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Everything posted by Nitenman

  1. With 1 core you supposed to be able to build two 30 cards deck. Rule book got deck list for one Crane and one Lion. can also check those http://imperialadvisor.com/wp/2017/08/14/sample-1-core-decks/
  2. 45 min is unrealistic, except if your opponent plays a sub-par deck that you steamroll.
  3. Could be. But I ran scorpion too, and when I considered two shameful, I felt it too good to be true. So I checked page 18 of the learn to play. So yes, it was too good to be true. morality: if it too good/strong to be true, check legality.
  4. just make sure to call him out on playing 2 shameful display. That's blatantly cheating or ignoring deckbuilding restriction.
  5. you don't need two decks per se, if you have a good environment around, and can play often. But if you play with a relative/friend mostly, three cores will be good for two. Or if like me you like playtesting solo two decks. May also helps you find your playstyle. thing is core box has some good clan cards in single and neutrals in two. So 3 cores makes a playset of clan cards AND 2 sets of neutral.
  6. I'd say best splash would be unicorn, for the wayfinder.
  7. Which shenanigans in particular? What's your decks strategies?
  8. Why nonsense? There is just no rule of participation (contrary to old5r), but it makes senses. There are limitations on some actions being played needing a participating. But TBH, without a body in the conflict, you ain't getting even 1 point of skill, so eventually, you prevent the opponent to win, but you don't win either.
  9. Sure whiny is for a guy claiming Daigotsu's name. Remember your dark virtues, man up. Thing is you liked that game so much you burned yourself to disgust, and now it's straight from love to hate. You dug yourself in that hole, you scream from the bottom of that hole, but in truth, seems you ain't looking into getting out of your hole. You either want people to look at you in the hole and feel sad/wrong or want folks to join you in the hole, and validate you were right, and being in the hole makes you better (hipster) . Do you want to get back? Play live opponents, and stop considering that the first two turns deal the whole game. Fight, keep fighting and fight again, be a samurai, accept fate.
  10. From Wikipedia's article. Gekokujō is a Japanese term for "overthrowing or surpassing one's superiors". It is variously translated as "the lower rules the higher" or "the low overcomes the high". Gekokujō is a kind of "government from below" that is condoned; and a "government of men" is contrasted with a "government of laws." Gekokujō became prevalent during the Sengoku period, starting with the Ōnin War when the power of the Muromachi Shogunate ended in factional strife and the burning of Kyoto. Without the imprimatur of the shogunate, provincial daimyo were vulnerable to being overthrown by forces both from without and within their domains. During this period vassals betrayed their lords and in their turn were in danger of overthrow from below. Clerics and peasants sometimes formed ikkō-ikki in rebellion against the daimyo and succeeded, for a time, in establishing independent realms. How would you put that in place and justify it in Rokugan? First of all, the emperor should be a kind of puppet similar to Gozoku Era, and clan internal strife and wars should be common, as well as inter clans skirmishes and castles conquests. It helps to use the concept of vassal families, to add diversity with family names and adapt the scale of the campaign. Take a large province split between two factions, each sworn to a family, vassal of a different clan, with regional ties and history. War between them deflates the scale of the conflict from an open war between two clans. Then the family victorious gains a large piece of land and maybe can lobby for status, earning Great Family status. An ambitious daimyo can take advantage to wrestle power from other great families. The mantis would earn Great Clan status by war, bonding minor families and conquering great clan holding. Dunno, seems pretty L5R to me in principle after writing this. But Gekokujo allowed an ambitious Nobunaga to pave the way for Ieyasu and the atmosphere of war and treason typical of sengoku aren't really canon Rokugani. So what twist would give that Gekokujo feeling?
  11. See for example the crab card Crisis Breaker.
  12. U high mate ? Kudos for the emphatic flaming spirit, made me ?. while I agree I don't like what FFG made, I'll steal a few stuff to homebrew in 4e. But if I can win enlightenment (whatever enlightenment end up being but I doubt it will be bring 5 rings into play) in the LCG, then f...k yeah I will. As I would have in old5r. I understand why people may like it though. they kinda tried to dust the old lady,change RnK, make indeed what you roll and keep matter. But it end up mattering too much about rolling and keeping. Game expectations need you to roll to produce mechanical effects that are organic to the game. If you don't roll, the game doesn't really reward glory, honor or void. You don't take a risk with raise, you roll then use opportunities. It's in many way less abstract than previous edition (like with this weird combo of weapon traits and armor effects mixed with opportunities that end up breaking your Katana...) Worst is in any other game I may be interested by that. But for Gming L5R I can't. Too much history maybe if one day I'll find a GM Who wants to do it I'll give a try as player. I'm very happy otherwise with what FFG is currently doing with the LCG though.
  13. This is spot on, and mostly where the mark was missed. instead of giving us a toolbox for handling Ninjo and Girl, they are imposing their concepts of them, sometimes clumsily weaving them into narrative and mechanics. It's L5R THEIR way.
  14. I agree with kakita San, if you like it the first step is 3 cores to make sure you have the playsets of neutral cards needed for 2 decks of equivalent strength and strategy.
  15. claiming 10 rings is probably doable, particularly with Phoenix and Dragon and their ring tricks. 20 might be overkill. what we could see are clan specific winning conditions, because if you have to splash Dragon or Phoenix to win enlightenment victory with the crab, it's not a fair win condition. what I liked in the old enlightenment was that ring cards needed specific conditions to be played, based on theme (x amount of duels, conflicts, spells) and that playing rings added card advantage on that theme as you would put them into play and keep them to use their abilities. This permanence doesn't match with the mono no aware spirit where it often costs you to keep on your cards. Even without running enlightenment victory, a ring in your deck was a powerful sticking trump card once you put it into play. Many Dragon monks decks ran 2-4 rings, particularly with high house of light (what a monk!) and Crane could play easily the Fire Ring. But now rings are powerful repeatable abilities that players contest, and don't stick. Enlightenment should reflect mastery of the principles of the rings more than amassing ring claimed tokens. I'm OK to see enlightenment themed win conditions aimed at Dragon and Phoenix, but then Crab could have a condition themed on winning successive defensive conflicts (undefeated for 2 turns) maybe crane will need to win 15 honor in one turn, scorpion make lose 10 honor in one turn... Get creative.
  16. Practiced a bit with the 1C Lion and Crane. Took a Dragon from this list 2-2 on the launch tournament. Had a good time, got hooked (but I was already a Rokugan addict). I played a mirror (loss/ conceded), a crab (win conquest) , a lion (loss conquest) and a Phoenix (win conquest). id say crab, lion, crane and dragon are the easier to actually play with in 1 core .
  17. My principal source of disappointment on this beta. They missed the mark here indeed by constantly shoehorning elements that are rather abstract and that should bloom naturally from the interaction between GM story and player choices (the samurai drama) into forced mechanics.
  18. Dunno, it's true that it looks like families are "specialisation" and could flavour a thematic deck, but the essence of a clan is the complementarity of the families field, and that should stay what we compose with to deckbuild. I'm happy to have a couple of Daidoji in a crane deck as a military backup/threat with tricks, but a full Daidoji deck could be uninteresting as only relying on Daidoji tricks, without exploiting the Crane pol might.
  19. same for any non English mate. French FFG site barely released the rising wave...
  20. Such a cute story. Nice to be reminded that at the end of the day, Toturi and Kaede are simply a young man and a young woman, in love but shy and clumsy.
  21. I disliked Sotorii in old5r. I now fully despise him. What an arrogant prick.
  22. There is somewhere in Fortunism the 3 old gods that predates all, but the "creator" deities are Amaterasu and Onotangu naming all stuff and all. The Hantei line is there in theory by divine right. Kolats aren't atheist, antitheist or Gnostic or else. They are an "heresy" that became a political conspiracy.
  23. I've always kept it simple. Except if you took advantages or disadvantages reflecting this in background, your name is the one of your parents, and you serve their lords as your ancestors probably did before. for players, as long as they pay for it and role-play the drawbacks, I'm OK with multiple and different schools. for NPC it's a bit particular. In my Rokugan 4e, Not everyone goes to schools. The mass of samurai still study and train at dojo with Sensei, their abilities comes from skill ranks and non school restricted Kata, but schools are attended only by the worthy or the wealthy. I also think family trait represent your genetics, while school traits would be your training. so yes, folks unschooled would only get a family trait. it sets the PCs apart and make named npcs with techniques more impactful encounters and technique and schools less mundane.
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