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  1. I did a small intro session last week. I found the opportunity system very difficult to get used to. Even with the tables in the book, we spent about 5-10 minutes after each roll trying to figure out what to do with our opportunities. Every PC eventually kept saying, just give me an additional detail about the room but I ran out of things to tell them pretty quickly. I am not saying that this is bad necessarily, but it will definitely take some getting used to before I form a strong opinion about it. I could see it being really cool or really annoying.
  2. Not necessarily. I think it is just a way of how the game was designed. I may be misremembering things but in 4e, the rule book would automatically start you with a certain number of XP for every new character. This was just their way of letting you customize it past your school/family bonuses.
  3. That is true. The adventure does have a light level of social intrigue that you can play up. The way the crab defends the ronin and inevitably leads to a duel does give a glimpse. The adventure also does a good job of introducing all of the main types of conflicts so I do give it points for that. Still though, if this were the only game I had ever played as a PC I would have a very different impression of what the game is a typical game. I really liked the adventure in the 4e book. It was a simple tournament of samurai with a murder and an affair thrown in the mix. The tournament had simple challenges (poetry, tea ceremony) that introduced how to make skill checks but forced you into a formal setting where you have to learn the customs quickly as well as navigate different aspects of honor. It also introduced most of the major clans at once.
  4. Does anyone else think it is odd that the recommended starting adventure is on the kaiu wall? One of the things that makes L5R distinct from other systems is that the setting is so rich with social niceties and cultural norms. The required customs of visiting a new daimo really made my group interested last time we started playing. Things like being required to refuse a gift three times, or having to bow and acknowledge your social superiors without creating an incident are very unique. The kaiu wall is very different than the rest of Rokugan and the Crab are known for not following social customs and being rude. In my last campaign the PCs loved having all the social intrigue in court and we had one veteran Crab solider with a peg leg who was quite the comic relief and served as a good foil. I am starting with a new group tonight and the canned adventure is a good way to demonstrate all the mechanics. But I am hoping that they won't get the wrong impression from the game. I want them to see the richness of the setting and the importance of courtiers, but am worried they might think this is more like other combat-centric games.
  5. I think the center point of your thread is getting lost a little bit. I think your main question is: aside from changing your stance is there a way to increase the TN of hitting your character? As far as I understand the answer is no. So a school level 5 character is pretty much just as easy to hit as a school level 1 character. Although, the level 5 will be able to take much more damage.
  6. I am having a really hard time trying to figure out when to use which ring when it comes to combat. With other skills it seems a little more obvious, but for melee it really seems like you could use any ring in pretty much any situation. Imagine you are fighting a duel in an open plain, all rings are fair game and at a purely mechanical level I don't see why a PC won't use his highest ring for every single Melee roll. I'm not trying to complain, I am just trying to understand better. Would any of these not be possible? • Withstand Approach (Earth Ring): Fighting defensively • Shift Approach (Water Ring): Fighting reactively • Overwhelm Approach (Fire Ring): Fighting aggressively, • Feint Approach (Air Ring): Fighting subtly (Void Ring): Fighting instinctively or without regard for your life
  7. I was disappointed to see how hard it is to kill PCs too. I used to play the last edition and one of the things the PCs liked the most was that it was so easy to die. It made you really feel like you were "three feet from death" as they say and made duels terrifying. It also makes you be extremely careful in how you act and who you offend because you knew you could not go into combat lightly. Given my PCs proclivity to kill anything that moves in front of them in other game systems this actually made them role play much more because their normal tool of attacking whatever bothered them was no longer available. As a PC I don't like PC death, I really don't. BUT the fear of losing my character made the thrill of having your character being alive and navigating the complexities of Rokugani society that much more exciting. The candle that burns twice as bright burns half as long. Honestly, if we play this game much we will probably house rule so that combat is extremely lethal again.
  8. The rulebook mentions that after an outburst you lose strife, but I have read the section several times and can't find out how much strife you lose. Did I miss it?
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