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UnitOmega

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Posts posted by UnitOmega


  1. I mean, with both Lando and Kallus, due to contingency it's very unlikely you're running them as your sole commander, that's definitely missing some of the value of their shenaniganery. You can probably run naked Kallus as slightly punchy Veers, but that's not really what he's good for. We still have to see their full command cards to see what kind of Commanders they are, though I can have some guesses since we can see the names and art of Landos, but I'm pretty sure you still pack Lando while also doing 1-2 other Commanders/Operatives so you can truly play fast and loose with your command hand. 


  2. 349?cb=20161023080928

    The T2-B, also seen in Commander, a long-standing Legends design which is canonized. Neat little tank. Great alt stat-line in the RPG for an engineering vehicle but acknowledging the T2-E Petard is probably not going to happen.

    500?cb=20161017054527

    Commander also has the Saber 2-M, the Imperial upgrade to the ol' Saber Tank. 


  3. Anything which is 10+ meters long is supposed to be sliding scale anyway, but also I can't imaging them making it that much longer than the ITT, and that's only canonically like 8m long. I'm not sure how great Commander was with scale, being a stylized game for phones, but in that image of it with Wookiees doesn't look like it's that huge either. 


  4. I mean, yes, I actually appreciate the "technical" aesthetic, but Star Wars has a lot of garages, companies and yards making tech, some which the Rebels steal, some which the rebels make for themselves, and they do have a few canonical bits of heavy armor which can compete with the extant Imperial light armored vehicles, or even the combat tanks of the yesteryears. 

    If the A-A5 is actually coming, I doubt it'll be too much of an offensive powerhouse, they may even go the Landspeeder route where it doesn't start with the top-turret modeled. While it will not doubt have some offensive capability because that's how the game trends, but it's probably not an Arsenal machine with like five guns, and it would probably be Closed Transport. The rebels can have some heavy hitters to deal with enemy armor, this will not do that. But it probably will make it so you can dump your short range units on an objective or a hotzone easier. 


  5. If it's real I'm actually interested, I have a lot of affection for these things going back to the Thrawn Trilogy and some GREAT statblocks in the RPGs...  With multiple models. But I'll accept it when I see it announced for real. I think it's a decent counterpoint to give the rebels hover and a full closed transport but I really wanted a hovertank first. Those are also canon. Cautious skepticism. 

    I have a friend who might just want to buy one to put on a shelf though, to own a GDST* in real life though. 

    *a gosh darned space truck


  6. This whole thing is "interesting" because this basically mirrors what happened to the RPG department earlier this year (which I'm sure some of you don't really follow). At least with minis they announced it first, but it still game with a sudden slashing of the division from FFG, laying off of all personnel in the RPG division, moving product to a new studio, confusion and consternation about the future of community, products, etc. The only thing Asmodee (or their private equity backers) learned from that period seems to be to announce the studio move first, then get to the dropping the re-org bomb.

    That said, I will offer a potential hope in this situation. While at the time, the RPG staff of FFG were very surprised, upset, and genuinely looking for new places to hang their hats, once EDGE actually got the ball rolling being organized, they ended up bringing a lot of the people back on as contractors and rehired FFG's old RPG manager to be their RPG manager (doing work remotely as well, since EDGE is/was based in Europe). I hope to god AMG plans to and has the ability to expand their staff, since they are now running exponentially more games than they were before, and it may be possible after the dust clears that some of the old guard will be brought on part or full time to take back a hand in that dev process. Same with the OP guys, since AMG will need to run that too. Time will have to tell, and while it is a very confusing and uncertain time, I hope that like the RPG division moving to EDGE, this gets cleared up and looks brighter going forward. 

    I do not think Asmodee's method of handling these moves is framed or performed "right" to their customers or developers, but I would say not to boycott or disrespect AMG in this scenario, they likely have absolutely no control over the reorg decisions, but may have the power to move forward on this, and if it's not an immediate rehire situation, they're not gonna be able to bring back Alex or any of the others if Legion crashes the moment they move studio. And again, take a little joy they announced the move first, I still think interest in FFG's RPGs like L5R and Genesys is shaken because the transfer to EDGE was so quiet and unclear for the longest time. I still hear people say "didn't they stop making that?"


  7. I mean, at this Dev cycle, every family will have minimum 3 schools, and I actually like the diversity of spreading them out to the families rather than a problem of the previous editions where the 2-3 families which were well liked and featured in writing had like 7 schools over the years of various kinds and then the others just seemed to be left with the rest. There is both the narrative purpose of expanding what your Family is known for and can do within your clan, and mechanically new concepts to apply to the game via School Abilities. I like Kitsu Medic, both for being a medical school with direct mechanical applications, and as a non-Shugenja Kitsu school - it makes sense for their family and gives additional Kitsu or other cross-trained Lion something to do. Especially since the Kitsu and probably a lot of other "mystic" families will rack up a couple different flavors for their abilities. Doji Bureaucrat doesn't exactly leap off the page to me, but it makes sense for the Doji (the Crane are supposed to have a lot of middle-managers of the Empire in their number, those guys probably don't go to the "Diplomat" school), and is in a book that puts forward the "Winter Court" style game (which is just the L5R branding stamped on "intrigue & sociopolitic heavy roleplay" campaigns, as opposed to dungeoncrawling/tactical campaigns, gazetteer campaigns, etc), which the school is ideally suited for, even blending in with Imperial families or characters who come with a bit of social clout attached.

    Now, that said, also indicated in the interview, I believe the specific reason for the formatting of schools a lot more rapidly than techniques is that FFG (and possibly EDGE too) are under some hella strict word counts and page limits, presumably for reasons of their profit margins. The books are as long as they can be, and previous books have absolutely had material cut out of them (which is probably why they had to put "Risky Checks" and some other rules stuff out in Eratta/FAQ). Schools are relatively easy to print - they fill a single page. If you make several of a theme in a book (like, I dunno, Shugenja in a magic book) you can reuse new techniques very efficiently, or construct them entirely out of corebook stuff. Meanwhile, adding techniques can be more page intense, especially if you're making a new technique group which needs special rules, but even just expanding techs like Shuji or Invocations which have multiple elements across a few school ranks can suck up space. You cut some schools you don't like, what do you get, like 3 techniques? I dunno if that's worth it. Does this mean you are likely to get a few "samey" schools which have similar tags or concepts? Probably, but hopefully they have enough distinctions or unique qualities to be quite interesting and functionally different to play. Yes, between Shosuro Shadowweaver and Soshi Illusionist, Scorpion have two "sneaky shugenja" (and in general a lot of [Shinobi] but, hey, what can you do, they shifty) but they function very differently in their roles, so a Soshi Illusionist is a shugenja who is adept at looking like a Courtier for political gaming and social maneuvering, a Shadowweaver is kind of a shadow-assassin who uses their abilities actively stealthily. You don't necessarily bring them to the same campaign setup, and L5R can do a lot of different things. 

    Celestial Realms is, by all accounts, a quite full book, covering the Cosmology of Rokugan, history of the Phoenix Clan and Centipede Minor Clan, Ancestral Swords, the usual GM backend stuff and new gear, and of course introducing the whole concept of Inversions. Now, obviously, FFG (transitioning into EDGE) has said they could model Kagedo with Inversions... but also they could not. They have discussed the high-level of the techniques in the fluff, but developing background, additional rules and new techs (regardless) will take space which is not necessarily best spent in a Phoenix flavored book about cosmic connections and heavens and hells. The relationship with Shadow is very particular to Scorpion, and fits better into their book, whenever it comes. I personally hope that such things are still Inversions as both an effect of condensing mechanics and fluff (relationship between Void and Shadow), but I also think that they should be new inversions, as the ones described in Celestial Realms fit the flavor of the Ishiken very well, though obviously there can be some overlap. Adding additional "shadowy" like Inversions would be more space blocked up.

    I don't want to say it's a perfect system, but I like the school diversity, and we can't exactly force FFG or EDGE to add like 10-20 pages to all their books, because obviously there's something preventing that. I expect we'll get a big kiho drop in Writ of the Wilds, the book with the Dragon who are kind of the kiho guys, and that shouldn't have too much more player-facing mechanical requirements.


  8. 7 hours ago, Diogo Salazar said:

    Wait, what? Don’t we have a Shosuro Shadow Weaver or something?

    I mean, it weaves shadows, how is that not with shadow brands?

    They discussed this in the interview with Court Games pod, the shadow weaver is more of an alternate take on "stealth shugenja" with the ability to summon and control shadows, rather than actually branding effects. There's no mechanical model for Shadowbrands/Kagedo yet (probably because development of the scorpion book hasn't started) but when it happens, it'll either be another new tech type, or new inversions. 


  9. FFG actually usually holds back Amazon releases about as long as they do the PDF, so that gives me some hope that the PDF will still come - I doubt there is that much extra effort in a digital release to warrant dropping it during the reorganization, but the COVID stuff And the reorganization has probably played merry Jigoku on their work pipeline. EDGE doesn't really seem to have coalesced their presence either, so you can't really ask them if they're gonna speed this up or anything either. 


  10. Alternatively, if you are creating your own minor clan school, you can just steal the ability but edit it to bump your Vigilance/Focus for Initiative and certain scenes (for treasure hunter I'd say Narrative for basically "exploration scenes" but you could work with other stuff), which was my preferred home-rule if a player just absolutely had to be a Treasure Hunter before the FAQ. 


  11. Last Province talked about Crane recently, and actually noted some basis in earlier lore for some Crane to be born with blue eyes, pale skin and white hair naturally and a sign of beauty and Lady Doji's favor - i/e albinism. 


  12. Yes, in this context I see Kisada marching up to the capital in support of one or more Scorpions as significantly more likely to bail them out so they can give him his Jade rather than anything else, with depending on how shenanigansed he gets along the way possibly a more "subtle" betrayal of principles by standing aside and letting some Shadowlands pop through so the rest of the Empire can see what it's like for a second only to realize "oops, there's a reason we don't do that" - as opposed to just "I guess they work for us now".  But also it could just be taking their attention away from the wall lets those dastardly boys slip through and cause some real damage. Maybe Yori offers somebody a hand in the crisis. 

    We know we're not in a bad way until we see Yogo Junzo fondling some scrolls.


  13. The Yasuki courtier school can still buy Lady Doji's Decree, even though they have I think been Crab longer than Crane, as a whole. Some lessons and heritage from your previous clan will not leave you, and the "Clan" requirements only apply to buying techniques, not using them. If something's still in your curriculum I'd say to allow it. 

    Now, for picking up new techniques... that's an interesting debate and I would say is up to your GM and the context. Mechanically, you start as a certain clan, to be sure. But if you embrace a new clan, adoption is a powerful metaphysical concept in Rokugan. You would have to argue for a narrative benefits and sources. If you're doing a strict mechanical interpretation, no, but it might be entirely possible that by joining the Unicorn clan and learning their ways, you can unlock Lady Shinjo's speed, or if you give up your past life to become an acolyte of the Togashi, you too can access Lord Togashi's insight. Really depends on the situation and what you go for. 


  14. A user on reddit shared the names and outline of all the Inversion in a thread  there, I figured I'd pop them over here for convenience, since I know not everybody is following every community. 

    Rank 1:

    One Within The Void: Make a Sentiment check to allow targets nearby to receive 2 fatigue to provide assistance on a check another is making regardless of distance.

    Sight Beyond Existence: once per session, when someone makes a choice of great consequence, make a Theology check to scry for the outcome and return to a moment before the action was made. Everything is undone; you can make a different choice if you're the target, or you can say up to five words before the other makes the action.Whispered Blade: You can make a Theology check to summon a "void knife" that ignores all resistances.

    Witness the End: Make a Theology check targeting a nearby character or object. Success means you can scry for way the target can be undone.

    Rank 2:

    Distance Distorted: Make a Theology check targeting two objects and/or characters near you. Success means you augment and curse them to treat each other as being in the range band they were at regardless of how they move.

    Ethereal Flicker: Make a theology check targeting yourself to augment and curse yourself out of phase with reality, which reduces critical strikes.

    The Lotus Blooms: Theology check against one close character. Success augments and curses them to keep a number of dice equal to their Void ring instead of the ring they used when making a check, and ignores kept strife results at a fatigue cost.

    Rank 3:

    Hurl From The Stream: Theology check targeting one character or object, which is resisted. Success binds the target outside of reality, which nullifies any actions that object takes that round.

    Moon on the Shifting Sea:theology check on some place close. Success augments you to be both where you are and in that place at the same time.

    Shroud in Solitude: Theology check to target a character you're touching. Success augments and curses them to use your Void ring to reduce damage instead of the resistance value they would normally use, and to receive strife instead of fatigue.

    Rank 4:

    Reality Stitch. Theology check on a few characters close by. Success curses them to receive the same amount of strife or fatigue all the other targets do.

    Shattering Caress: Martial Arts check targeting something in range of your weapon. Success smites it.

    Three Heartbeats: Theology check targeting you to receive 3 fatigue. You then take another turn where no one can react to you.

    Rank 5:

    Essence Eternal: Theology check targeting someone close by. Success binds them to the location in their current state. When the effect ends, the target returns to that state and location.

    Slip the Cycle: theology check to purify yourself, remove all conditions, effects, fatigue and strife, and return back to life for one round.

    Unweave: Theology check targeting something close by. Success binds it to unreality, unmaking the thing for lots of damage and conditions.

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