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Everything posted by sidescroller

  1. I agree with @Avatar111's "let it ride" protocol--it's nice to have that term, and it's a natural extension of the guidelines of when to make a check. To make a check, success and failure must both be possible and meaningfully different. If a monk can spam until they burst, then success and failure aren't meaningfully different. I *might* permit spamming of a burst effect in a scene in which it affliction was contracted, as losing combat rounds to failure *is* meaningful, but once no one is fighting (or rather, once further combat checks don't impact the outcome of the scene), then the scene is over. If you think the threat of taint is severe enough, it's super easy to house rule. You could raise the TN of cleansing rite to 5 or 6; it takes a skilled monk, probably with assistants (maybe modify the assistance rules, too) (Most NPCs in the world shouldn't be rolling more than 5k2 or 6k3 (ring 2 or 3 with skill 3). For the affliction --> taint roll, instead of rolling every two weeks, roll at the end of the scene following the combat, and then in appropriate units of time after that, according to how dangerous you want it to be.
  2. Thank you! I was trying to figure out how to use a subtle insult (air) to throw some strife at someone.
  3. The beta provided an option for opp spends: for any element, you could resolve an opp from a non-opposite, non-void element for double cost (e.g. fire could use air and earth) (void could use any other element's opportunity for double cost). I'm not seeing this in the final published version. Am I missing it? Is it gone? Is it a good or bad idea?
  4. Are you interested in them being yoriki narratively, or mainly for the advancement table? You can always say that yorki must prove themselves before they receive special training. That way, they narratively have the title, but don’t get the table until it’s appropriate. You could also give them some starting XP to buy up to rank 2 and be the right rank for the table.
  5. Lol you’re right that’s what I get for not paying attention. I just saw the ‘splodie symbol first misremembered it as success. Been awhile since I thought about this game, just getting back into it 😂
  6. No you were perfectly clear, I just got sidetracked by what I thought was a question I needed to answer for myself before I could answer yours. I could see social rolls changing whether I reveal the TN pre-declaration-of-intention, though. Been awhile since I ran the beta. Can’t remember. Got a campaign of this coming up soon tho.
  7. @Kaiju according to pp. 24 & 25, we resolve opps after successes. So normal damage first (which might trigger a crit by itself), then the double-opp-spend for a crit.
  8. I’ve always outright told the PCs the TNs. I’m not saying that’s right, but here’s why: So let’s say I’m a player and I want my PC to jump a gap between two buildings. How do I gauge the difficulty before committing to the jump? That’s something I can do IRL, and intuitively my character should be able to do it as well. In other words, there must be some way I can compare my ability to the task before beginning the making-a-check procedure, beginning with declaring an intention. (RAW, there is no way to bail out of this procedure once you start). I could ask my GM how big the gap is. But that’s pretty useless on its own, because the game doesn’t translate fitness checks into distance jumped (this isn’t GURPS). So I basically need to ask “how difficult is this jump?” and then listen for verbal clues that indicate how difficult it is on the TN scale of 1-8. If the GM is consistent in their descriptions, I can figure out the TN, and they might as well have told me (there’s only so many ways to say “this is an average task” without sounding ridiculous). If the GM is *inconsistent* in their descriptions, then I cannot effectively gauge the difficulty of the jump before committing to it (which is the first step of the making-a-check procedure, which will eventually reveal the TN). So the GM might as well have told me the mechanical difficulty (say, Average, TN 2) along with the narrative difficulty (“it’s not too big a gap; most adults could probably jump it”). I might not tell them the optimal TN, specifically because there’s mechanical ways to find it out, but I can’t think of a good way to hide the normal TN while also giving the players enough information to help them decide whether to commit to action or not.
  9. Agreed. And one of the reasons I like *this* version of R&K compared to the previous L5R versions is that it generates less useless information on the success/failure axis. Like, since almost all TNs used increments of 5s, and because there's so many results possible on R&K with d10s, there's not a meaningful difference between rolling, say, a 46 and a 47. But working on a scale of 1-5 or 6 ish is much more intuitive.
  10. FWIW, this edition uses a different system than Genesys/SW
  11. Yes, this is a good game. And like any edition of L5R, that's largely because of a compelling setting. The major selling point of L5R has always been the setting, not the system. I think @Avatar111 made getting into the setting sound more daunting than it really is; don't feel like you *have to* read more lore than the core book provides; if your particular implementation*** of Rokugan looks different than other peoples', that's fine. If you're having fun, you're doing it right. As others have noted, it started with some great ideas, and followed up with mediocre execution--so, it's just a *good* game, not a great game. Recommended for someone that has never played before? Depends on what that person has never played. Never played an RPG? Maybe, if the GM knows the system well. Never played L5R? Sure. IMO, the game shines through 3 main concepts: 1) the setting, 2) the approach system, 3) multifunctional dice. Primarily, though, I think it shines in comparison to past editions of L5R; in my own observation, L5R is the RPG that gets most frequently and extensively house-ruled to try to fix the game (as opposed to just add more to it, like additional classes in D&D). I expect that will be true for this edition, too, but I'm glad they took the game to a different system. ***keeping in mind the major sources of drama will make the setting accessible: different clan "personalities", samurai are servants with lords, and the game is interesting when tenets of bushido conflict; if you focus on those three things, you'll have a good game of L5R. If everyone is new to the game, I'd start everyone in one clan (maybe 1 or 2 PCs on loan from a neighboring/allied clan), focus on conflicts of a provincial daimyo. After a few sessions, introduce a couple characters from another clan, and then as your campaign reaches a climax, introduce a third clan. No need to feature every clan in your first campaign.
  12. Dunno! Maybe give us a shot and tell us how it goes! I think it would depend on what particular relationship between action and growth you're trying to model; what makes the idea appealing to you? As others have said, 1:1 ratio would probably be a little too high, but that should be easy to adjust--maybe figure out how many XP you want players to be getting from strife, then estimate how many they're getting per session, and divide. I'd be inclined to make conflict strife worth less than other forms, because there're so many rolls in conflicts.
  13. 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.
  14. 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.
  15. Does the 2 opp critical stack with a critical that wasn’t defended? In other words, if a target is incapacitated, can an attacker deliver two critical strikes in one turn?
  16. You can also confine the campaign to a single city and 1-2 days’ ride away. Yup. Loved the “places” chapter of 4e.
  17. Do these populations estimate only active serving samurai? Or does it include children and the elderly who have retired to monasteries?
  18. "RAW = "rules as written" @Tonbo Karasu jinx! you owe me a soda
  19. 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!
  20. 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.
  21. There's a new additional effect in the Bayushi Manipulator ability: exploiting a target's disadvantage is free. Still confined to Scheme actions though.
  22. 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.
  23. 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?
  24. Pretty sure the Manifest Fire Kami (p. 324) shouldn't have 6 Earth and 2 Fire....
  25. Unfortunatley, the core rulebook does limit the Ikoma school ability to once per scene (p 70)
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