Jump to content

TyrHawk

Members
  • Content Count

    86
  • Joined

  • Last visited


Reputation Activity

  1. Like
    TyrHawk got a reaction from Yandia in [Focus Topic] Chapter 2: Creating a Character (Week 4)   
    I will admit now that most of my players built their characters without any input from anyone except themselves, it seems. I offered help, guidance, but all of them simply showed up with characters and then we had to sort out the chaos from there.
    The big thing for our group, and for me, was that there has to be a chargen summary page. The pages at the end summarizing the twenty questions are decent, but they don't go over the limits or basics (all rings start at 1; nothing higher than 3 during chargen; no one loves you; etc.), so players missed a lot of things which then had to later be corrected.
    Oddly (to me) the players fumbled over how EXP works, and how to spend it effectively. Part of this came from inconsistencies in the character advancement table (some of which have been fixed) like Techniques at the wrong rank not being specially marked (as it indicates on page 44 under prerequisites"Advancements that appear in an earlier school rank than their usual prerequisite limitations would allow are marked with special formatting"), and it being unclear whether or not overspening at one rank spilt over into the next (i.e. If I've already spent 14 EXP on Rank 1, and then I rank up my Air Ring for 12 EXP, does 10 of it go to advancing Rank 2? Or is that 10 EXP wasted?).
    Of the players who had glaring errors I needed to review, Advantages and Disadvantages were a big issue, which stemmed a lot from terminology more than anything. Advantages and Disadvantages are categorical terms only, and it made people miss the terms like Adversity and Distinction when they were just flipping through (heck, even when rebookmarking the pdf I missed the distinction the first time around). I get why the terms are there, but if it's going to be two unique types of mechanical effects for two different things, and the term "Advantage" is otherwise only there so people don't forget "These are good!" then I think things would be more clear simply removing the term. You have Passions, you have Anxieties, and people don't need a higher category than that to sort things into which mean "Good and Bad" (they'll do that themselves).
    Ninjo and Giri are... a thing. Most players picked something, and (for the most part) I just let them go. The interaction of Ninjo and Giri (as written when we did chargen) was far too restrictive, and so I opened it up to things that should conflict, but don't always do so. For example your personal goal might be to protect your secret love, and your duty might be to become a perfect duelist (potentially bad examples, but it was a pair one player wanted to run with) and I thought: That's awesome! Because it offered chances and opportunities for those things to play against each other sometimes, and to work together other times, which is what a good mechanical representation of an otherwise purely roleplaying system should be.
    Personally, I have some troubles with most of chargen being laid out for you, but not nearly as much as some folks do (perhaps because I sometimes like to do that sort of thing, like in Iron Kingdoms). People are always going to rebel in an RPG from more freedom to less freedom within the same RPG... Family Line, I'm going to say. Personally, I can see how folks might get lost, and how certain questions might be in a different order, but overall it seems to give the illusion of freedom with the questions, but it ends up being "Heads or tails?" for most everything. That's not inherently bad, but it's worthwhile to consider if that's what you want in a game system.
    And, otherwise, that's about it for chargen. There are definitely other bits as relates to play and such, but that's the bulk of feedback directly related to chargen.
  2. Like
    TyrHawk got a reaction from Mirumoto Saito in I Feel Like There Might be too Many Families For New Players   
    I think there may be some... if not confusion then some disagreement on the term "Courtier" here. Perhaps even just some conflicting definitions. So, before we go any further, just a quick rundown on what I would say we're talking about (since everyone else covered the other points I would've made already). Please note these are my personal definitions and understandings of these categories, and I would welcome alternate definitions.
    Bushi - A warrior. Someone trained to solve problems that arise in a martial fashion. A bushi is the body of the Empire, and is used to physically overcome its enemies. A bushi might have any number of other interests, and may be good at any number of things, but a bushi school is inherently dedicated to being this body, this physical aspect. Their power comes from their arms, their legs, their weapons, their armor, and so their techniques focus on the use of these facets to maximize their efficiency.
    Shugenja - A mystic. Someone trained to solve problems that arise in a magical fashion. A shugenja is the soul of the Empire, and is used to spiritually overcome its enemies. A Shugenja might do this in combat, in social circles, or in matters pertaining to neither, but they connect the world we know and the world that is through the kami. Their power comes from the kami, and so that is what their schools focus on in order to make their techniques viable.
    Courtier - A diplomat. Someone trained to solve problems that arise in a social fashion. A courtier is the mind of the Empire, and is used to mentally overcome its enemies. A Courtier may be trained to fight when needed, or know how to brew tea, but their main purpose is to combat with rhetoric in the same way that a bushi might combat with a sword. Their power comes from their ability to speak, to think, and to maneuver situations where steel and spirits might not satisfy the needs of the conflict. Their schools, therefore, must teach them how to use their mind (whether through charm, intimidation, knowledge, emotional appeal, or whathave you).
    If it seems that this is somewhat arbitrary, I will admit that it is (but so are many social constructs). If it seems like they might overlap, it's because they can and do (but that doesn't mean they aren't distinct, as Venn Diagrams will prove). If it seems like the Kitsuki aren't filling a Courtier's role, then I would ask for a different definition of Courtier to go off of, because under the one I proposed it seems to work fine. The extent to which any school strictly fills this general idea is up to that school, as Kakita certainly have an artistic/aesthetic bend to their martial school, but would anyone not call them Bushi? Is the focus on scientific applications any reason not to consider the Tamori shugenja? Again, I would say no. We can sort everyone into specific, unique categories that get as minute as we need, or we can have general options as detailed above.
    There are, of course, other classes which might seem to fit into my definitions here, but which we would naturally consider separate. Monks, for example, might fall under one of these three categories (or none depending on the specific monk school) when looked at simply, but if they do then that seems okay to me. Perhaps it's time to recognize that not everything needs be black and white, or be shuffled into such distinct categories. Perhaps the general view is okay, or perhaps we need another category or two to define everything we find in Rokugan. Either way, I'd include Courtiers in that list, at least given how I've described them thus far.
    Or, failing that, we can always just say "Well, tradition says they're courtiers" and then go with that. The Heavens know that tradition is big in Rokugan.
  3. Like
    TyrHawk got a reaction from JorArns in [Focus Topic] Chapter 1: Playing the Game (Week 3)   
    So, my group and I haven't had too much play experience, but from the few hours we did have we came to a few conclusions.
    1. It's difficult to choose the right approach and skill sometimes, but it's... almost not important to get it just right. By that I mean that sometimes a player would describe their attempts to glean information, and I would think out loud: Analyze or Survey? And we'd go through the lists of what each meant and we could see everything from several different angles. So, in the end, we just picked what felt right, and that was nice. It didn't have to be "This ring because the books says so" or "This ring because it's easier/harder" it was about what seemed right to roll, and that was good to us. It's something we expect to go more smoothly the more we play, but as it is we like it.
    2. Opportunities are amazing. I'll admit that I'm a bit biased when I say this because it's a system I've introduced (in different forms) to systems that don't have such mechanics, but the players seemed to really like it too. Being able to narratively influence a scene based on something mechanical (so it doesn't feel like you're taking too much control) was awesome to them. They could pick the sorts of things they wanted to see or find, and I could give them that. Flavoring/limiting them by Ring was also interesting, and (again) I think we'll get even more out of it as we go along. For now though, we like Opportunities.
    3. Strife and Outbursts haven't come up much. One player has accumulated some, but not nearly enough, and the other has simply rolled well, so he hasn't come up against much strife yet. Either way, I'm excited to see how it all plays out when we get there (because I fully expect to before the end of the module).
    And... that's it on actual play for now. I've got more feedback, but it's mostly character generation stuff right now. Next time.
  4. Like
    TyrHawk got a reaction from nameless ronin in I Feel Like There Might be too Many Families For New Players   
    I think there may be some... if not confusion then some disagreement on the term "Courtier" here. Perhaps even just some conflicting definitions. So, before we go any further, just a quick rundown on what I would say we're talking about (since everyone else covered the other points I would've made already). Please note these are my personal definitions and understandings of these categories, and I would welcome alternate definitions.
    Bushi - A warrior. Someone trained to solve problems that arise in a martial fashion. A bushi is the body of the Empire, and is used to physically overcome its enemies. A bushi might have any number of other interests, and may be good at any number of things, but a bushi school is inherently dedicated to being this body, this physical aspect. Their power comes from their arms, their legs, their weapons, their armor, and so their techniques focus on the use of these facets to maximize their efficiency.
    Shugenja - A mystic. Someone trained to solve problems that arise in a magical fashion. A shugenja is the soul of the Empire, and is used to spiritually overcome its enemies. A Shugenja might do this in combat, in social circles, or in matters pertaining to neither, but they connect the world we know and the world that is through the kami. Their power comes from the kami, and so that is what their schools focus on in order to make their techniques viable.
    Courtier - A diplomat. Someone trained to solve problems that arise in a social fashion. A courtier is the mind of the Empire, and is used to mentally overcome its enemies. A Courtier may be trained to fight when needed, or know how to brew tea, but their main purpose is to combat with rhetoric in the same way that a bushi might combat with a sword. Their power comes from their ability to speak, to think, and to maneuver situations where steel and spirits might not satisfy the needs of the conflict. Their schools, therefore, must teach them how to use their mind (whether through charm, intimidation, knowledge, emotional appeal, or whathave you).
    If it seems that this is somewhat arbitrary, I will admit that it is (but so are many social constructs). If it seems like they might overlap, it's because they can and do (but that doesn't mean they aren't distinct, as Venn Diagrams will prove). If it seems like the Kitsuki aren't filling a Courtier's role, then I would ask for a different definition of Courtier to go off of, because under the one I proposed it seems to work fine. The extent to which any school strictly fills this general idea is up to that school, as Kakita certainly have an artistic/aesthetic bend to their martial school, but would anyone not call them Bushi? Is the focus on scientific applications any reason not to consider the Tamori shugenja? Again, I would say no. We can sort everyone into specific, unique categories that get as minute as we need, or we can have general options as detailed above.
    There are, of course, other classes which might seem to fit into my definitions here, but which we would naturally consider separate. Monks, for example, might fall under one of these three categories (or none depending on the specific monk school) when looked at simply, but if they do then that seems okay to me. Perhaps it's time to recognize that not everything needs be black and white, or be shuffled into such distinct categories. Perhaps the general view is okay, or perhaps we need another category or two to define everything we find in Rokugan. Either way, I'd include Courtiers in that list, at least given how I've described them thus far.
    Or, failing that, we can always just say "Well, tradition says they're courtiers" and then go with that. The Heavens know that tradition is big in Rokugan.
  5. Like
    TyrHawk got a reaction from shosuko in I Feel Like There Might be too Many Families For New Players   
    I cannot speak for the nameless ronin, but I certainly do believe so. Every Clan needs Courtiers or the Winter Courts would see them wiped off the face of Rokugan in no time (not saying it would be instant, or automatic, but Winter Courts are huge, and if you have no Courtiers then... you basically don't participate (as a bit of an oversimplification, mind you)). Courtiers are a strong, solid leg of Rokugani culture, and so yeah. I'd say they deserve their space in each Clan's set of schools.
  6. Like
    TyrHawk got a reaction from nameless ronin in I Feel Like There Might be too Many Families For New Players   
    I cannot speak for the nameless ronin, but I certainly do believe so. Every Clan needs Courtiers or the Winter Courts would see them wiped off the face of Rokugan in no time (not saying it would be instant, or automatic, but Winter Courts are huge, and if you have no Courtiers then... you basically don't participate (as a bit of an oversimplification, mind you)). Courtiers are a strong, solid leg of Rokugani culture, and so yeah. I'd say they deserve their space in each Clan's set of schools.
  7. Like
    TyrHawk got a reaction from BarbeChenue in The Other OTHER Autofilling Charsheet   
    Since I know everyone has been waiting for me to release this here for a while now, I figured I should get on it You know, wouldn't want to disappoint my fans.

    *crickets*

    ANYWAYS!

    Some of you may have noticed that I occasionally make reference to an auto-calcing sheet at times. And here it are! Now, since I am almost always working on this sheet, it is almost always in beta, and so that's what this link will go to for the foreseeable future. I try to update the sheet at least once a month (even though I'm working on it almost daily) so that people have access to the latest fixes and features for testing.
     
    It's very important to note that this sheet is built in and for Open Office Calc. It does not play well with Excel. Apache Open Office and Libre Open Office are both completely free and legal to obtain on the interwebz. The sheet works in both without issues according to testers, although I only know about Apache.
    Yes. I've been doing this a long while.

    At any rate, since this sheet isn't just for me, and keeping track of everything is difficult, anyone willing to give it a try and let me know how things work, comments, questions, suggestions, corrections, etc. would be extremely appreciated. You also get your name in the credits, which is probably exciting for some people!

    As of 3/30/2016
    Current projects within the sheet are:
    -Finishing Artifact Compendium and building another one (will it ever be done?).
    -Automatic Spell Trees.
    -Cheat Sheet.
    -Social Combat compendium.
    -Ars Magnus compendium.
    -Warning color (other places?)
    -Module compendium?

    Currently identified issues:
    -None.

    Note 1: Items marked with "-Fixed" above have been fixed, but aren't uploaded to the sheet yet. This is just to keep track of issues in the current available edition of the beta. Sorry for any confusion.

    Note 2: I really mean it. The sheet does not open well in Excel unless you have a conversion program of some sort. Some of the functions work differently, and some of the ones I use don't exist at all, which becomes a major issue.

    P.S. If the link stops working, or doesn't work in the first place, please let me know. Google Drive sometimes dislikes me.
  8. Like
    TyrHawk got a reaction from Sequal7 in Psychic Potential and Inhumanity   
    Short answer: No.
     
    Long answer: Inhumanity and Zen are both levels of difficulty and conceptual barriers in Anima. Like many terms in Anima, they seem to be used interchangeably by the authors (even in the original Spanish), and are used in such a wild variety of conflicting situations that it's a wonder anyone has ever figured it out. That being said, Anima scholars have come to the following conclusions (mainly with help from the creators):
     
    1. Inhumanity and Zen only ever affect physical things. Anything which could be qualified as immaterial, supernatural, psychic, magical, or otherwise incalculable by normal human means, is not limited by these two concepts. This means that: Projection, Potential, PER, WIL, INT, POW, any secondary ability based off those four characteristics, and summoning abilities.
    2. In the interest of fairness (or something) Attack and Defense are, quizzically, not limited by Inhumanity/Zen, despite being very physical concepts. Ostensibly, this is to keep mages and psychics from being OP, but given that Ranged Weapons are limited to "Human" difficulties until Aura Extension, it's a little bit specious. Still, officially, according to the Anima Creators themselves, they're not limited.
    3. This means that Inhumanity and Zen only really affect Secondary Ability checks based on physical characteristics, movement, lifting capacities, and, presumably, the Wear Armor ability (though if you're hitting 320 Wear Armor and you don't have access to some form of Inhumanity... I don't know what to do with you).
    4. ???
    5. PROFIT!
     
    If the guidelines I've presented here aren't enough to answer all of your questions then, please, feel free to ask your questions. I'll do my best to answer more clearly.
  9. Like
    TyrHawk got a reaction from Valdruk in New blood-bond I made   
    Glad I could help. ^-^ I've been doing this Anima thing for a while now, and I've been sifting through houserules for months, so I'm developing an eye for balance. I'll keep providing feedback so long as it's welcome.
  10. Like
    TyrHawk got a reaction from odium1 in Homebrew angel race   
    I'll admit, I'd have to do a lot of math to check out the race. At a glance the main issue is that Angels are supposedly Natural beings, according to the description of Increasing Power, but that doesn't make any sense at all. They should be Beings Between Worlds, pretty much hands down.
     
    I did take a look at the Blood Legacy. My only issue with it at first glance is the last option, which is a bit... wonky.
     
    +10 Zeon per turn is the same as a Zeon Regen of 288,000. In other words, any angel with this advantage would only ever be limited by their pool when it comes to casting spells, but could maintain pretty much every spell in the game at maximum level after casting without any sort of real hit to their regen level (I haven't actually done the math on this one, but given that the most expensive spell to maintain has nothing close to 1000 maintenance, I'm not worried about it). I get that it totals out to 3 CP and a +4 Level Mod (with the base race), but it's a bit ridiculous.
     
    If I'm reading that wrong, and it's just that they add +10 to their daily regen level, then it's wholly underwhelming for requiring a +1 Level Mod and 3 CP.
     
    Honestly though, the only thing I can suggest is toning it down by... a lot. Any Zeon Regen per turn is too much, and even 1/minute would be 1440 per day, which is a big boost for any mage or summoner, though possibly worth it for 3 CP and 1 LA. Possibly. I'd still need to do some math on it, but it would be at least a bit more reasonable.
     
    Ki Regen per turn has a similar issue, because although it can already be recovered quite quickly, per turn makes it pretty darn powerful. However, if the Alternate Dominus rules are used for recovery then it's actually a bit underwhelming for the costs, since just spending 3 CP can get you to a base of 1 every 2 turns. Whether or not a +1 LA is worth the boost is... debatable, but at least it's not broken like the Zeon one.
     
    Oh, and Inhumanity is a bit redundant since the base race already has it.
×
×
  • Create New...