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Everything posted by MaoYoruichi

  1. Yes, this is 100% right. Center is a lot like channeling for invocations - keep some die to guarantee better results when you actually perform the action.
  2. I noticed the same thing too. It's doubly confusing because the description for the new Center is: However, the new Center action does nothing to help you avoid being struck, since it no longer ups the TN to be hit
  3. Another change needed: Strife bidding is now a value between 0 and your Focus instead of your Composure.
  4. Yeah, I agree. Out of my table, three players are completely new to L5R and one is an experienced 4e player - the way she's using Opportunities and interacting with the NPCs is leaps and bounds ahead of what the others can (and I'm being way more permissive than I'd like to with stuff like etiquette and expectations so I don't overwhelm them)
  5. What makes you say 5R5 is more elitist and geared towards players familiar with the setting and game as opposed to 4e? I'm not disagreeing, just in case, just curious to hear your thoughts.
  6. My main complaint (and one that my entire group shares) is that while scaling school abilities per rank are cool, we really really miss having a new, unique ability to look forward to in each rank-up. Even just one more ability at Rank 3 would go a long way towards making each school feel unique.
  7. Oh yeah, you're absolutely correct here. I hadn't thought of all the different ways to obtain katana in-setting.
  8. We've had plenty of very important, very productive threads about rules, balance, and the fundamentals of the game's design. But what about L5R as such? What's going on in your campaign? Did your players figure out an unexpected solution to a problem you posed? Are you trying to convert an older module? Did your character do something really cool? What kinds of stories are you playing or running? Yeah, this is a "let me tell you about my character/campaign/NPC" thread, go wild.
  9. I don't know if this is RAI, but my interpretation was that, as samurai, you're expected to not have a katana and a wakizashi, but a daisho proper - swords forged together, meant to be together, two halves of an indivisible whole, and it's a huge breach of etiquette (and grounds for constant loss of Honor and Glory) to have a mismatched set like some disgusting ronin. In the spirit of this, the second option precludes picking a katana as one of your other melee weapons.
  10. The Unarmed weapon has the Natural quality which means it's always prepared unless your limbs are bound or uh, missing. Even if your hands are full, you can still throw elbows or kicks.
  11. I specifically recommended this to my players to get a feel for the petty politics of minor daimyo, the kind of in-house intrigues, backstabbings and romances they can expect, and how the decisions of the top-ranking samurai affect the lives of lower-ranked ones and peasants.
  12. Explosive successes essentially grant you what would be 1k1 of the same type of dice in the old system, except you have the choice of keeping it or not. And no, you can't swap out results, you choose which dice to keep from the original roll before rolling explosive successes.
  13. Exactly! If anything, the bookkeeping happens during the scene ("The bushi is Dazed and I have Water Fist activated but if I roll I will almost certainly go over my Composure, and I'd need two opportunities to end the fight now anyway...") while after the scene ends you just go "Ok we're back to normal and I lose uhh two Strife".
  14. I second nameless ronin. If your main point of contention with the rules system is one of the simplest and most straightforward systems in the game, I'm inclined to think you are misunderstanding something. When a scene ends you heal strife by your water ring, and "deactivate" persistent effects like kiho, ignored (dis)advantages and conditions.
  15. Correct me if I'm wrong, but the only thing that happens when a scene ends is healing Strife by your Water ring, right?
  16. This is perfect, exactly what I needed, thank you so much!
  17. As we probably all know, it's hard to look up relevant tables and rules in the PDF, and the update only made it harder. I'm running my first game this Sunday, so I'd appreciate any links to compiled tables, reference sheets, rules condensations (like the incredible duel flowchart), etc. Thank you!
  18. I always forget about the Wait action. So useful, so versatile, and also narratively very interesting!
  19. I'm glad my players aren't this gamey, because I'd have to explicitly forbid this nonsense. EDIT: I'm thinking of houseruling to limit skirmish movement so that range 3 or 4 is the furthest you can be from any given person
  20. Oooh, right, I missed the part about the movement section being completely replaced. So now this perpetual keep away can happen but the yari user needs to already be at range 2 when the turn starts and needs to have a higher initiative, so it's an extremely fringe case.
  21. I want to make sure I'm understanding the ways to move in a skirmish correctly now that they've been updated. Characters may move: - 1 range band when setting their stance - 1 range band at any point during their turn - 1 range band (as part of "actions not requiring a check") in Water Stance. - 1+ range bands if using the Maneuver action this turn Is this correct? If so, couldn't a character with a long weapon and high Water perpetually play keep-away with a katana-wielding character now that Charge has been removed? Move to range 2 when setting Water Stance, strike, move after taking the Strike action, and then move again, ending up at range 4 from the katana-wielding opponent, who is forced into Water Stance if she hopes to get in range for a Strike this turn.
  22. Thank you, this is really helpful! Of the three, the Kuni purifier is an experienced roleplayer with a lot of 4e games under her belt, the other two are new to Rokugan but have played a fair bit of D&D, so building arcs around the Kuni sounds like a good plan.
  23. My party has an Outrider, Ise Zumi and Purifier, and I'm struggling to find ways to get them to work together (while avoiding the classic "you're magistrates"). Mostly the monk is what's throwing me off my game. Any suggestions?
  24. Oh wow, I hadn't thought of using Fire Stance to further reduce Crit severity. I thought you'd gotten it wrong so I went to check the manual and yup, it says "when you make a check", while I thought it would say "when you make an Attack action". I think it must be a mistake, no? Maybe it should only apply to Attack/Strike actions or at least not be used in resist checks. I'll definitely be houseruling this.
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