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About BrambleLamb

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  1. Nitenman, calm down bro, I think you're missing the point. The game isn't trying to tell you how to play your characters, it's trying to inspire and envourage you to fuse roleplay and rollplay. All over is splattered how to make your own this and your own that, that isn't just because it's a beta. Likewise, the rules for things like weapons aren't there to make odd restrictions, they're there to make more ambiguous distinctions to leave things up to the group. When playing, I don't ask how far an enemy is and if I can throw something a specific amount of feet, I ask if I can hit the foe if I throw my honor. Throw range fits perfectly. The fusion is what the developers were and are trying to foster.
  2. Families have always given trait bonuses, abandoning that entirely would be abandoning that entirely. It represents the group of people have similar characteristics, perhaps due to upbringing or perhaps due to genetics. I'm all for removing the Clan bonus to rings though, and giving a small amount of starting exp.
  3. I also noticed the use of Utaku over Otaku, but last I heard the current meta was before the change.
  4. My best friend is actually working on some sweet dice for Tabletop Simulator. If he finishes them I'll bother him to put the files somewhere for yall Just gonna slip the link in as an edit: http://steamcommunity.com/workshop/filedetails/?id=1158524551
  5. Maybe you just play with meta gamers. Most of the players I run for and play with would just accept enough to do the thing they want and call it good.
  6. I'm pretty sure the player says how they plan to resist the effect, which then gives the ring that they'll use. Then they roll it with the relevant skill (if any) against the tn given to them. The TNs in the parentheses are to show that resisting whatever that example was is easier with Air and harder with Earth. Similarly, I could legitimately flex away people who want to beat me up, chances are my muscles will not impress though, so it would be harder than doing a rad flying spin kick at them to make them think I know how to fight.
  7. Here's the thing though, Vagnaard. You're the GM, you can do what you want. You can make tweaks here and toss that out and add this and that. Whatever your heart desires you can do. If it ain't broke don't fix it, and you wanting something doesn't make it broke.
  8. If you really want risk in, require that the player rolling must declare which opportunities they'll be using before rolling. If they don't roll enough to both succeed and do what they declared, the roll fails. That's what I'd do.
  9. What I said isn't about stances though? In previous editions characters with higher reflexes were harder to hit, is that sort of mechanic in this edition? If so, can you give me a page number? If not, could we get it back?
  10. I can't seem to find it mentioning anywhere that some opponents are harder to hit than others. Am I missing something or do pretty much all attacks succeed with two successes?
  11. I'm desperately hoping you're right, though I doubt my Hero Quest will be super pleased with me reading L5R during the game hahaha
  12. A couple years ago my GM friend decided to run the fourth edition of L5R, since he had been in a game and really enjoyed it. From then on I was hooked, I've run other things but none feel as good as L5R. I've run 1st and 4th, but would love to run more and definitely plan to run the beta. I'm actually 20 weeks in with the current game I'm running (which is on a friend's stream if anyone wants it) and boy can I not get enough.
  13. Man, I always laugh when I remember that they got left out of the minor clans section of the 4e core book.
  14. I think that's the problem most of us have, Modron. People like me are sitting here day after day just waiting, it's awful but I can't stop because I'm too excited. A buddy was so confident that it would come out today that I had trouble sleeping. Mayhaps that's not a good thing though...
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