ranks 2-3 would be neat.
     
  3. Like
    jmoschner got a reaction from Kazimir in Week 12 Content Update and Survey   
    It is rather ill advised to start messing with XP and progression this late in the game without proper time to really test it. Not saying XP and advancement don't need work, but they are not going to get properly tested and you will have issues down the road.
    You still are making the same core mistake you always make: adding needless complexity for marginal to no gain.
    Right now the rings only counting for half has the following consequences you have not accounted for:
    It throws off the numbers for determining power of NPCs. There are now even wider power swings within a school rank Power scale and balance is now off with characters all over the place* Air stance now bounces between useless and op Rings will be perceived as a tax, as to actually use many techniques you need a high ring players will feel like they have to buy more stuff they won't use to advance devalues high level play as can front load characters increases the likelihood of high level characters with multiple rings and skills at 5 school abilities that really only pay off at higher school ranks will see less use *On average you're looking at around 42xp to get to ring 5 and around 14xp to get to skill 5 (assuming skill at 3). Now only 21 of the xp spent on the ring counts toward school rank. "Experience to complete school ranks is going to be increased significantly." so even if it is just 10 extra per rank, you could (and will) end up with characters at rank 2 with ring 5, skill 5, and they will only be at most 1 rank behind the characters that went all in on school advancement. IF you double the XP needed to get to rank 2 from 16 to 32, then you will have rank one characters with ring 5 skill 5.
    Since most school abilities are "meh" and higher level techniques basically require maxed out ring and skill, there is still little incentive to focus on school stuff early on for a lot of builds. As characters will have to up rings and skills eventually, those that front load into a high ring/skill will catch up in school rank, likely by rank 3. This basically undermines the only counting rings as half, expect to add complexity and slow the progress, which is now being slowed in other ways as well. So the half ring xp is really just needless mechanics that were poorly thought through.
    As WHW noted, every school needs to have some techniques that are early access under the new XP scheme.
    School techniques need to be made more interesting and useful as there was already little reason for many characters to focus on raising school rank; this only exacerbates the issue.
    There really should be a slow, normal, and fast progression options for XP. Let GMs decide how fast they want the group to advance. Tying XP to time playing is not a good idea. XP needs to be tied to what the characters are doing, not how long the players are seated at a table.
     
    Honor, Glory, Ninjō, and Giri all need overhauls.
    The mechanics as they stand do not achieve any of these. The proposed changes do not really fix Ninjō/Giri and only add more problems.
    The core issue here, beyond always adding needless complexity, is that the dev team seems to have a lack of understanding of what creates tension and drama, then trying to force their ill-conceived notions of drama through poorly constructed mechanics. The system should provide the players and GM the tools to create conflict, and from that conflict and the choices  made in dealing with it comes the drama.
    Where you've made the mistakes design wise is in putting strife on the dice and making it fairly random instead of making it primarily a consequence of opposing Ninjō/Giri. You have a system that puts strife in everyone's face every roll, but where you can basically ignore honor for entire game sessions. Honor and Glory should be ingrained more into the rest of the system instead of tacked on. More things should scale with honor or glory than with school. More things should require a certain honor or glory as a prerequisite (mostly non-school related techniques). I would even go ahead and decouple the advantages/disadvantages from honor and glory. Let the loss/gain of honor, glory, and status have real impacts. Instead of gumming up the system with strife, you should have been greasing the gears with honor and glory.
    You really need to work on streamlining the system so it gets out of the way and lets the people at the table tell a compelling story instead of constantly trying to force drama and thus derailing the drama already unfolding.
    IF you really want better storytelling and drama, then spend time in the book explaining how to craft and tell engaging samurai adventures. Spend time on things like story structure, the nature of conflict in samurai drama, and how to explore character motivations. Give examples of how the GM can work characters from PC backstories into the adventure and other tips for giving the story more weight for the players.
  4. Like
    jmoschner got a reaction from Nitenman in Week 12 Content Update and Survey   
    It is rather ill advised to start messing with XP and progression this late in the game without proper time to really test it. Not saying XP and advancement don't need work, but they are not going to get properly tested and you will have issues down the road.
    You still are making the same core mistake you always make: adding needless complexity for marginal to no gain.
    Right now the rings only counting for half has the following consequences you have not accounted for:
    It throws off the numbers for determining power of NPCs. There are now even wider power swings within a school rank Power scale and balance is now off with characters all over the place* Air stance now bounces between useless and op Rings will be perceived as a tax, as to actually use many techniques you need a high ring players will feel like they have to buy more stuff they won't use to advance devalues high level play as can front load characters increases the likelihood of high level characters with multiple rings and skills at 5 school abilities that really only pay off at higher school ranks will see less use *On average you're looking at around 42xp to get to ring 5 and around 14xp to get to skill 5 (assuming skill at 3). Now only 21 of the xp spent on the ring counts toward school rank. "Experience to complete school ranks is going to be increased significantly." so even if it is just 10 extra per rank, you could (and will) end up with characters at rank 2 with ring 5, skill 5, and they will only be at most 1 rank behind the characters that went all in on school advancement. IF you double the XP needed to get to rank 2 from 16 to 32, then you will have rank one characters with ring 5 skill 5.
    Since most school abilities are "meh" and higher level techniques basically require maxed out ring and skill, there is still little incentive to focus on school stuff early on for a lot of builds. As characters will have to up rings and skills eventually, those that front load into a high ring/skill will catch up in school rank, likely by rank 3. This basically undermines the only counting rings as half, expect to add complexity and slow the progress, which is now being slowed in other ways as well. So the half ring xp is really just needless mechanics that were poorly thought through.
    As WHW noted, every school needs to have some techniques that are early access under the new XP scheme.
    School techniques need to be made more interesting and useful as there was already little reason for many characters to focus on raising school rank; this only exacerbates the issue.
    There really should be a slow, normal, and fast progression options for XP. Let GMs decide how fast they want the group to advance. Tying XP to time playing is not a good idea. XP needs to be tied to what the characters are doing, not how long the players are seated at a table.
     
    Honor, Glory, Ninjō, and Giri all need overhauls.
    The mechanics as they stand do not achieve any of these. The proposed changes do not really fix Ninjō/Giri and only add more problems.
    The core issue here, beyond always adding needless complexity, is that the dev team seems to have a lack of understanding of what creates tension and drama, then trying to force their ill-conceived notions of drama through poorly constructed mechanics. The system should provide the players and GM the tools to create conflict, and from that conflict and the choices  made in dealing with it comes the drama.
    Where you've made the mistakes design wise is in putting strife on the dice and making it fairly random instead of making it primarily a consequence of opposing Ninjō/Giri. You have a system that puts strife in everyone's face every roll, but where you can basically ignore honor for entire game sessions. Honor and Glory should be ingrained more into the rest of the system instead of tacked on. More things should scale with honor or glory than with school. More things should require a certain honor or glory as a prerequisite (mostly non-school related techniques). I would even go ahead and decouple the advantages/disadvantages from honor and glory. Let the loss/gain of honor, glory, and status have real impacts. Instead of gumming up the system with strife, you should have been greasing the gears with honor and glory.
    You really need to work on streamlining the system so it gets out of the way and lets the people at the table tell a compelling story instead of constantly trying to force drama and thus derailing the drama already unfolding.
    IF you really want better storytelling and drama, then spend time in the book explaining how to craft and tell engaging samurai adventures. Spend time on things like story structure, the nature of conflict in samurai drama, and how to explore character motivations. Give examples of how the GM can work characters from PC backstories into the adventure and other tips for giving the story more weight for the players.
  5. Like
    jmoschner got a reaction from Mirumoto Saito in Final review of beta   
    While I feel the beta was a complete wast of time for my group and I, I'm glad we were able to see what the devs had in mind before any of us wasted money pre-ordering the game.
  6. Like
    jmoschner got a reaction from GhostSanta in Week 12 Content Update and Survey   
    It is rather ill advised to start messing with XP and progression this late in the game without proper time to really test it. Not saying XP and advancement don't need work, but they are not going to get properly tested and you will have issues down the road.
    You still are making the same core mistake you always make: adding needless complexity for marginal to no gain.
    Right now the rings only counting for half has the following consequences you have not accounted for:
    It throws off the numbers for determining power of NPCs. There are now even wider power swings within a school rank Power scale and balance is now off with characters all over the place* Air stance now bounces between useless and op Rings will be perceived as a tax, as to actually use many techniques you need a high ring players will feel like they have to buy more stuff they won't use to advance devalues high level play as can front load characters increases the likelihood of high level characters with multiple rings and skills at 5 school abilities that really only pay off at higher school ranks will see less use *On average you're looking at around 42xp to get to ring 5 and around 14xp to get to skill 5 (assuming skill at 3). Now only 21 of the xp spent on the ring counts toward school rank. "Experience to complete school ranks is going to be increased significantly." so even if it is just 10 extra per rank, you could (and will) end up with characters at rank 2 with ring 5, skill 5, and they will only be at most 1 rank behind the characters that went all in on school advancement. IF you double the XP needed to get to rank 2 from 16 to 32, then you will have rank one characters with ring 5 skill 5.
    Since most school abilities are "meh" and higher level techniques basically require maxed out ring and skill, there is still little incentive to focus on school stuff early on for a lot of builds. As characters will have to up rings and skills eventually, those that front load into a high ring/skill will catch up in school rank, likely by rank 3. This basically undermines the only counting rings as half, expect to add complexity and slow the progress, which is now being slowed in other ways as well. So the half ring xp is really just needless mechanics that were poorly thought through.
    As WHW noted, every school needs to have some techniques that are early access under the new XP scheme.
    School techniques need to be made more interesting and useful as there was already little reason for many characters to focus on raising school rank; this only exacerbates the issue.
    There really should be a slow, normal, and fast progression options for XP. Let GMs decide how fast they want the group to advance. Tying XP to time playing is not a good idea. XP needs to be tied to what the characters are doing, not how long the players are seated at a table.
     
    Honor, Glory, Ninjō, and Giri all need overhauls.
    The mechanics as they stand do not achieve any of these. The proposed changes do not really fix Ninjō/Giri and only add more problems.
    The core issue here, beyond always adding needless complexity, is that the dev team seems to have a lack of understanding of what creates tension and drama, then trying to force their ill-conceived notions of drama through poorly constructed mechanics. The system should provide the players and GM the tools to create conflict, and from that conflict and the choices  made in dealing with it comes the drama.
    Where you've made the mistakes design wise is in putting strife on the dice and making it fairly random instead of making it primarily a consequence of opposing Ninjō/Giri. You have a system that puts strife in everyone's face every roll, but where you can basically ignore honor for entire game sessions. Honor and Glory should be ingrained more into the rest of the system instead of tacked on. More things should scale with honor or glory than with school. More things should require a certain honor or glory as a prerequisite (mostly non-school related techniques). I would even go ahead and decouple the advantages/disadvantages from honor and glory. Let the loss/gain of honor, glory, and status have real impacts. Instead of gumming up the system with strife, you should have been greasing the gears with honor and glory.
    You really need to work on streamlining the system so it gets out of the way and lets the people at the table tell a compelling story instead of constantly trying to force drama and thus derailing the drama already unfolding.
    IF you really want better storytelling and drama, then spend time in the book explaining how to craft and tell engaging samurai adventures. Spend time on things like story structure, the nature of conflict in samurai drama, and how to explore character motivations. Give examples of how the GM can work characters from PC backstories into the adventure and other tips for giving the story more weight for the players.
  7. Like
    jmoschner reacted to shosuko in Week 12 Content Update and Survey   
    This is probably the biggest flaw of the beta - there isn't enough world building to give players the cues for drama.  Their description of Giri/Ninjo takes 2 short sections and basically makes it sound like Giri is your job and Ninjo is your hobby.  They should take a full page or more - and not in the middle of chargen - to actually detail the meaning and situations of these as it relates to the Emerald Empire.  This serves to both illustrate the actual meaning of these words and also how important they are to the setting.  Even criminals and hinin have giri/ninjo. 
  8. Like
    jmoschner reacted to easl in Week 12 Content Update and Survey   
    My gut says that making rings non-school, increasing the  exp requirement for each rank, and decreasing the rate at which exp is given - all at the same time - is going to combine to dramatically slow down character advancement.  How do other players feel about this?  From playtesting, is advancement currently too fast?  Is it that too fast that all three of these changes are warranted?
    Here's a suggestion to the dev team; implement the ring and exp ladder changes, but in the guide suggest a couple of different options for exp gains per sessions so that play groups can decide for themselves how fast to advance. Now sure, giving out more experience is always an option, but IMO it would still be useful to the players if the book included info such like "giving A experience per session will result in characters dedicating their experience to school advances to reach rank 2/3/4/5 in 10/20/35/55/80 sessions, while giving B will allow them to reach ranks in 5/10/18/28/42 sessions, while giving C...."  For the non-fanatic GMs who wouldn't do this math themselves, this provides them a nice menu of options  to consult when designing their campaign.
  9. Like
    jmoschner reacted to WHW in Week 12 Content Update and Survey   
    I don't mind slower progression, as long as EACH rank in advancement table will consist of early-access techniques, just like Mirumoto one does. 
  10. Like
    jmoschner reacted to sndwurks in Week 12 Content Update and Survey   
    In response to Ninjō / Giri and Pivotal Scenes, I have started a thread here to discuss my current feelings on the matter: 
    The TL;DR is that attaching Ninjō / Giri to the Honor, Glory, Status does a disservice to this as a narrative, and is a failure of using the mechanics of the L5R RPG Beta to express the narrative. Pivotal Scenes do not solve this issue, and instead can cater to a particular type of problem player while being rooted in a sense of distrust for the GM. There are solutions to this, however, and I would love to hear the community come together to think this through.
  11. Like
    jmoschner got a reaction from Mirumoto Seiichiro in Final review of beta   
    While I feel the beta was a complete wast of time for my group and I, I'm glad we were able to see what the devs had in mind before any of us wasted money pre-ordering the game.
  12. Like
    jmoschner got a reaction from Nheko in Final review of beta   
    While I feel the beta was a complete wast of time for my group and I, I'm glad we were able to see what the devs had in mind before any of us wasted money pre-ordering the game.
  13. Like
    jmoschner got a reaction from Suzume Chikahisa in Final review of beta   
    While I feel the beta was a complete wast of time for my group and I, I'm glad we were able to see what the devs had in mind before any of us wasted money pre-ordering the game.
  14. Like
    jmoschner got a reaction from vilainn6 in Final review of beta   
    While I feel the beta was a complete wast of time for my group and I, I'm glad we were able to see what the devs had in mind before any of us wasted money pre-ordering the game.
  15. Like
    jmoschner got a reaction from Teveshszat in Final review of beta   
    While I feel the beta was a complete wast of time for my group and I, I'm glad we were able to see what the devs had in mind before any of us wasted money pre-ordering the game.
  16. Like
    jmoschner reacted to Nivrap in Black and White Cookies   
    I used to do this as well before simply reworking Force Points, and I wholeheartedly encourage anyone who encounters friction with the system to toy with it to their heart's content. It is an RPG after all, created by imperfect meat bags.
  17. Like
    jmoschner reacted to KungFuFerret in Black and White Cookies   
    Basically this, part of the confusion is due to the publication structure.  When the EotE stuff was published, they simply used the Light pips to convey "force pips" in general.   Only with later publications did they split the icon to black/white.    

    Basically OP, unless the power description (and you should read the FULL description, not just the thumbnail in the tree), states "This can only be done with Light pips" or "Can only be done with Dark pips", or gives you 2 options on how to use the power based on the pip type, assume you can use both types interchangeably without any issue.
  18. Like
    jmoschner reacted to Nivrap in Black and White Cookies   
    That's right. When you see a Force pip that's half-dark, half-light, it means that you can use either side of the Force to activate it. What can be confusing is that the EotE and AoR core books usually only show light pips on the few Force powers they offer, when in fact they should also be half-dark, half-light.
  19. Like
    jmoschner reacted to tenchi2a in Final review of beta   
    Well here it is the end.  I am Putting this out before the last update due to the fact that it will probably not fix anything I care about.
    Bellow is a list I put up towards the beginning of the Beta. To see if anything had changed.
     
    1.Character Creation.
    a) Removal of Family and Clans Skills/Rings. The skills should be rolled into the schools and be awarded. example: Hida Defender School +1 Fitness, +1 Martial Arts [Melee], +1 Martial Arts [Ranged], +1 Martial Arts [Unarmed], +1 Meditation, +1 Survival, +1 Tactics, +1 Command. Where player gets them all.
    Still for the most part the same.
    b) Rings should be raised to 2, but keep starting cap at 3. This removes the need for Families and Clans to provide them (which was always an issues in 4th).
    still the same.
    c) Players need far more choices then agree/disagree on clan precepts, One on the choice itself and on the award if they disagree.
    Some improvement, but far short of what is needed.
    d) the Bushidō question needs to be reworked. The idea that I don't believe in Bushidō so I have Commerce skills makes no sense to me. This is the perfect place to setup a Samurais tenets. What does he believe about Bushidō.
    still the same.
    Does he follow his Clans beliefs openly, Does he strongly believe in a tenet opposed to his clan, ETC. This is a roleplaying element not a mechanical one so it should be up to him and the GM decide how it is handled not the game.
    e) almost all instances of Advantages and Disadvantages need to be removed. These are roleplaying enhancement that should be left to the player. I do like the ideas of passions and anxiety but thats about it. anything else should be left to the player to decided.
    still the same.
    f) There should be a starting pool of XP for the players to customize their PCs as a standard part of Character Creation. Not a tacked on amount in the adventure.
    still the same. The change it has doesn't improve starting characters it just makes them non starting characters. 
    2. Advantages and Disadvantages
    a) Disadvantages need to be divorced from Void gain. Void is centering oneself not over coming my missing finger.
    still the same.
    b) each Advantage and Disadvantage need to be reviewed and have their points addressed. They are in no way equal.
    still the same.
    3. Skills 
    a)  Subskills need to be made part of the core rules as Emphases.
    still the same.
    b) Approaches need to be reworked to something less random and more structured. Right now players can run rough-shot over the system to powergame them.
    still the same.
    4. Techniques
    a) a Kata is not a combat techniques. Kata a Japanese word, are detailed choreographed patterns of movements practiced either solo or in pairs. It would be better to call it a school/combat technique.
    still the same.
    b) Rituals need to be removed. The concept is nuts and doesn't fit the setting where bushi are not magical.
    still the same.
    5. Equipment
    a) Replace Ceremonial with Honorable. it just makes more sense in what your trying to say.
    still the same, but not all that important.
    b) Razor-Edged: as written makes swords to fragile. I would suggest "If damage drops bellow -Damage level it would take effect.
    still the same.
    c)  Zanbatō/No-daichi: first range 2 is a bit much. why would I take a Naginata, or Yari over this. its a long sword not a pike.
    still the same.
    d) Naginata, Yari: with a range of 2 and how the movement system work. These weapons are pretty much useless. they need some kind of ability to hold a target at range two or (I can't believe I'm saying this) attack of opportunity. another option is to give them the stats of a staff at range 1.
    still the same.
    e) Chokutō: just to point out this is not a tachi, and this type of sword would not be made in the era that this game is set.
    still the same.
    f) Dao: again this is a Chinese weapon which was never used in Japan or Rokugan.
    still the same.
    g) Crossbows: should be removed as they have no place in Rokugan.
    still the same.
    h) The only way I would say keep these weapons is if you created add gaijin trait to the weapons that caused massive honor/glory loss to use.
    still the same.
    i) Poison(Noxious Poison) this is way to weak for what it represents.
    still the same.
    6. Scenes and Conflicts
    a) this area is to hard to go over due to the many other issues I have that would need to be addressed first. see above and bellow.
    7. Strife
    a) the system is a hot mess. one of the biggest issues is no one seems to know what it is or what is for. ask a writer get one answer, ask a player/GM get another, read over the rules in the book and get still another.
    b) let me say that removal is not out right necessary.  with a lot of changes this could be a working system. and NO FFG! I don't mean changing its names. I mean changes to how it works and why.
    c) first there needs to be some kind of "drama level" that gets set at the start of the campaign. lets say Face: = composer x drama level. and have levels from 1-3. this way the GM/player can make the determination on how many "outburst" (or what ever they are going to be call) there will be.
    d) there needs to be some way to resist outburst. example: when you strife exceeds your Face make an Honor roll (doesn't generate strife) against a TN of 1+1 per 5 points over. so at 2 over the TN would be 1 but at 6 over you would have a TN 2.
    And just to bring this up Encase it was not noticed I'm not saying get rid of the custom dice. I don't like them but they seem to work alright here. minus the strife issues.
    well that's what I would need to see fix.
    The changes here where looking good then they went back to their never ending quest to tell us how to role-play.
     
    Overall the system has made little to no real improvements. Aside from the dueling rules, and that's still under debate.
    Most are cosmetic at best.
    The game is still a train wreck.
    The writers made it quite clear that this is the game they want, and they don't care what anyone else thinks.
    That said my group and I will not be buying any of the new products for this line.
    P.S. this is mine and my groups opinion on the game. I don't care to debate. Just giving my opinion.
     
  20. Like
    jmoschner reacted to Teveshszat in Final review of beta   
    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.
     
  21. Like
    jmoschner reacted to sndwurks in Final review of beta   
    I actually agree with the statement that the worst mechanics in this game are where they are telling both the GMs and the players HOW to roleplay. While I do not feel the Strife system HAS to be that, but it often can be used badly as that. I see it as a good mental / social HP system, which any good "social combat" game needs, and it serves as a "time limit" on how many actions you can feasibly take in a given non-conflict scene.
    However, where this version of the RPG really falls down is how it uses its systems to force a certain roleplay, rather than using its systems as a METAPHOR for the type of experience they want the game to convey.
  22. Like
    jmoschner reacted to AK_Aramis in Week 12 Content Update and Survey   
    AMEN! Preach it!
    Seriously, I see those two and a third - 
    - they're a way to disrupt a narrative that's flowing, but not flowing in your character's favored direction. The disruption of the ongoing flow can often break chains of though and of consequence. I know a few who WILL use the call as a way to delay a fight scene...
  23. Like
    jmoschner reacted to Suzume Chikahisa in Week 12 Content Update and Survey   
    Not a fan of the pivotal scenes.
    They have at least two problems I can see:
    1- They eat up session time, more so if multiple players call for a pivotal scene.
    2- It's session time in which the remaining players are actively sidelined.
     
    There are way in which such framing could work, notably troupe play, but that's really never been a mode of play L5R used and the beta hasn't provided any support for it either.
  24. Like
    jmoschner reacted to shosuko in Honor, Glory, Status, Ninjo, Giri - Why The Current Systems Do Not Work   
    I agree with you, but its tough to consider what might be the solution...  I kinda feel like Ninjo and Giri should be more like (dis)advantages - something the player can call upon for a direct mechanical benefit when they can justify that their character is following their ninjo/giri and something the GM can call out against them when they shirk these same things.
    The problem with this is that we have quite a few advantages and disadvantages, and the mechanics are already so similar that it doesn't make much sense to pile more on...  I wonder if we should dump adversities and distinctions, using Ninjo/Giri in their place.  These give the immediate powerful ability / penalty of re-rolling that let them be front and center in a gaming session.  A player immediately sees the karmic consequence of their actions.
    Then we take distinctions and adversities and we make them a MUCH simpler mechanic.  These turn into a simple list of keywords.  Whenever you commit to an approach you can pick 1 applicable trait to also apply to it.  This trait simply upgrades 1 ring die to a skill die for that roll.  Similarly negative traits can be called out by your GM to downgrade 1 skill die to a ring die.  These traits could include skill specializations rather than subskills as well.
    edit: I'm totally with you on the discord wheel...  its something new GM's may find useful as they begin running rpg's but pretty worthless to a gm who knows what they're doing.  Honor / Glory tracking could be scrapped completely and the game would only be made better for it.
  25. Like
    jmoschner reacted to DarkHorse in If Stormtroopers aren`t Army, then who is?.. And how does local Police look?   
    http://starwars.wikia.com/wiki/Imperial_Army_trooper
     
    http://starwars.wikia.com/wiki/Imperial_Army
     
    http://starwars.wikia.com/wiki/Planetary_Security_Forces
     
    Those three links look like a good start.
     
    As for Nar Shaddaa, anything from swoop gangs to elite mercenary units would provide protection and order *somewhere* on the planet.  I would expect it would mainly depend on what Hutt Clan is in charge of the area and if they think it is a valuable area or not.
×
×
  • Create New...