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UnitOmega

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  1. Like
    UnitOmega reacted to Tonbo Karasu in Channeling for Prepared Invocations   
    By-the-by, I believe that when they say ward, what they mean is 'Ofuda' like these:

    It's the thing that you see spirit-hunters use in anime.
  2. Like
    UnitOmega got a reaction from Tonbo Karasu in Channeling for Prepared Invocations   
    In the beta I believe there was one more of Prepared invocations, using Medicine to prepare alchemical mixtures. I'm not sure why they paired down the sidebar, maybe they want to relocate those to future books or something, but I think the intent is that you can justify any skill and material if it makes sense, as the sidebar is titled "prepared invocations" and then wards are the example (because they're explicitly called out by the Yogo school, I presume). 
    Considering that though, I wouldn't take too strict an interpretation of using Composition. While perhaps not the exact same as a "Ward", there's no real reason why you could not, say, write Jurojin's Balm onto a paper tag with a couple Opportunity stored, and then scribe the condition "if you're attached to a person who is poisoned, sick or Dying, activate". Jurojin's Balm is range 0-1, and the "rule" of wards is just "you attach it to a surface", so it could be stuck to clothes or skin and then pop when needed. Just takes a lot of work for anyone not a Yogo who get extra slots (and for their Mastery ability, can capture any Maho or Invocation into a ward, once per scene). 
  3. Like
    UnitOmega reacted to Harzerkatze in Mass Battle   
    With all due respect, "I don't like the rules" is not the most helpful answer to a question in a rules mechanism.
    If you prefer free-form play, you are free to play that way. But badmouthing a system you do not even use is a waste of time.
  4. Like
    UnitOmega got a reaction from Magnus Grendel in Channeling for Prepared Invocations   
    In the beta I believe there was one more of Prepared invocations, using Medicine to prepare alchemical mixtures. I'm not sure why they paired down the sidebar, maybe they want to relocate those to future books or something, but I think the intent is that you can justify any skill and material if it makes sense, as the sidebar is titled "prepared invocations" and then wards are the example (because they're explicitly called out by the Yogo school, I presume). 
    Considering that though, I wouldn't take too strict an interpretation of using Composition. While perhaps not the exact same as a "Ward", there's no real reason why you could not, say, write Jurojin's Balm onto a paper tag with a couple Opportunity stored, and then scribe the condition "if you're attached to a person who is poisoned, sick or Dying, activate". Jurojin's Balm is range 0-1, and the "rule" of wards is just "you attach it to a surface", so it could be stuck to clothes or skin and then pop when needed. Just takes a lot of work for anyone not a Yogo who get extra slots (and for their Mastery ability, can capture any Maho or Invocation into a ward, once per scene). 
  5. Like
    UnitOmega got a reaction from lunitic501 in Difficult to see. Always in motion is the future..   
    My life is not complete until I get my Clone Commandos four-man cell.
    Though when they decide to give the GCW factions hovertanks will also be a fun day. 
  6. Like
    UnitOmega reacted to Hida Jitenno in Architecture and Engineering skills?   
    Probably Aesthetics and/or Labor.
    "The Aesthetics skill covers activities that create non-utilitarian visual art."That would likely cover the "built-for-appearance" aspect of Architecture.
    Construction is called out as a "possible Labor subskills," so I'd go with that for once it's being built. "Laying groundwork and foundations" is under the Earth Approach of Construction.
    Fire Approach of Labor is also "drafting new plans and designs." So that seems pretty close to your Architect interest.
  7. Like
    UnitOmega got a reaction from Caimheul1313 in Difficult to see. Always in motion is the future..   
    My life is not complete until I get my Clone Commandos four-man cell.
    Though when they decide to give the GCW factions hovertanks will also be a fun day. 
  8. Like
    UnitOmega reacted to Harzerkatze in Channeling for Prepared Invocations   
    I do not share your hostility to the rules design, I think the L5R 5th edition is awesome from a design standpoint.
    Prepared invocations are just a short sidebox, however. They could have elaborated more.
  9. Like
    UnitOmega reacted to Jedirev in Specialist 2 and special forces   
    Yeah, these are upgrades for the basic corps trooper units that come in the core sets.  So Stormtroopers, Rebel Troopers, etc.
    E.g. 
  10. Like
    UnitOmega reacted to TauntaunScout in Any word on CW release yet?   
    But somehow I still find them a refreshing beacon of customer service light compared to Games “your army is now gone from the game” Workshop.  That’s just the industry. 
  11. Like
    UnitOmega reacted to MasterShake2 in Opinions on new Jyn and Pathfinders.   
    They aight
  12. Like
    UnitOmega reacted to Jukey in Clone Wars Units Shipping?   
    This has all happened before, and it will all happen again.  Just be glad it's not the super star disaster for armada, that was a 9 month delay with almost no communication.
    FFG has a long running track record for not making release dates.  The fact that they have gone this far with only a few stumbles in legion releases is really quite impressive.
    My wallet appreciates the delays even if I do not.
  13. Like
    UnitOmega reacted to KommanderKeldoth in Return of the Jedi - Luke Preview   
    On the notorious scoundrels podcast the designers confirmed that LFL came to them and requested that they roll out Original trilogy character merchandise in the midst of their clone wars design cycle.
    They said that they were always planning on doing different versions of characters but they didn't expect to do them this soon. We will see more of them but not for a while as they do indeed want to focus on getting new characters out.
    It was cool listening to their design process for the new operative Luke and Vader though. Im excited to have them breath new life into iconic characters. Vader needed the help and Luke needed a new option to mix up his playstyle.
  14. Like
    UnitOmega reacted to Weikel in A Journey Begins - R2D2 & C-3PO   
    Agreed, but the Counterpart wording seems to override the normal rules for a unit.
    "When the combined unit suffers wounds, any mini can be assigned any number of those wounds, as decided by the player that controls that unit, regardless of whether the attacking unit has line of sight to that mini.
    A counterpart mini must be defeated before a non-counterpart mini."
    It looks like you can play games with the wound distribution. 
  15. Like
    UnitOmega got a reaction from Fistofriles in A Journey Begins - R2D2 & C-3PO   
    Plus he has at least one command card where maybe he can go rambo and nuke an enemy squad. There's a BLAST in there, that's probably fun. For 15 more points, he gains the ability to throw out support tokens too w/ 3PO as the combined unit. 
    He also has a Suppressive weapon, that's pretty rare in Rebels & Republic so far. 
  16. Like
    UnitOmega got a reaction from Fistofriles in A Journey Begins - R2D2 & C-3PO   
    Reminder text is just reminder text. It's telling you that if you place 3PO in your list, he must be added with R2, since that is his counterpart unit. 
    Like, think of it this way, when you are building your list in real life, and you read 3PO, do you ALWAYS have to include 3PO in your list forever, because his card says "when building an army"? No, it's a shorthand to let you know "hey this is a counterpart, he can't exist on his own, you have to attach him to R2", nothing in the RRG text, the full expanded text, says you must attach a counterpart, just he can't exist except as part of the combined unit. Always in this case means in reference to the counterpart only. Again, if they HAD to be stuck together, why are they seperate cards, and why does 3PO have his own cost? You could make a singular 3PO and R2 mini with all their keywords and the like. 
     
  17. Like
    UnitOmega got a reaction from Fistofriles in A Journey Begins - R2D2 & C-3PO   
    Okay, back up here.
    IF YOU WANT TO USE 3PO, you must use him with R2. As R2 has no reference to 3PO on his own card, the game cannot require 3PO to be added to him. If they were forced to be used together, they would be one card. All the text under counterpart is speaking in reference to the counterpart unit, which isn't a real unit on it's own (as it lacks all the required stuff). 3PO is the Counterpart, all those special rules only apply to him - R2 is just a regular operative. 
    "A counterpart mini cannot be fielded as its own unit; it is instead added to another unit, specified by the counterpart keyword. A counterpart and its corresponding unit combine to form one unit, consisting of the counterpart and noncounterpart minis and represented by the combination of the unit card and the counterpart card."
    Reiterate, The counterpart mini in this case is 3PO. He is the counterpart, R2 is a non-counterpart unit, and can stand alone. 
  18. Like
    UnitOmega reacted to SailorMeni in A Journey Begins - R2D2 & C-3PO   
    Are those in favor of "C3PO must always be added to R2" also arguing for the point, that C3PO must always be included in an army (While building an army this unit must be added to an R2-D2 unit) and hence R2 must always be included in every army? There is no restriction on 3PO that you only have to take him if you take R2.
    It least for me it seams obvious that 3PO is an option but when to want to take him, you can only buy him as an "upgrade" for R2.
    Also what i didn't see mentioned here before is the fact, that R2 can repair himself! That means that R2 has effectively 8HP +2 if you take 3PO. Sure the only thing he does is slowly walking into the enemy deployment zone. But can actually be quite tricky to prevent him from doing just that when you cannot shoot at them more than once per round (and I'm looking at you Disarray!). The zero pip card gives the droids a well needed speed boost while also getting out of close combat and having the much desired suppression token, nice.  I see a lot of strategies already here. The obvious cabrio for example or Scout 2 with Rex. I think this Unit will be loads of fun!
  19. Thanks
    UnitOmega got a reaction from Derrault in New Rules Reference Up w/ All Points and Erratas   
    tem·po·rar·y /ˈtempəˌrerē/ adjective   lasting for only a limited period of time; not permanent.
  20. Like
    UnitOmega got a reaction from Tirion in A Journey Begins - R2D2 & C-3PO   
    Reminder text is just reminder text. It's telling you that if you place 3PO in your list, he must be added with R2, since that is his counterpart unit. 
    Like, think of it this way, when you are building your list in real life, and you read 3PO, do you ALWAYS have to include 3PO in your list forever, because his card says "when building an army"? No, it's a shorthand to let you know "hey this is a counterpart, he can't exist on his own, you have to attach him to R2", nothing in the RRG text, the full expanded text, says you must attach a counterpart, just he can't exist except as part of the combined unit. Always in this case means in reference to the counterpart only. Again, if they HAD to be stuck together, why are they seperate cards, and why does 3PO have his own cost? You could make a singular 3PO and R2 mini with all their keywords and the like. 
     
  21. Like
    UnitOmega got a reaction from TerranCmdr in A Journey Begins - R2D2 & C-3PO   
    Okay, back up here.
    IF YOU WANT TO USE 3PO, you must use him with R2. As R2 has no reference to 3PO on his own card, the game cannot require 3PO to be added to him. If they were forced to be used together, they would be one card. All the text under counterpart is speaking in reference to the counterpart unit, which isn't a real unit on it's own (as it lacks all the required stuff). 3PO is the Counterpart, all those special rules only apply to him - R2 is just a regular operative. 
    "A counterpart mini cannot be fielded as its own unit; it is instead added to another unit, specified by the counterpart keyword. A counterpart and its corresponding unit combine to form one unit, consisting of the counterpart and noncounterpart minis and represented by the combination of the unit card and the counterpart card."
    Reiterate, The counterpart mini in this case is 3PO. He is the counterpart, R2 is a non-counterpart unit, and can stand alone. 
  22. Like
    UnitOmega got a reaction from Caimheul1313 in A Journey Begins - R2D2 & C-3PO   
    Reminder text is just reminder text. It's telling you that if you place 3PO in your list, he must be added with R2, since that is his counterpart unit. 
    Like, think of it this way, when you are building your list in real life, and you read 3PO, do you ALWAYS have to include 3PO in your list forever, because his card says "when building an army"? No, it's a shorthand to let you know "hey this is a counterpart, he can't exist on his own, you have to attach him to R2", nothing in the RRG text, the full expanded text, says you must attach a counterpart, just he can't exist except as part of the combined unit. Always in this case means in reference to the counterpart only. Again, if they HAD to be stuck together, why are they seperate cards, and why does 3PO have his own cost? You could make a singular 3PO and R2 mini with all their keywords and the like. 
     
  23. Like
    UnitOmega reacted to Caimheul1313 in New rule needed regarding Creatures in melee combat   
    Yes, but firing into melee is more of a thing that we as gamers will do since we're playing with toy soldiers as opposed to asking real soldiers to potentially shoot their comrades.
    It might be realistic for Droid troopers, but less so for any other army. 
  24. Haha
    UnitOmega got a reaction from ScummyRebel in A Journey Begins - R2D2 & C-3PO   
    It turns out R2 was Rebel Boba the entire time, not Sabine. 
  25. Like
    UnitOmega reacted to Magnus Grendel in A tiny change for fire stance to solve a (perceived?) problem   
    Observations:
    What you've said is correct, however: Using a sword-and-board combination defensively is usually a support action, which (in air stance) means you're not also stabbing anyone. Being in obscuring terrain means you're not approaching your opponent. By that logic, the bandit is stood still, hiding behind a shield, in a defensive stance. The odds of hitting them are minimal but that's because they're basically doing nothing other than avoiding being hit. If your opponent has an invulnerable defensive position, let them stay there. If the bandit wants to advance and attack, they probably forfeit their TN bonus for obscuring terrain, and either the TN bonus for air stance or the TN bonus for the shield (they could use the Tinbe-Rochin and still Strike in Water stance since it's movement/support and doesn't require a check). I disagree there are some counter-play options already Assistance and Seize The Moment both allow a PC to exceed the normal limits of their ring rank by some margin. Against an opponent in a defensive position, one player supporting another's attack is far more effective than two players attacking separately (this is especially true in mass battles, where a fortification can essentially wipe out the actual effect of a successful check, or against an armoured opponent whose resistance does much the same) Void  aren't just for ignoring terrain qualities. Reducing the TN of your next check is a default use of a Void . Yes, it doesn't work on 'this' strike but if your opponent is just hunkering down, then planning for next turn is quite feasible (you could do a guard action in void stance, since that's a low TN check, to protect yourself whilst you search for a weak spot in your opponent's defences) Not every useful thing you can do requires you to succeed at the check. Rushing Avalanche and Spinning Blades kata both let you cause damage by spending  even if the check itself failed. Granted they're techniques not everyone has, but that's two examples off the top of my head*. I would say there's always a huge incentive to use fire stance. It's actually most tempting if you have a decent fire stance but are unskilled in the conflict skill, since ring dice are heavy on strife results. It goes a long way to making every bit of paint rolled useful to you. I'd say there is counterplay between the stances, but it's actually that air is the counter to fire rather than the other way around. Earth is immune to conditions and criticals mid-fight (techniques and weird edge cases aside). Fire stance naturally generates many bonus successes meaning it does a lot of damage, and instead wins by incapacitating quickly, making it a counter to Earth Air is a good counter to fire because (as you noted) whilst Fire generates many bonus successes they don't help you 'hit' in the first place. The other rings aren't as obviously paired up, but Water is often a good counter to a defensive stance (air) by playing range-dancing games with polearms - you are hard to hit, but you don't get to attack me back at all. And so on.  
    Also TL:DR
    My biggest problem is that an unrestricted ": Reduce the TN" is massively better than any other opportunity, as @Avatar111 said.
    Because it doesn't just reduce the TN to make it easier to hit; reducing the TN with the same number of ,  (and  in fire stance) means you have more bonus successes. Which directly translates to more damage (effectively increasing damage) and therefore to an effective reduction in the target's resistance (since the amount of excess damage and hence fatigue they suffer when defending also increases). So you're basically giving Fire Stance the same ability as Water stance but making it even better.
    Given that Fire Stance is already one of the most powerful skirmish stances - since, unless you must win a fight by a critical strike for some reason (normally a formal duel or an opponent with the Sustaining Fury ability), it's the stance which generates the most damage.
     
     
     
     
     
    * Checking the books:
    quite a few schools have abilities which spontaneously reduce the TN of conflict checks (Mirumoto, Isawa, Iuchi, Shinjo) Soaring slice also lets you spend  to reduce the TN of your next attack; throwing a free-to-draw knife with no particular confidence of scoring a hit basically allows you to use Bronn's throw-a-knife-on-the-charge-to-force-your-opponent-off-balance trick from the Battle of the Goldroad in Game of Thrones. Fire invocations already have a one-use  to reduce the TN of your next attack in the next turn at the target by 1 Feigned Opening can reduce the TN to hit a whole chunk of opponents if you roll well enough. Blessing of Steel reduces the TN of the next check with the blessed weapon. The Damned and Witch-Hunter title abilities reduces the TN of all martial arts checks targeting tainted opponents (not relevant for the bandit but awesome against relevant opponents). The Kuni Purifier's ability to spontaneously turn  into  in the same situation is awesome-but-niche as well.
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