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Suzume Tomonori

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  1. Like
    Suzume Tomonori got a reaction from Victarion13 in How much retcon can L5R bear?   
    The story will probably be less of a "retcon" and more of an alternate dimension/timeline.
    If you're expecting basically the same story to be told again, I get the feeling you're going to be disappointed.
  2. Like
    Suzume Tomonori got a reaction from Doji Takashi in How much retcon can L5R bear?   
    Actually, and I may be the only one, I also would have been okay with basically the same characters and same story but with new cards and mechanics. I mean take the Lord of the Rings for example. No matter how many Lord of the Rings CCGs or LCGs get released that story doesn't change, though I realize the story and tournament interactions with L5R are a different animal.
    But that being said, I'm looking forward to the reboot and seeing what kind of stories play out, and really hoping Shiba Tsukune shows up.
  3. Sad
    Suzume Tomonori reacted to Kakita Shiro in Masters of the Court - Crane Clan Pack   
    And toxic men never stop laughing.
  4. Like
    Suzume Tomonori got a reaction from HirumaShigure in Why I got bored with Dragon, or what’s in a name…   
    But more on topic, while I think it’s true that having different attachment template types was more flavorful, from a rules perspective the FFG version is more streamlined and easier to remember, as attachments now have any requirements or exceptions written on the card. Grasp of Earth can only attach to shugenja, which is how old spells worked, but it works within the same rules of other attachments. Old L5R also had attachments like ancestors, which were like followers but not and had slightly different rules. I like FFGs approach where I can confirm those unique rules or differences just by looking at the card, but your mileage may vary.
  5. Like
    Suzume Tomonori got a reaction from HirumaShigure in Why I got bored with Dragon, or what’s in a name…   
    Unless they changed it in a later edition, personal honor (a stat sort of like glory now) didn’t limit the number of followers, but followers had a personal honor requirement sometimes, so some followers wouldn’t attach to characters with low personal honor. I believe the personal honor requirement was removed near the end of the game’s life, though.
  6. Like
    Suzume Tomonori reacted to kempy in Why I got bored with Dragon, or what’s in a name…   
    Maybe he confused with Spells. In earlier editions Shugenja couldn't attach more Spells than his Chi.
  7. Like
    Suzume Tomonori reacted to Prison Mike in Casual format rules (and preliminary observations after 20 games)   
    Over the last few weeks I was pondering how this game's mechanics very not really fitted for me. I don't have 50 - 65 minutes for a game every day with the afterwards feeling very heavy and brain burning. Also found that 1 core environment is not really representative of the game and asking people to buy 3 cores was not met with enthusiasm.
    Wanting to play this cool and beautiful game anyway I made some house rules and tested them last few days in Jigoku (playing with myself mostly in two browsers) and at the kitchen table. I made these rules to shorten the game time, add more action with "adrenaline spikes" and make it more newbie friendly. Here are the preliminary results which I will update as i continue to play the game this way as I find it very fun and satisfactory.
    Obligatory disclaimer: Of course these results are from the house rules and only 20 games, they are not a really good representative, I am not a good player and playing against yourself seems stupid, but I invite you to try them and see how the game feels for yourselves. People of discord and BGG have been mentioning alternative formats and this is only my take on it.
    General rationale
    make game shorter and engaging compared to current brain heavy make a format which is better representative of the game than 1 core set with easier entry point ("hey pal, we both buy this box and can have a blast playing different clans) make bidding and honor mechanics more influential Casual format rules
    Honor is in 0 - 18 range 2 provinces broken allows to go for stronghold 30/30 decks with 2 copies of cards max Everything else stays the same (starting honor, fate etc.) in order to keep it newbie friendly with no card errata General observations:
    every bidding can result in a blowout which makes it quite an intense affair and solves the bid 5 meta the whole game feels much more intense and engaging, sort of a incremental build up for a very dramatic last battle on the enemy stronghold honor victory is viable dishonor victory seems less viable games last 25 – 35 minutes, approx. 30, 9 minutes (from my sample of 20 games) value of ring effects goes up, only water seems to slightly lose some value   province rows are not nearly so devastating and game changing approx. 50% od dynasty deck is drawn and approx. 36 - 40% of conflict deck is drawn, depending on clan and matchup In depth analysis
     
    value of fate seems unaffected, 7 fate allows to buy all you want and have bigger battles which feel more decisive Most games feel like a buildup of advantage which lead to epic and big battle of opponents stronghold where everything is possible,  fast win or devastating battle after which few are left standing big characters feel much more impactful, champions turn the tide of the game significantly and can snowball if turned on first flip. however, they are not invincible and dealing with them early balances the things. They feel like true champions, can help but cannot win the game on their own towering seems to be favorable strategy but not an auto win characters stay longer because of fewer turns and ways to deal with towers are very useful and can steal a victory two let go’s + no always bid 5 meta = attachments stay in game longer and have way more impact. Attachment hate also is very valuable but due to less drawing and smaller number of copies in deck, must be used very carefully. I think this part of the game is quite balanced, attachments stay enough to make a difference and attachment hate feels very useful but not game breaking breaking a single province seems more important as it significantly advances the victory condition less cancels and counters enter the board which breeds more action to break province. Cancels are kept for breaking key combos, not to counter everything everywhere. scouting provinces is very useful to avoid game breakers and go for 2 weaker provinces + stronghold to win strongest province goes under stronghold and attempt of a break when opponent can swing at yours next conflict feels very epic and rewarding attacks on stronghold happen faster and are very dramatic with the"all or nothing, here it goes!" feel to it slower strategies do not play out fully due to less cards drawn and fewer turns faster strategies feel very impactful from the go, eg. Hotaru or Toturi entering the board with air ring uncontested means changing the game plan momentarily, cuz they mean business. Same for Unicorn setting up for the Djinn/River/Cav reserves combo card draw effects feel more valuable. Successful gamble of bidding high, spyglass or earth ring can significantly build incremental advantage for the last attack on the stronghold unicorn is very fun to play and potent. Lands many characters but have problems if their combo doesn't fire properly 2 provinces + 1 stronghold sometimes feels like a little too fast, but then again big upsets are possible which prolong the game 35% (7) of all games went over 35 minutes, 28% (2) of those went over 40 minutes games sometimes feel a bit swingy dedicated honor crane with a little luck in draw might be a very potent honor victory strategy first dynasty flip with a champ or tower can significantly advance your winning but feels very balanced when the character is void ringed early and blown out bids against crane tend to be very low and not many cards are drawn bids vs. others than crane are higher and more cards are drawn going first seems to be a very slight advantage, but upsets are very possibl Lion seems well suited for honoring out but not as good as Crane Province rows are not nearly as devastating and game changing as in current meta, FoF, and RoB are avoidable HMT Unicorn and Lion is powerful, but not overpowered (yet in my experience). If the conflict cards are not drawn properly or smaller characters are killed/voided, their strategy might fire too late Scorpion and Crab seem to be very good at preventing fast honor victory. Very thematic. Void ring and tower dealing techs are very important Tl;dr
    Using 30/30 with 2 cards max, 0-18 honor and 2 province + stronghold to win, the games become shorter, much more engaging and honor bidding feels significantly more important because the honor victory is very viable. These rules are not without balance issues and only from preliminary testing in which you are invited to join. Format is newbie friendly as you get great experience with two cores (more easily shareable with 1 friend than 3 cores).
     
    So there you have it, casual format rules and preliminary results which i will update as/is I continue to play the game, usually in two browsers as it offers a kinda solo variant inside a time frame i can dedicate every day. Try it for yourself and see how it goes, now I'm back to prison.
     
    Decks used and to get you started (don't know if links work as I can't publish them)
    Unicorn https://fiveringsdb.com/strains/4c61b079-d42f-11e8-85db-8e1ccf16fca4/view
    Crane https://fiveringsdb.com/strains/36fc008d-d247-11e8-85db-8e1ccf16fca4/view
    Scorpion https://fiveringsdb.com/strains/83ce1a50-7c1f-11e8-9ce5-8e1ccf16fca4/view
    Lion https://fiveringsdb.com/strains/dedee149-d29b-11e8-85db-8e1ccf16fca4/view
    Dragon https://fiveringsdb.com/strains/0ed66afc-d29c-11e8-85db-8e1ccf16fca4/view
    Crab https://fiveringsdb.com/strains/2b2ba699-d29c-11e8-85db-8e1ccf16fca4/view
    Phoenix https://fiveringsdb.com/strains/53fad5c8-d29c-11e8-85db-8e1ccf16fca4/view
     
    Game results recap (just short notes I took after games)
    Crane vs. Crab crane honor victory = 33 mins -crane won comfortably with winning political battles, honoring itself and abusing air/fire rings  
    Unicorn vs. Scorpion unicorn break = 25 min -very strong shono rush  
    Crane vs. Scorpion crane break= 30 minutes honor wise games were quite even, scorpion was some bad shinobi experimental deck which was run over by crane  
    Unicorn vs Scorpion scorpion break = 35 min owned by scorpion political battles  
    Scorpion vs. Crane scorpion break = 25 minutes very close and intense battles, scorpion grabbed the victory barely, better crane player would have taken it  
    Unicorn vs. Crane Crane honor= 27 minutes unicorn was very close to rush and kill crane, better player would have broken it, after which Hotaru honored out comfortably with double air ring and crushing a political battle  
    Dragon vs. Unicorn Dragon break=28 minutes yokuni and niten master wiped the floor with unicorn, lot of characters on unicorn side, avoided FoF and Restoration  
    Lion vs. Scorpion Scorpion break= 31 minutes scorpion won with Shoju and Kachiko in political battles who ran over provinces before lion could set up properly, lion was close tho  
    Unicorn vs. Crane Unicorn break= 39 minutes crane got really close to honor on turn 3, HMT saved the day. Better Crane or better Unicorn player would have ended the game in either way faster than me, many missplays  
    Dragon vs. Scorpion Scorpion break=30 minutes game was very close on both sides and scorpion managed to break the sh first with Hiroue and cunning magistrate negating the whole dragon defense. Dragon came to 15 honor but Scorpion sh and dishonor kept things in the line. Bids were significantly higher than against crane  
    Lion vs. Scorpion Lion break= 37 minutes very close game, Scorpion kept Toturi in line against honoring (at 14 honor) and Lion snatched victory on turn 4 because of better board state and going first that turn. Very dramatic attack of Scorpion on stronghold on turn 3, 1 skill was the difference.  
    Unicorn vs. Crab Crab break= 30 minutes Kisada stayed for three turns and handled Unicorn before they could set up to swarm  with HMT and cavalry reserves. Unicorn just coulnd't get the momentrum going with military conflicts and Crab had a superior board state. Drew 2 Shono but was not enough. Maybe a better player would have done it more effectively. Feels thematic that Unicorn can't break the wall on horses. Unicorn was bidding 2-4 and got to 5 honor, while Crab was at 12-13 but honor/dishonor victory were not probable.  
    Crab vs. Dragon Dragon break=28 minutes Close game, dragon won because of covert on turn 3 to break crab stronghold. Agasha Sumiko was very strong, attachments were drawn and all over the place. Felt very balanced the whole time because both had readying effect. Void ring was very valuable to get rid of the towers. Ways to deal with towers are very useful. Bids were 2-4 an dh/honor victories were not probable.  
    Unicorn vs. Crane Crane break/honored out=37 minutes On turn 4 Hotaru  flipped with going first and ran over ancient lands with air ring over Unicorn which did not have a board state after last turn when they failed to take stronghold. Unicorn just didn't get the HMT and their tech going and Crane was winning political battles, honoring its characters everywhere. Bidding was 2-3 by unicorn and Crane punished that. Probably if Unicorn went for lower bids there would not be honor victory but Crane would've won through breaking due to board state. Got a real hang of two browser play and am really enjoying playing this way  
    Lion vs. Dragon Lion break= 41 minutes Had many missplays on Lion side with Toturi and spiritcaller. Better player would have run over Dragon in three turns with this set up, this went well into 4th. Missplays with Toturi on the beginning influenced the game in Dragons favor who did not have good dynasty flops. Did not get the HMT to work again. Seems first dynasty flip and towers can be very decisive. Lion was somewhat close to honor. Bids were 1-3 but on last turn both were comfortably away from honor blowout and went for bid 5. Last battles and attacks on stronghold feel very dramatic and epic.  
    Crab vs. Scorpion Crab break = 29 minutes Scorpion drew only political characters (2 hiroue, 2 bayushi liar etc.) while Crab drew Satoshi turn 3 and going second managed to defend,water ring ready Satoshi after good military win to seal the deal. Rare game where going second felt like an advantage. Bids were 2-3 and dh/honor victories were not probable.  
    Unicorn vs. Dragon Unicorn break= 36 minutes Lot of thinking to make HMT work and made few missplays which favored Dragon. Close game, interesting twists and very dramatic last battle where i managed to combo Unicorn cards into a swarm. Very satisfying game, due to some missplays could have gotten the either way and finished earlier. Rare game where going first on turn 3 backfired. dragon towers stayed in game while turn 1 shahai was voided. Void ring feels very important in the beginning. Bids were 1-5, 5 on last turn by Unicorn, honor/dh victories were not probable.  
    Scorpion vs. Unicorn Unicorn break=23 minutes Unicorn got a perfect draw and after getting a hang of Unicorn comboing vs. scorpion who didn't draw any military guys and few missplays, Unicorn executed the combos with HMT and everything was done on turn 2. Bids were 2-3.  
    Scorpion vs. Unicorn Unicorn break= 39 minutes very exciting game with a lot of swings and close till the very end. Scorpion was doing okay but was lacking on military conflicts and that scorpion deck needs change. In a epic and climatic battle on turn 3 talisman transferring from stronghold would have given scorpion another turn to live but HMT tipped the scales and Unicorn just had too many characters and force of the river/djinn/ cavalry reserves in hand all at once, again almost perfect draw. Very close, very dramatic. I've found that games feel like building up to a climatic battle on turn three, where everything is possible. It seemed that going first on turn 3 was an advantage, but now i see that upsets are possible. Very intense and engaging. Bids were 2-4 and Unicorn was at one point very close to honor out, but was kept in line , probably possible only by Scorpion  
    Crab vs. Crane Crab break = 43 minutes The game dragged for long because Crab was too strong defensively and Crane could not go for fast honor victory. Probably if I was better player on either of those Clans the game would've gone differently. Crane didn't win enough political battles against fully packed Kudaka/talisman/provinces and Crab denied air ring so there was no chance for an honor victory. Also not many cards were drawn and bids were low to prevent blowout. One of rare games which felt like slugfest instead of intense buildup for epic showdown. There was leftover fate in both pools due to not many cards drawn on either side and kinda too many holdings showing up.
  8. Like
    Suzume Tomonori got a reaction from Tonbo Karasu in Why I got bored with Dragon, or what’s in a name…   
    But more on topic, while I think it’s true that having different attachment template types was more flavorful, from a rules perspective the FFG version is more streamlined and easier to remember, as attachments now have any requirements or exceptions written on the card. Grasp of Earth can only attach to shugenja, which is how old spells worked, but it works within the same rules of other attachments. Old L5R also had attachments like ancestors, which were like followers but not and had slightly different rules. I like FFGs approach where I can confirm those unique rules or differences just by looking at the card, but your mileage may vary.
  9. Like
    Suzume Tomonori got a reaction from shosuko in Great Clan names in Japanese   
    At the same time, it appears that they may have someone on staff (or someone on staff knows a person who's helping them out) that at least has some knowledge of Japanese; assigning ateji at all would require at least some knowledge. There are also certain terminology changes in the new version of the RPG that imply at least a bit of Japanese knowledge (for example, they changed the lowest caste name to "burakumin," though that is problematic in different ways.)
    The more I think about it, the ateji approach to the family names in the RPG lends a sort of Hokkaido feel to them. A lot of place names in Hokkaido are just kanji assigned phonetically to the old Ainu names for the places, so while they are in theory readable, they don't sound or feel the same as central Japanese surnames do. It would be kind of cool in a way if this was an intentional move on FFG's part to make the setting more "Rokugani" and less "Japanese," but I'm not sure it's intentional.
    Ultimately, I think it's more that FFG neither has the resources or inclination to make the names and terminology "authentically" Japanese. Some of the basic setting terminology ("shugenja" and "maho-tsukai" come to mind) is so well established in the setting that changing them would result in opposition from fans, and the same holds true for the names. 
    It would be interesting to know how the original creators of L5R 20 years ago came up with some of the family names. Where did they get Akodo from? Was Mirumoto supposed to be Miyamoto? If FFG had that information (and I doubt they did) they could have tried to redo a lot of the names, but again, I think a large part of the fan base would be opposed to changing the names of setting iconic characters such as Akodo Toturi unless they just went ahead and changed the character completely.
    Incidentally, author Marie Brennan (who does some L5R work) made an interesting blog post about the use of Japanese in L5R:
    https://www.swantower.com/essays/craft/pleaser-dont-doed-thising/
  10. Like
    Suzume Tomonori got a reaction from Suzume Chikahisa in Great Clan names in Japanese   
    Attempting to reduce a term to a one-word translation results in a loss of important context, nuance, and meaning.
  11. Like
    Suzume Tomonori got a reaction from Hida Jitenno in Great Clan names in Japanese   
    Attempting to reduce a term to a one-word translation results in a loss of important context, nuance, and meaning.
  12. Like
    Suzume Tomonori got a reaction from MirumotoOrashu in L5R app?   
    I think I should start a thread called “Are Unicorn Good Now?” and see if the discussion focuses on an app for L5R.
  13. Haha
    Suzume Tomonori got a reaction from Kakita Shiro in L5R app?   
    I think I should start a thread called “Are Unicorn Good Now?” and see if the discussion focuses on an app for L5R.
  14. Like
    Suzume Tomonori got a reaction from BCumming in L5R app?   
    I think I should start a thread called “Are Unicorn Good Now?” and see if the discussion focuses on an app for L5R.
  15. Haha
    Suzume Tomonori got a reaction from Victarion13 in L5R app?   
    I think I should start a thread called “Are Unicorn Good Now?” and see if the discussion focuses on an app for L5R.
  16. Haha
    Suzume Tomonori got a reaction from Ishi Tonu in L5R app?   
    I think I should start a thread called “Are Unicorn Good Now?” and see if the discussion focuses on an app for L5R.
  17. Like
    Suzume Tomonori reacted to Hellvlad in Upcoming L5R products   
    Terminal directive was a sort of legacy campaign applied to ANR, making you have multiple matches against the same opponent ( between 6 up to 13 if my memory is correct) . The outcome of each game was advancing the story-line and unlocking new cards that could be used only in the campaign context or modifying these cards with stickers. After a certain number of games won one of the 2 factions ( either corp or runner) was reaching the conclusion of the narrative campaign and was instructed it won.
    Even if it was designed as a legacy game with stickers and instructions to rip stuff apart, you could easily accommodate the whole thing to be able to replay it as much as you liked. but it relied entirely on 2 players. no more and no solo possibility.
  18. Like
    Suzume Tomonori reacted to phillos in Upcoming L5R products   
    If by story box they mean a Netrunner Terminal Directive type box then that would be interesting.  You played through a narrative and there were cards in there that were tournament legal and cards in there just pertaining to the narrative story games in the box (and therefore not tournament legal).  Also it had legacy game type elements where stuff changed depending on what choices you made. 
    I think I'd be down for that if it were true.  I'd love extra formats for this game to switch it up.  Also I think L5R works better as a casual game anyway so this sort of more relax narrative experience would work well with the game.
  19. Like
    Suzume Tomonori reacted to twinstarbmc in Toshi Ranbo Kotei Series - The Official Results   
    I believe it can count as any element. So, whatever's most convenient.
  20. Like
    Suzume Tomonori got a reaction from LordBlunt in Toshi Ranbo Season Article   
    Has there been any in-world explanation / reference to what the roles are / do? If not (and it may just be that I missed it) there is no “role-playing” going on here. It just seems like mean-spirited denial.
    I know there have been Shadowlands players in the past who have been winning games that went to time and then the other player would refuse to concede the game, even though they were clearly losing, because the non-Shadowlands player refused to capitulate to the Shadowlands etc. etc. That’s not role-playing; it’s just bad sportsmanship.
    I don’t know, I kind of feel like I’d rather they just do silly story prizes for everything. Sure, the lore might get stupid, but at least people would’t get denied to play the cards and decks they wanted to.
  21. Thanks
    Suzume Tomonori got a reaction from Khudzlin in Dear Design Team, let's talk about roles...   
    That analogy does not work.
  22. Like
    Suzume Tomonori reacted to HamHamJ2 in Toshi Ranbo Season Article   
    The problem is that we aren't talking about a story choice or some prestige thing. We are talking about directly making playing the game worse and less fun for one clan because of another clan. That is not the basis for a friendly rivalry to my mind. 
    This whole situation is making me negative on playing in more tournaments which is clearly not a good thing.
  23. Thanks
    Suzume Tomonori got a reaction from Daigotsu Arashi in Dear Design Team, let's talk about roles...   
    That analogy does not work.
  24. Confused
    Suzume Tomonori reacted to Yogo Gohei in Dear Design Team, let's talk about roles...   
    People that want "open roles" are the same people that, when learning D&D for the first time, ask "Which alignment lets me do whatever I want?"
  25. Like
    Suzume Tomonori got a reaction from LordBlunt in Dear Design Team, let's talk about roles...   
    Good to see that they are opening up roles a bit, but to me it just seems like this is damage control; they committed to role locks early on without knowing how it would play out (a noble experiment, at least) and now they are seeing negative reaction from parts of the player base, so they are trying to change things to please more people. As I kind of suspected, they still aren't completely removing the role locks that they have so heavily pushed as a cornerstone of the tournament system; they are too invested in them.
    I still think freeing the roles is the best solution, but I think FFG deserves credit for admitting issues with the system and making an effort to improve it.
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