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Everything posted by tokugawa77

  1. I could see the kusarigama having the trap option for using the chain to bind someone and/or their weapons, but it would need to be some technique or higher TN roll instead of a straight choice.
  2. This line is here because sometimes a specific skill on your current rank of your advancement chart is also part of the skill group that is listed in that rank. They are clarifying that when you spend xp to increase the skill that is specifically listed, but also technically part of the skill group, that you only note the experience spent on the more specific line (in this case the specific skill) and not on both. If for example your advancement chart had martial skill group listed and you wanted to increase meditation skill(which is in martial skill group) and it was not specifically listed, you could still upgrade it and mark those points spent on the martial skill group line. If you upgrade a specific skill that is listed on your current advancement chart, then you mark the points spent on that line. The skill group on the advancement chart basically means that you can upgrade any skill that is part of that group and it will count towards ranking up. Every rank of everyone's advancement chart has 1 skill group and 3 specific skills that they can increase and count towards ranking up. Sometimes the specific skills listed just so happen to be part of the skill group listed as well, so they try to clarify this so people don't mark twice the experience because their skill is both individually listed and part of the group listed. Hope this helps. EDIT: I think the misunderstanding stems from a misunderstanding of how the advancement table works. The advancement table is completely different from spending xp on things. The only things you can spend xp on are individual skills, rings, and techniques. You do this separately from the advancement table and can only get techniques that your character is able to know(designated by school). If you spend say 2 xp to increase skullduggery, but it isn't listed on your current rank of your advancement table, then the xp is still spent and the skill still increases, but you do not get to mark the xp spent on the table. If you increase say aesthetics using 2 xp, the xp is spent and the skill increases. Also, if that skill is listed on your current rank of your advancement chart, then you note 2 xp beside that skill on the chart and add that 2 to the total for ranking up. Once your total xp spent for a rank hits or exceeds what you need to rank up, then you become the next school rank and you start using the next rank's chart for xp spent. Now, say my current rank in the advancement table has the martial skill group, but the 3 other individual skills listed are from different groups. This means that if I increase any skill from the martial group, then I am allowed to note that experience on my chart for ranking up. If I spend 2 xp on meditation(martial group) now and 4 xp on fitness(martial group) later, that means that my martial skill group line on my advancement chart should have 6 beside it, because I have spent 6 total on martial skills for this school rank. So, the chart doesn't tell you what you can spend xp on, it tells you what you need to spend xp on if you want to increase school rank. Hope this helps
  3. The skill group in the advancement table only means that if you choose to upgrade any individual skill from that group, then you count the spent points towards your school rank advancement. You only ever rank up 1 skill at a time and the skill group just lets you upgrade any assortment of skills in the group and it counts toward rank advancement. Hope this helps.
  4. I like the idea of using the lowest skill between horsemanship and the relevant martial arts skill for mounted combat. Mounted combat is a whole different ballgame compared to regular fighting and it's not just "I am fighting with my weapon like normal, but I'm only sitting on top of something." You are very limited in the angle and type of attacks you can do because you do not want to hit the horse in the head/neck or anywhere else. There is a heck of a lot of other difficulties with it, but I will spare people the details unless they want to hear it. Also, the good thing about that is you could still use your pure horsemanship skill for things like controlling your horse/staying on it etc. And it can work for other skill use cases that might involve multiple etc. Nice. Iaijutsu on horseback would be incredibly difficult. The only way I can think of it working is if you angled the saya vertically and drew the katana upwards and then slashed downward to your right side so that you don't hit the horse. And even then I'm not sure you could angle the saya vertically because the horse is wider than you are so the saya would bump into it before it could go completely vertical. Maybe if you were already holding the saya in the left hand you could have a lot more freedom on how you draw without hitting the horse, but then your hand needs to be off the reins. Still, I love the unconventional skill use cases and I'm sure a case where it would work out well would appear somewhere.
  5. Here's an example. Say that your current advancement table lists martial skill group on one line and martial arts[melee] on another. If you spend xp to upgrade martial arts[melee], some people may wonder if they can list 2 xp on the martial arts [melee] line and 2 on the martial skill group line since the upgraded skill is also part of the martial group. The listing in the book simply clarifies that in the case of an overlap like this, you only note experience spent on the more specific line, being martial arts [melee] in this case. You can still spend as much xp as you want on the relevant groups to rank up school. What AK_Aramis is trying to point out is that he would prefer it to be that school rank cannot be increased solely by dumping xp into 1 skill. This might help to illustrate it a bit Note that you cannot count XP twice (if a school includes both the Martial Arts [Melee] skill and the Martial skill group on the advancement table, you do not get to list XP for both lines; if you increase your ranks in the Martial Arts [Melee] skill—that XP counts only for the more specific line.) There is no limit to how much XP can be spent within a skill group. The formatting here isn't trying to be rude, just to try and help point out the nuances of the sentence which can definitely be easy to misunderstand. Also an example from the book right below the quoted material
  6. EDIT: As far as a horse-riding skill goes, they could have it as something like equestrian or horsemanship. That way it is fairly general like the other skills and takes care of not only the skill needed to ride a horse while performing other tasks like combat effectively, but also care and maintenance of horses.
  7. To me the government skill represents your character's knowledge and skill of how to govern (such as what's an acceptable tax rate for the given city or what's the most efficient labor to pay ratio for building a new bridge with regards to worker happiness). I thought about having some courtiers basically be administrators and governors outside of their normal court duties. Or castle lords who make decisions each month about how they should run the city/their part of the clan. The social aspects would simply be your character using the other social skills at court/in the public eye to further their political goals. Other than that I agree with a lot of what you said. Edit: also things having to do with law would probably fit under government.
  8. Yeah, it mainly comes down to supply/supply line that would really do it, which depends on the specific narrative situation you are in. If someone did want to do more explicit resource tracking, then a fun way could be to give the player a bundle of toothpicks that represents their quiver, and when they shoot an arrow they set it aside or whatever. Also they could retrieve arrows or if one breaks then they can break the physical toothpick or just throw it away. Also, the toothpicks could be colored to show special ammunition like armor piercing or whatever. This would make it so that the player doesn't have to keep erasing and rewriting numbers on their sheet and gives a physical, tactile representation.
  9. I'm personally a fan of keeping track of all the arrows like normal, but that is just how I prefer to play. Other people who want their rules to be as simple as possible and have the game flow as smoothly and narratively as possible will likely use the current rules. Also with regard to void points, I usually just award them when I see fit. I use most of the rules but if it seems like a strange place (like hiding TNs), then I just let it slide, or I award them through other means. I guess their thinking is that running out of arrows is similar to a spontaneous Adversity that is pointless to write down because it can come and go easily. That all being said, I notice that when I play tabletops most people forget to note used arrows on their sheet and it can be hard to remember sometimes when you get into the thick of battle. You can always wing it, like if a character went through a few fights and used their bow quite a bit, then you could say they are low on arrows. The problem comes in deciding if they are low or out of arrows in the middle of a conflict(especially a decisive one). Also if the characters have some sort of caravan or supply chain, then the character could reasonably replenish arrows after each battle.
  10. That's kind of the problem with having mechanics that try to cover too many aspects into one thing. Yeah it's greatly simplified, but it ends up where a lot of things don't make sense or don't work consistently in the way they are meant to, but it all takes a bit of trial and error to find a system that is both simplified and covers all the bases you want it to effectively. The way the wounds(or fatigue)/armor works in this game reminds me a bit of how poise works in Dark Souls. The armor basically allows you to take more hits without being incapacitated. In dark souls if the hits break through your poise, then you are staggered and will most of the time be killed by the following attacks from the enemy because you cannot effectively act to prevent it, whereas if your poise can take the hit then it doesn't interrupt your current attacks and you can still block/dodge effectively despite some health being removed. Heavier armors give you more poise while clothing type armors give you hardly any.
  11. Hah, yer a cheeky one I'll give ya that. "Tale of the 7 Hoops, featuring 57 unique skills" That being said, I do hope they add more stuff about horse riding/having a skill that pertains more to horseback riding. We have seafaring as a unique skill but not riding, which tends to pertain to samurai more. I think the only reason they did this is because it is easier to link riding to something like survival than it is to link seafaring to something else, even though I still think it's a bit of a stretch. One thing I thought of was a rule for situations that involve multiple skills. Say you are riding a horse and try to attack someone with a spear. I could say this involves a combination of martial arts [melee] and survival for horseriding. So, you would take the average of your skill ranks in those (rounded down), so let's say you have 0 in survival and 2 in martial arts [melee], then the effective skill rank you would use for this roll is 1. In this case you are pretty good with a weapon but it is more difficult to use while riding a horse without proper training. This also allows you to account for both skills with 1 roll instead of making multiple rolls. It also allows the more general skill system of this game to account for more specific skill uses without having to change things up and add a specific skill to the character sheet that players will need to put more exp into if they want to use.
  12. Yeah, because if there were only a few of just rank 1 rituals in the final product, then it would probably be pointless to even have a rituals category in the first place, especially since basically every school I know has access to them.
  13. The change only gives a max of +2 more to TN compared to what air stance did before and that is if you basically max school rank. To counter this they also changed the striking as air kata to require 2 opp. per TN increase (apart from initial increase) versus 1 opp. before. This makes passive defense scale better with characters who are naturally getting better at what they do. We will of course need to test it more to see how it works and if other changes should be made etc. I haven't personally tested the changes myself yet, but I may run some case tests soon just to see the differences of the changes.
  14. The reason they use school rank for it is because it is the closest thing they have to general level of your character. The concept is that more experienced characters would be able to defend against attacks better than someone that was new and inexperienced. Instead of Air stance only giving +1 to TN and not scaling with higher level characters, they did it this way so it does scale in some way. School rank is the closest thing we have to insight rank from 4th ed. so I could see it being used in abilities and systems to scale them to the character's "level." showing that they get better at it over time.
  15. Then the community can do it themselves without any extra work from the devs, (which is what some of us are already attempting). We are simply expressing what we would like and are by no means forcing or demanding the devs to do extra work apart from what they are already doing with the extensive beta testing. My suggestion was just a simpler one that attempts to smooth over the issues people are having while taking the least effort to implement/change. I am absolutely fine with the devs not implementing it, or even if the community doesn't want to implement it. It was just a simple thought thrown into the wind.
  16. Maybe it could help to make all the updates self-contained. What I mean by that is instead of having the update document reference exact sentences that need to be changed in the core rules and then having to flip back and forth between the two to see exactly which sentences to change and do mental math to keep track of what the new technique/thing should look like, the update document could have the whole technique/paragraph written with the changed sentences in (and maybe highlighted in their own color to stand out). That way people can read the edited technique/whatever straight from the update document and have it. The changes that are already in the update document that are self-contained like this are good already (like new additions or complete rewrites), it's mainly the sentence replacement that throws people off. It may make the update document a bit bigger in the end, but the usability will pay off. That is if it doesn't cause the dev team much trouble. Or the people with the ability to edit the PDFs could do it if they so wished.
  17. Yeah, there are also several redundant parts (like 3 identical locations for recording 3 different aspects of exp or 2 areas for recording rings (though I like the stance explanations on the conflict side)). Once the beta is done then they will likely have the character sheet more streamlined. It may also be a good area for feedback. If the final sheet is still not completely to people's liking then people will probably make sheets that show more or less information or reorganize things depending on demand.
  18. Yeah, and you could possibly throw it at a person within melee range to catch them off guard (a role-play explanation, not a mechanical one unless the GM wanted to allow such a thing.)
  19. That's interesting, I didn't catch that. It's an easy thing to miss, but I can't think of a better way to word it.
  20. This is a good question. In my head I would think that these techniques would allow you to use the weapon at the technique's range because with the Iaijutsu strike you will probably lunge forward, thus covering up to range 2 and with the crescent moon strike you are guarding with the naginata or whatever weapon beforehand and maybe you strike with the pommel or reposition yourself or the enemy before making the attack idk. I think the kata represent special uses of the weapons and therefore can change things slightly from their normal use. In my opinion though I think the naginata should have a range of 1-2. Naginata are shorter than spears tend to be and can involve moving the hands up and down the shaft to make strikes at different ranges in a similar manner to a staff. One hand can be close to the blade while slashing to do short range strikes. I also find it odd how the staff does more base damage than most weapons, but that's a different topic.
  21. We can use this thread to discuss various aspects of the Strife/Composure system, such as likes/dislikes and proposed changes or rehashings of the system. Many people have various often strong opinions and ideas about this system in general and I thought this would be a good place to gather them and see what we can come up with. I will start with my own idea for an addition to the strife/composure system. Internalized Strife The way my idea of internalized strife would work is that when a character would suffer an outburst, they could choose to either let the outburst happen as normal or internalize their strife. When they internalize their strife they prevent the outburst from happening and gain 1 point of internalized strife. Then their strife resets to the current value of internalized strife and their strife can never go below their current internalized strife. This allows the player to avoid unwanted outbursts at an inopportune time by internalizing their stress and emotions, but they will have to deal with more potent and long lasting effects of internalized strife. Internalized strife can only be removed by spending a long time of extensive rest and relaxation or similar activities to de-stress depending on the character. Something like visiting hot springs, extended meditation, going off and spending time alone, having a wild party (if that's how the character unwinds), etc. It will usually take a day like this to remove 1 point of internalized strife and the character will also need to make a roll based on the de-stressing activity they are doing at a TN equal to their current internalized strife. So, the more internalized strife the character builds, the harder it will ultimately be to remove. If it gets too high, they will be stressed all the time and may suffer other passive effects. They may also need the aid of others to be able to meet the TN, but I don’t see this happening much until the character is fairly high level and neglected keeping their stress levels low. Also, extended periods of high stress without many significant breaks could potentially cause a character to gain internalized stress automatically, such as having night guard duty for a full month uninterrupted, or being on an extended military campaign with hardly any breaks from marching and fighting, etc. Another caveat of this system is outburst severity. It works under a similar concept to the critical strike system, but instead of specific effects it is just general severity due to the fact that outbursts can be wide and varied depending on the character/situation. When a character suffers an outburst, the severity number is based on internalized strife + how much strife they have past composure + general severity depending on situation. Then, similar to how a character does a fitness roll to reduce the severity of criticals, the player would do a meditation roll to lower the severity of the outburst. This means that outbursts can be as subtle as nearly addressing your lord with improper formalities, but stopping and correcting yourself mid-slip, or running around screaming like a lunatic and waving your sword around (assuming you are allowed one) in the middle of a court session with the emperor. This is just a kind of addition I thought of and there are several variations and tweaks to it, especially to have it balance with the end system, but this is the gist. It allows extra tactical choices for the player regarding strife and emulates the real life aspect of internalizing stress/emotions. Feel free post your own proposed ideas for the strife/composure system or whatever other changes and comments you have. EDIT: One variation to this could be that characters have to make a meditation roll or something to be able to control and internalize their emotions if they so choose, with TN difficulty based on the situation or something like 5 - (fire+earth)/2. This is so that temperamental characters have a harder time internalizing their emotions than more stoic and emotionally reserved characters. During regular playtesting I will definitely use the strife/composure rules as FFG wrote them so I can test the actual system and gain real experience with it, but I may test this homebrew idea on my own in a smaller instance.
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