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MaoYoruichi

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Posts posted by MaoYoruichi


  1. On 15/12/2017 at 5:07 PM, Ultimatecalibur said:

    False. You have a far better chance of getting a success if you center first. You  are overfocusing on the reserved dice rather than what is actually happening to the dice you are not reserving.

    Lets say you are rolling for a successes on a Strike.

    When you roll a Skill die for successes you are rolling for a 7 in 12 chance (58.33% chance of success) with a 5 in 12 chance of not rolling a success (41.66%) and each die gives independent results not influenced by the results of any other die. When you roll for a Strike each die independently has a 7 in 12 chance of coming up success and a 5 in 12 chance of not.

    When you Center then Strike reserving successes the following happens: Each Skill die has a 58.33% chance of 100% chance of being success and a 41.66% chance of a 58.33% chance of rolling a success. This ends up an 82.64% chance of that Skill die coming up a success.

    When you Center you do not "waste" a roll you are actually spending an action to give a future action a reroll.

    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. 1 hour ago, AtoMaki said:

    I wrote this in my beta test game topic:

    Basically, the mechanics and their fluff are so deeply ingrained with top-tier player experience and a throughout familiarity with the setting that they start to absolutely demand these things in order to work. For example, while a beginner player might look at the Approaches system and feel really dumb for not understanding and using it properly, a veteran player will grow used to the system in a few sessions and use it with the great confidence as well as squeeze the best out of it, because the possibilities scale with the experience, so to speak. The learning curve is steep, and it heavily favors people who start at a higher level via gaming experience and setting/meta knowledge. 

    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)


  3. 2 hours ago, AtoMaki said:

    I have the exact opposite opinion so far. As of now, 5R5 is pretty much made for the best of the community. You either have years of experience with the game, above-average familiarity with the setting, and the tightest gaming group ever, or 5R5 will fail you sooner or later. The elitism in the game just shows. This is obviously no problem if you are playing at Five Rings Online, where you have hardcore veterans of the game in every bush, but a simple home game will definitely suffer. 

    The only thing that will work against 5R5 is its annoyingly special snowflake "new" mechanics. I admit those are hard to digest for a veteran player. 

    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.


  4. On 24/11/2017 at 4:14 AM, player3015634 said:

    I very much doubt that's intended. Historically, every samurai in Rokugan has owned both a katana and wakizashi, but courtier and shugenja schools almost always list only the wakizashi in their outfit, rather than the full daisho. School outfit has always been an abstraction of your posessions into the things you probably carry daily, not the sum total of the things you own.

    And then lorewise, katana and wakizashi being forged together happens only part of the time anyway. Katana are specifically passed down the generations, typically from grandparent to grandchild, so it would be very common for a samurai to wear an inherited blade alongside one forged for their gempukku. Not to mention the semi-common practice of being awarded ornate swords for especially prestigious appointments, or being granted the use of a sacred weapon, or using a trophy taken in honourable battle.

    Oh yeah, you're absolutely correct here. I hadn't thought of all the different ways to obtain katana in-setting.


  5. 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.


  6. 7 hours ago, Exarkfr said:

    Mirumoto Two Sword School's starting outfit says "daisho or wakizashi and any two melee weapons".
    Isn't a katana a melee weapon ? Meaning you could go for second option, picking a katana and another weapon, thus ending up with daisho+another melee weapon ?

    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.


  7. On 15/11/2017 at 10:23 PM, WHW said:

    For a whatever weird reason, they are actually grips of "Unarmed" Weapon, but it's a really weird artifact of the "set the grip" rules. Technically, you should state if you are preparing your kick/punch/bite at the start of each turn, which is.....annoying. 

    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.


  8. On 13/11/2017 at 8:31 AM, AK_Aramis said:

    The Shogun Miniseries from the 70's (based upon James Clavell's novel) isn't horrible.

    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.


  9. 44 minutes ago, nameless ronin said:

    All of which, aside from watering down strife, is completely intuitive. I expect very few players to even bother with any “bookkeeping” for this. 

    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".


  10. 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.


  11. 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!


  12. 1 hour ago, Franwax said:

    Counter: the immobilized (or out of range / out-kited) character can take the Wait support action. Trigger: when the other dude comes into range of my tetsubo, splash!

    Oh and it's always nice to have some ranged weapon as backup too.

    I always forget about the Wait action. So useful, so versatile, and also narratively very interesting!


  13. 20 minutes ago, WHW said:

    Or the yari user needs to be in Water stance and use Water opportunities to teleport around the battlefield, as they are still 1 Range Band of extra movement per Opportunity. 

    Water is currently overtuned to the point where you need to use Water stance to fight a Water stance without being kited to death. 

    In fact, want something extremely toxic?

    Win initiative as a Water User.

    Move into range 0 of your opponent. Punch them with Open Palm Style. Immobilize them, and spend rest of your opportunities on moving out. If needed, use your extra action to get to safe distance.

    Your opponent is immobilized. They cant move at all. They shake their fist at you.

    Next turn, you repeat this nonsense, until your opponent quits. 

    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


  14. 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.


  15. 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.


  16. On 22/10/2017 at 3:37 AM, shosuko said:

    I'll follow up after my next play session with more experience though.  We have an Outrider, Ise Zumi, Infiltrator, Purifier, and Manipulator.  We'll see who tends to advance faster out of these ^_^

    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?


  17. 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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