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  1. sidescroller

    Flaw Disadvantage...

    This is one of the principles of the clan's foundation. But individual samurai are tools of the clan. It benefits the clan to have agents that believe bushido is pointless and that adherence to it is foolish.
  2. sidescroller

    PDF Release?

    Yeeeeeeaaaaaah they don’t show up here much. But this also isn’t the area they’ve created to communicate with them. There’s a different form you can find through their website.
  3. You can also confine the campaign to a single city and 1-2 days’ ride away. Yup. Loved the “places” chapter of 4e.
  4. sidescroller

    Samurai questions

    Do these populations estimate only active serving samurai? Or does it include children and the elderly who have retired to monasteries?
  5. sidescroller

    School advancement

    "RAW = "rules as written" @Tonbo Karasu jinx! you owe me a soda
  6. sidescroller

    School advancement

    Sorry, don't have the book with me right now--does RAW clarify this? I always assumed it was "open availability"... gotta find out for sure!
  7. sidescroller


    Characters can purchase ninjitsu techniques if they're listed specifically in the technique categories for schools, or on the curricula tables as exceptions. In other words, if you can have them, it says so on your school page.
  8. sidescroller

    Scorpion bushi (or lack there of)

    There's a new additional effect in the Bayushi Manipulator ability: exploiting a target's disadvantage is free. Still confined to Scheme actions though.
  9. sidescroller

    CC Confusion

    Right. If they're assigned to you, the prerequisites are waived. Similarly, the school curricula tables allow PCs to acquire certain techniques without fulfilling the prerequisites. These, too, are exceptions, and they're marked.
  10. I've got a couple questions about NPC abilities that I don't see covered by RAW. Does anyone know RAW answers, or can anyone recommend sensible solutions? 1. NPC templates add techniques. I assume these techniques can be from the techniques section? If so, what technique ranks should be used? (my guess would be to use the highest conflict rank as a substitute for school rank when adding techniques to NPCs) 2. Is it appropriate to add school techniques to NPC templates, so that the NPCs feel/play like they're from the appropriate clan/family/school?
  11. Pretty sure the Manifest Fire Kami (p. 324) shouldn't have 6 Earth and 2 Fire....
  12. sidescroller

    Core book Schools

    Unfortunatley, the core rulebook does limit the Ikoma school ability to once per scene (p 70)
  13. sidescroller

    The Big Bad Thread of Homebrews

    Good call, thanks @sndwurks. How do you tag posts? Is it a discrete function of the interface that I'm not seeing? Or is just a matter of typing "#RelevantTag", which is then searchable in the forum search bar?
  14. As others have pointed out, the book hasn't been widely released yet, so this isn't a "full review", but my FLGS already has em on the shelves, so I got my copy and can offer a few thoughts based on RAW. Strife Overall I like Strife, but I agree with @sndwurks point that the game missed an opportunity with Strife, because that RAW doesn't assign strife for many personally important events. RAW does say that players or the GM can assign (their) PCs with Strife at narratively appropriate points, but doesn't give any guidelines for doing so. I've got a couple ideas about a little system to determine how much strife is assigned based on the importance/severity of the event, but I've gotta tinker with it. Character Creation Tenchi2a exaggerates the extent to which character creation (20 questions) turns L5R into "rigged fill in the blanks" (as long as our reference point is 4e and not, say, Fate). As with 4e, 5e assigns ring and skill values based on choices like family and school; it assigns them at different times, but the process is very similar. The only truly narratively binary choice is #7, "What is your character's relationship with their clan?", where you choose between being a model member for +5 glory, or having a fundamental disagreement for a new skill. Other binary choices aren't narratively binary. There are two other "pick A or B" questions, but they aren't narratively binary (they imply more of a spectrum). Of course, you don't get 40 XP to customize your character with more skills ranks, ring ranks, and advantages/disadvantages; while 20 questions might therefore appear to offer players significantly/meaningfully less freedom than 4e, it doesn't, because: Skills in this edition are broader than 4e; having a skill in 5e represents competence in more activities compared to 4e skills If you find the list too broad, the RAW provides details on adding narrower sub-skills The game is less granular; one skill or ring rank represents more competence than one rank in 4e Advantages and disadvantages use a whole new system. Players can invent their own (what? freedom to make the character you want?) or select from a list. Notably, they don't give or cost XP (4e disadvantage XP values NOT worth the trouble they caused; you could only take 10 XP worth of disads, which is just 1.5-2.5 game sessions, depending on how much XP your GM handed out) The new advantage system also protects player freedom by avoiding "auto buy" advantages--in 4e, if you didn't take Prodigy, you were Doing It Wrong. Character creation is also probably the most hackable part of the game. No reason the GM can't hand out some extra XP at the end of character creation so players can customize a little. Character advancement 5e has done away with the silly Insight system. Now, you advance in school rank as you spend XP. Derived Attributes (endurance, composure, focus, vigilance) I know some folks wish certain derived attributes were calculated a different way. I'd like to point out a design principle that I haven't seen mentioned: the derived attributes use each of Air, Fire, Water, and Earth twice--once with each "neighbor" element, and never with the "opposite" element. For example, Air is used with Water (to calculate vigilance) and Fire (to calculate Focus), but never with Earth. Thus, these calculations have a sort of symmetry or elegance. If you change a calculation, consider how it skews the symmetry. For example, don't simply change Composure form (Earth + Water)x2 to (Fire + Water)x2; this change means fire is used 3 times, earth is used only 1 time, and Fire and Water are used together (opposites). The most straightforward house rule would to be to keep the ring pairings the same, just switch which parings are used for which attribute. For example, you could trade Composure's Earth + Water for Vigilance's Air + Water (meaning all four of these rings are used in your "hit points" attributes"), and then come up with some justification for the trade based on the themes of the rings. If you change the derived attributes, consider how changing them might impact NPC templates.