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blut_und_glas

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  1. Like
    blut_und_glas got a reaction from Nitenman in Byzantine Sickness   
    Extrapolating from the heritage table in the beta, my current guess is that the new game will handle estates as equipment.
    Incidentally, that table already allows you to run a character with land holdings under the beta rules - it is just that there are no further mechanics attached to it yet, other than you being able to start with it (and select qualities for it, of which no estate-specific ones are available as of yet).
  2. Like
    blut_und_glas reacted to Teveshszat in Animal Statlines   
    To be fair in a world where magic is real it is totaly possible that even the animals can have skills like meditate assome of them could for example have developed conciousness and/or a felling for the world and elements surrounding them.
    There is a whole spiritual realm of animals that havs all kinds of concious/semi concious animals in it. So while it is odd froma  real life point of view themeditating Lotus boar fits perfectly into the L5r world.
  3. Like
    blut_und_glas reacted to llamaman88 in A little disillusioned   
    I mean really we don't need a 5th edition. AEG finished L5R off as far as I understand. Using their system you can run all the L5R you ever wanted and not have to step out and try anything new.
    But we get this system, because FFG saw a fanbase that didn't want to stop spending money on a game and a world they love. I think it was smart of them to rebrand the cards, the fictions and the RP for their own rather than try to keep doing what AEG had done in the past. AEG ran a story that lasted 20 years, dozens RP materials that many will say became a perfect representation of what AEG's world was.
    If FFG is going to have any chance, they need to do their own thing. Which they seem to have done in regards to the cards, the fiction and now the RP as well. This isn't 5th edition L5R, it's a new 1st Edition. The Imperial Cycle LCG isn't the Imperial Edition CCG, it's a new game with familiar themes. The New fictions with Toturi and Kisada aren't the same ones that broke ground in the 90s.
    To keep comparing this to the "perfect" 4e isn't doing either line justice. FFG doesn't seem to want to tell the same sort of story with their game that AEG did. AEG wanted a world where honor was stronger than steel. A world where the wrong words would end in a swift and deadly duel, and their dice mechanics sure make it deadly. FFG is interested in Samurai drama and internal conflict. This game's not meant to capture the story the same way AEG's did, even if you were to run the same campaign. And this is a beta, so it isn't working just right yet, but I think the recent update has made strides to capture their desired game experience pretty well.
  4. Like
    blut_und_glas got a reaction from player2885333 in Sanctified Robes Sale!   
    Is the price meant to be 2 koku (i.e., double that of non-sanctified ceremonial robes) as given in the table?
  5. Like
    blut_und_glas got a reaction from Drudenfusz in Glory & Honor   
    I see your point, but please note that the base for this proposal was to take the issue described by @Drudenfusz and then try to mechanically resolve it as requested in the OP.
    With that in mind, I stand by a conflicted gauge mechanism as the most direct (and in my personal opinion also the best) way to realize this. 
    I agree but I disagree with your proposal for the actual tracks and their tie-ins.
    First off, when I read the beta rules for the first time, I actually assumed Virtues and Flaws were meant to be Passions and Anxieties as this seemed the natural traits to put there. Only on a second (or more probably third, to be honest) did I notice that these were their own entries in the dis-/advantage lists and was less than thrilled with that realization. So I am with you on the point that Passions and Anxieties could figure here prominently, but as the OP did not seem to take issue with this, I kept the type of dis-/advantage as per the beta standard in the initial conflicted gauge proposal.
    Secondly, if want to indeed focus even more on Ninjo and Giri, I see no reason to step away from the idea of a conflicted gauge. If anything, it seems even more fitting. What I would step away from instead is the notion of measuring Glory and Honor.
    So, instead of having two tracks (or one conflicted one) for Honor and Glory with Ninjo and Giri somehow related to one or both of them, I would instead have the mechanical side of the Ninjo-Giri conflict play out directly on a single conflicted gauge. The question for moving in either direction on this gauge is no longer whether an act is honorable, glorious or any combination of the above, but whether it means that you put your duty above your desire/belief or vice versa. Or to phrase it a bit differently, the question moves from "What (did you do)?" to "Why (did you do it)?".
    With that we would arrive at a gauge looking something like this:
    Ninjo/Giri Advantages/Disadvantages N50 3 Passion and 3 Infamy/Flaw N40-49 N30-39 2 Passion and 2 Infamy/Flaw N20-29 1 Passion and 1 Infamy/Flaw N10-19 N1-9 Balance G1-9 G10-19 G20-29 1 Fame/Virtue and 1 Anxiety G30-39 2 Fame/Virtue and 2 Anxiety G40-49 G50 3 Fame/Virtue and 3 Anxiety I threw virtue/flaw in with fame/infamy, as in such a model, I feel that a character who is self-less and dutyful to such an extent as to gain bonus advantages, may be perceived not only as especially famous but could also be seen as a paragon of samurai ideals. The conflict is no longer between being virtuous or famous but being either or both of those and being who you want to be, loving whom (or what) you wish to love.
  6. Like
    blut_und_glas got a reaction from Drudenfusz in Glory & Honor   
    If you want that, the obvious way to go about this would be to simply collapse the separate Glory and Honor tracks into a single conflicting gauge, with high Glory on the one and high Glory on the other end.
    Ending up with something like this (after slightly shifting around the values which trigger the additional dis-/advantages to align with each other):
    Honor Glory Advantages/Disadvantages 100 0 3 Infamy and 3 Virtue 90-99 1-9 80-89 10-19 2 Infamy and 2 Virtue 70-79 20-29 1 Infamy and 1 Virtue 60-69 30-39 50-59 40-49 40-49 50-59 30-39 60-69 20-29 70-79 1 Fame and 1 Flaw 10-19 80-89 2 Fame and 2 Flaw 1-9 90-99 0 100 3 Fame and 3 Flaw Which I would probably transform into a more readable (in my opinion) single number format, like this:
    Honor/Glory Advantages/Disadvantages H50 3 Infamy and 3 Virtue H40-49 H30-39 2 Infamy and 1 Virtue H20-29 1 Infamy and 1 Virtue H10-19 H1-9 Balance G1-9 G10-19 G20-29 1 Fame and 1 Flaw G30-39 2 Fame and 2 Flaw G40-49 G50 3 Fame and 3 Flaw You then attach Ninjo to one end of the gauge and Giri to the other (you might even make the choice which of the two goes to which end part of character creation), which automatically means that the two will be in conflict and pulling you in different directions.
    Final note: If an act would increase (or decrease) both your Honor and your Glory (or your Ninjo and your Giri) at the same time, the gauge stays in place. You are being pulled into two directions at once, but - being the great samurai you are - stoically stay your course...
  7. Like
    blut_und_glas got a reaction from Yandia in Sanctified Robes Sale!   
    Is the price meant to be 2 koku (i.e., double that of non-sanctified ceremonial robes) as given in the table?
  8. Like
    blut_und_glas got a reaction from Yandia in Rules system question   
    I'd like to say that I am quite impressed with how they apparently managed to create something that at once kept all of the iconic elements, sacrificed all of sacred cows, then hybridized them together to arrive at a money-grabbing scheme enshrining all of the core motifs of the original and the literary genres it sought to evoke...
    ...but then again, this seem to be case with every new edition of every game.
  9. Like
    blut_und_glas got a reaction from Yandia in Glory & Honor   
    I see your point, but please note that the base for this proposal was to take the issue described by @Drudenfusz and then try to mechanically resolve it as requested in the OP.
    With that in mind, I stand by a conflicted gauge mechanism as the most direct (and in my personal opinion also the best) way to realize this. 
    I agree but I disagree with your proposal for the actual tracks and their tie-ins.
    First off, when I read the beta rules for the first time, I actually assumed Virtues and Flaws were meant to be Passions and Anxieties as this seemed the natural traits to put there. Only on a second (or more probably third, to be honest) did I notice that these were their own entries in the dis-/advantage lists and was less than thrilled with that realization. So I am with you on the point that Passions and Anxieties could figure here prominently, but as the OP did not seem to take issue with this, I kept the type of dis-/advantage as per the beta standard in the initial conflicted gauge proposal.
    Secondly, if want to indeed focus even more on Ninjo and Giri, I see no reason to step away from the idea of a conflicted gauge. If anything, it seems even more fitting. What I would step away from instead is the notion of measuring Glory and Honor.
    So, instead of having two tracks (or one conflicted one) for Honor and Glory with Ninjo and Giri somehow related to one or both of them, I would instead have the mechanical side of the Ninjo-Giri conflict play out directly on a single conflicted gauge. The question for moving in either direction on this gauge is no longer whether an act is honorable, glorious or any combination of the above, but whether it means that you put your duty above your desire/belief or vice versa. Or to phrase it a bit differently, the question moves from "What (did you do)?" to "Why (did you do it)?".
    With that we would arrive at a gauge looking something like this:
    Ninjo/Giri Advantages/Disadvantages N50 3 Passion and 3 Infamy/Flaw N40-49 N30-39 2 Passion and 2 Infamy/Flaw N20-29 1 Passion and 1 Infamy/Flaw N10-19 N1-9 Balance G1-9 G10-19 G20-29 1 Fame/Virtue and 1 Anxiety G30-39 2 Fame/Virtue and 2 Anxiety G40-49 G50 3 Fame/Virtue and 3 Anxiety I threw virtue/flaw in with fame/infamy, as in such a model, I feel that a character who is self-less and dutyful to such an extent as to gain bonus advantages, may be perceived not only as especially famous but could also be seen as a paragon of samurai ideals. The conflict is no longer between being virtuous or famous but being either or both of those and being who you want to be, loving whom (or what) you wish to love.
  10. Like
    blut_und_glas reacted to Radon Antila in Dragon Clan and peasants   
    "Too old, the boy is. Train him, we cannot."
    - Togashi Yoda
  11. Like
    blut_und_glas reacted to WHW in Razor-Edged quality name is somewhat misleading   
    Also, to make it little clearer, a roll step-by-step.
    First, you declare your INTENT. This could be "I want to make dinner", or "I want to attack this Oni". At this point, you probably shouldn't go into specific details like "I want to cut its head off". Well, you could say that, but it's not binding in any way, and your GM should probably tell you to hold your horses. 
    After that, you and your GM figure out the skill, ring and TN combination. 
    Next, you roll the dice. And here is where you should make the decisions like "I want to cut its head off", "I want to make it extra spicy and for 3 people", and so on. The dice give you cloth from which you weave the result, and mutually exclusive options that can happen. Narratively, your warrior is in the split-second moment of deciding what they are going to do within the context of ever-shifting tides of battle (represented by TN vs available dice results). This IS the primary and most important decision point of the turn. What to keep and what to do with what I keep? 
    In previous games, that Big Decision Point would be at "declare INTENT" step. After that, you could just basically push a button and see "yes/no" result from a dice roller.  What was important was picking proper stance, deciding to spend Void PREroll, declare any Raises, etc. Now, you first roll, then decide what to do with the hand that Fate has given you. Keep 3 is enough to give you hard choices - do you keep 2 successes and 1 opportunity to hit the dude and debuff his armor by 2, or do you keep 2 opportunities and debuff it by 4, hoping that extra 2 damage from everyone else in the battle will be worth sacrificing your own damage this turn? Or maybe you should Seize The Moment and hope that you will roll an extra success (50% of that happening, after all), which would allow you to keep 2 Successes, 2 Opportunities, and Crit? 
    Or maybe you rolled 2 successes 2 opportunities yourself, and you are contemplating if its worth to Seize The Moment to be able to KEEP 4th dice.
     
    Or maybe you are facing an Oni with Armor 5, and you rolled OppSuccess, Success, and Opportunity, allowing you to crit the ugly bugger, making its future rolls suck and possibly saving lives of your companions. Price?
    Damaging your katana.
     
     
    Camera spotlight and narrative focus is on "Roll" and "Keep" steps of resolving the roll, not on the Intent. 
  12. Like
    blut_und_glas reacted to Yandia in Glory & Honor   
    I really like the idea to tie advantages together with disadvantages but @WHW has a point... With a look at Ninjo and Giri, I think Passions and Anxieties are the perfect canidates to add to the table instead of tieing glory to honor.
    Like this:
    Giri - What makes you a better samurai on a cosmic scale (honor) and in the eyes of society (glory). Ninjo - What makes you a happier human being. Honor 100 3 Anxiety and 3 Virtue 80-99 2 Anxiety and 2 Virtue 65-79 1 Anxiety and 1 Virtue 30-64 20-29 1 Passion and 1 Flaw 1-19 2 Passion and 2 Flaw 0 3 Passion and 3 Flaw Glory 100 3 Anxiety and 3 Fame 80-99 2 Anxiety and 2 Fame 65-79 1 Anxiety and 1 Fame 30-64 20-29 1 Passion and 1 Infamy 1-19 2 Passion and 2 Infamy 0 3 Passion and 3 Infamy Both scales are guided by Giri and Ninjo (What you should be vs. what you want to be).
    Giri is found in high honor and high glory. The question is more if your reward for being an upstanding samurai is fame or a deeper understanding of Bushido.
    Ninjo is found in low honor and low glory. Flowing your passions instead of your duty.
    A character with high glory, might choose to have low honor. The fame and the social pression let the character find releave in dishonorable behaviour. On the other hand an honorable person might ignore the wispers of doom, which gives him the time alone to follow some of his passions.
  13. Like
    blut_und_glas reacted to WHW in Razor-Edged quality name is somewhat misleading   
    It is only immersion breaking if you choose to narrate it in a way of it being so. Dice offer up possibilities, and your character simply made a split second decision to not take the risk.  Again, while you could basically consider armored foes to have higher TN to damage them using a sword, this allows you a choice of making a sacrifice (damaging a sword) in order to, say, crit the target. 
    And yes, I'm pretty sure that TN1 Smithing is supposed to be repair option, while TN1+Opportunity is supposed to be "and add durable on top of that!". It is a really basic task. 
  14. Like
    blut_und_glas reacted to WHW in Razor-Edged quality name is somewhat misleading   
    The things you mention being needed I would put under repairing a DESTROYED blade.
     
    "Routine wear and tear and a lack of proper maintenance can mar an 
    item as readily as extraordinary circumstances on the battlefield can, 
    so samurai must carefully maintain their kit in the field. While the 
    most elevated samurai likely have staff to assist with such matters, most 
    battle-tested samurai have learned at least a bit about how to keep their 
    equipment functional." <-- Damaged
     
    "Extreme events or long use without maintenance can completely shatter, 
    tear, or otherwise render an item nonfunctional.
    Such an item is broken and cannot be used for its intended func-
    ion. It might still be usable as an improvised weapon or tool, at the 
    GM’s discretion." <-- Destroyed
    As per Oni beating your friend - then you break your sword upon Onis hide, and you both die, I guess. Or your samurai might keep their head cool and instead of ramming their sword pointlessly against the Oni they might guard their friend (Guard maneuver), try to find a vulnerable spot on the demon (fish for bonus successes, use Opportunities despite the miss, etc), or do a make it or break it effort, which in this dice resolution system would be akin to rolling a success and an explosion, and keeping both hoping that you will get another success from exploding (you keep first, explode second). 
    Again, I battle tested these rules, and they made players more immersed, rather than the other way around. 
  15. Like
    blut_und_glas reacted to deathdealerDAN in Rules system question   
    Bold I'll give Ya 'da Bold
    But lets start slowly. I'm nice I don't want to lose anyone on the bumps. And I only skim the non-sense so Magnus said "but it is roll and keep. " I say ---maybe. But where are my Raises! I make 3 raises and I cut the opponent's head off. Where is that. Where are my stances my FA, Normal, Defencive, and FD. where is my void use. Oh i'm a rokugan trained I have a katana. I get to drop 2 not 1 void point to up my damage. Where is my Ijitsu duel. What up with martial arts its kenjutsu. Geez guy that other company did the hard work for you. A 12 and a 6 sider. Might as well be 1 d20. Do I have to explain bell curve odds to you. Really? It was game mechanics not based on random results but simi-predictable results and the interactive capitalization of results. What did I not like you may ask? I did not like spells to much like that old game. I wanted more raw power with mastery being control. Armor make you harder to hit (no) that's that old-old game again. Best way to do armor is with a save roll. (Now where did i get that idea?)  
  16. Like
    blut_und_glas got a reaction from Yandia in Glory & Honor   
    If you want that, the obvious way to go about this would be to simply collapse the separate Glory and Honor tracks into a single conflicting gauge, with high Glory on the one and high Glory on the other end.
    Ending up with something like this (after slightly shifting around the values which trigger the additional dis-/advantages to align with each other):
    Honor Glory Advantages/Disadvantages 100 0 3 Infamy and 3 Virtue 90-99 1-9 80-89 10-19 2 Infamy and 2 Virtue 70-79 20-29 1 Infamy and 1 Virtue 60-69 30-39 50-59 40-49 40-49 50-59 30-39 60-69 20-29 70-79 1 Fame and 1 Flaw 10-19 80-89 2 Fame and 2 Flaw 1-9 90-99 0 100 3 Fame and 3 Flaw Which I would probably transform into a more readable (in my opinion) single number format, like this:
    Honor/Glory Advantages/Disadvantages H50 3 Infamy and 3 Virtue H40-49 H30-39 2 Infamy and 1 Virtue H20-29 1 Infamy and 1 Virtue H10-19 H1-9 Balance G1-9 G10-19 G20-29 1 Fame and 1 Flaw G30-39 2 Fame and 2 Flaw G40-49 G50 3 Fame and 3 Flaw You then attach Ninjo to one end of the gauge and Giri to the other (you might even make the choice which of the two goes to which end part of character creation), which automatically means that the two will be in conflict and pulling you in different directions.
    Final note: If an act would increase (or decrease) both your Honor and your Glory (or your Ninjo and your Giri) at the same time, the gauge stays in place. You are being pulled into two directions at once, but - being the great samurai you are - stoically stay your course...
  17. Like
    blut_und_glas got a reaction from Drudenfusz in Filling the Void - 20 Questions, 20 Effects   
    The game of 20 questions seems to be one of the aspects of the current beta rules that get talked about a lot here on the forums. Mostly, in my impression, by pointing out perceived flaws with it, such as it being too restrictive or too cumbersome.
    Personnally, I find neither to be the case. I do have my own criticism of it, but that focuses on there being too many questions which are non-restrictive, i.e., questions which do not force you to make specific mechanical adjustments to your character, empty questions.
    Below is my take on how these empty questions might be "filled" by adding mechanical aspects to them. I threw in my opinions on the other questions for good measure, though that was mostly done to help myself with structuring my thoughts.
    Now, I originally put this together based on the initial beta rules (pre-update). I chose to let my initial thoughts stand but appended them (where applicable) with additional ideas/reactions following yesterday's release of the first update.
    Question 1
    This gives us our clan, along with in-built stats. Great.
    Question 2
    Family, again with associated stats.
    Question 3
    School, which is in itself a collection of game effects and also determines our starting gear and some further stat bonuses.
    Question 4
    How do we stand out? Answer: By gaining a final Ring increase. Wonderful.
    Question 5
    This gives us our initial Giri. Good enough, giving its intended role in setting up dramatic conflicts and driving the ebb and flow of Honor, Glory and Status.
    Question 6
    Ninjo, as the second half of the Giri-Ninjo pair. Good so far, same as above.
    Question 7
    Opinion about one's clan, with associated Glory or skill increases. Nice combination there (though I personally feel that having all clans have two [or more] skills to choose from would be a bit better - at the moment the Crab stand out like a good thumb on an otherwise sore hand).
    The update goes one step further than I did in the parantheses above, just making this any one skill (which the character does not yet possess) without limitations based on clan. Now, that is a huge step in the wrong direction in my opinion (also, just lazy). The original version told us something about our Clan and their outlook and how we could relate to that, by virtue of using a closed list (though having just one entry on the list was maybe not optimal). Now, we stand at pick anything, then make something up. By the same logic, we could have Question 1 read something like "Choose a Ring and increase it by +1. Think about how this Ring increase relates to your Clan."
    Question 8
    Feelings about Bushido, giving either Honor or a choice of skill increase. Again, well done.
    Question 9
    Greatest accomplishment and a Distinction to match. Others have pointed out the risk of a disconnect here, as the Distinctions do not necessarily lend themselves well to be woven into accomplishments, but to me this appears very solid.   
    Question 10
    What holds our character back? An Adversity probably, which is just what we get. Fitting.
    Question 11
    Feeling at peace, linked to a Passion. (NB: Great mental images to be had here, so far probably the best question in regard to an evocative wording in my opinion and by quite a wide margin.)
    Question 12
    Fear and Anxiety. Did someone feel clever when naming this? Anyway, straightforward combination (though quite a bit less inspiring than the preceding question due to that very straight forwardness if you ask me).
    Question 13
    Who have we learned from the most, with "the most" meaning either an extra advantage or an extra disadvantage (with a skill tagged onto it, though the disadvantage appears the more interesting bit).
    Question 14
    A striking detail about our character. And nothing to go along with it, making this the first of the empty questions.
    "Striking detail" is something that appears as a fitting description for many of the sample Distinctions and Adversities, so this might be an easy fix to fill this question.
    The update went with a piece of equipment instead - so something physical, fitting in with the idea of a striking detail. This feels like a nice change from the traits we collected up to now, though at the same time it also feels like a bit of a missed opportunity to shine yet further light on the person instead of the things they surround themselves with.
    Question 15
    Reaction to stressful situations, i.e., outbursts. I am sitting on the fence with this one as it does tie in with mechanics but it does not really give the character anything as no matter what we do at this point, when the time comes for an actual outburst to happen we are back to choosing (or building) a manifestation (and effect) for thatt specific situation.
    Maybe give the character's default outburst defined at this stage some slight bonus? Like burning off an extra 1 Strife, whenever the default outburst is chosen?
    Unfortunately, the update does nothing to help with the emptiness of this question and even makes the proposed quick fix unworkable as Unmasking now resets Strife to 0 anyway. Maybe have the default Unmasking regenerate a Void Point or give an extra XP or something in a similar vein. Bears further thought (a bonus not to our own character but to witnesses of our Unmasking might also be an idea).
    Question 16
    Pre-existing relationships! ...or non-existing relationships, as far as mechanics are concerned...
    So, we have a whole basketload of mechanical elements dealing with relationships, status, interaction - and yet none of them make an appearance under this question?
    Easy addition would probably be to just once more dig into the (dis-)advantages. Unfortunately, while we do have a ready-made type identifiying which of them fit best under this heading, as not all Interpersonal (dis-)advantages tie neatly into the idea of pre-existing relationships, but ones like Ally, Blackmail, both Betrothals and so on definitely do. Maybe make this a choice between either gaining +5 Status or choosing both an advantage and a disadvantage from the applicable ones.
    The update offers its own take on a mechanical side to this question, and like before, it is equipment once more. Definitely a possibility, though I really have to say that to me this does not read as the most natural fit for the question.
    Question 17
    What our character's parents think of them. Nice question, unfortunately also an empty one. Which in a setting so dominated by notions of family and lineage appears odd.
    We could again go with (dis-)advantages (they are just so flexible!), in which case we could probably make this the counterpart to the question 16 sketch above, making another limited list to choose both an advantage and a disadvantage from or to gain +5 either on Honor or on Glory. On the other hand (again because the advantages and disadvantages are so well suited for all of this), we may slowly be risking to overload our characters with traits. So what other mechanical effect could we tag onto our parents' opinion of us? How about manipulating Derived Attributes instead? We gain either +1 Resilience or +1 Composure, depending on how our parents' brought us up and think of us now.
    The update hands out an extra skill instead. Workable, though to me at least also a bit less inspiring than the Resilience/Composure thing.
    Question 18
    Our honored ancestor! Complete with honored ancestry table. Nice, though it does feel strange to have this as the only random part of character creation. Maybe either throw in some more random elements for other questions as well or have an option to choose a heritage (which might get tricky with the heritages currently presented do to the potentially decisive bonuses hidden away in the less probably corners of the current table).
    Lo and behold! The updated added that very option for choosing heritages.
    Question 19
    A name. And no effect.
    Quick fix: As we are named for our ancestor and we currently make two heritage rolls under question 18, just move one of the two rolls here, and have the choice which roll to take happen during question 19. However, this obviously does not go together with free selection of heritage.
    Question 20
    Our death. Our meaningless, meaningless death. "This has no mechanical implications" - honestly? That was the point at which I very nearly put down the beta rules and decided not to bother with it anymore. A game of - supposedly - "samurai drama", a heavely (narrative) mechanics ladden game of samurai drama, and death is supposed ot have "no mechanical implications"? Totally useless!

    So, salvage options:
    After loading all of the other empty questions with mechanics, we just might consider not to add anything here, making death stand out on the basis that it is the only thing here without an added mechanic. That would be pretty much a cop-out, though. A simple option would be to hand out a minor bonus on Glory, Honor or Status, with a rationale running along lines of a glorious death in battle, laying down our life in the direct service of our lord, or a death being talked about for years to come or something like that. An involved option could be to craft something like the heritag table, giving some 10 different death scenario outlines with various effects tagged on. Seeing that Void Points already play into death (what with Last-Ditch Effort), we might harness that connection, and have our ideal death (our death wish?) somehow interact with Void Points. That might be positive, negative or maybe even both. Perhaps we cannot spend Void Points on Last-Ditch Effort when confronted with the death we envisioned all along - after all, this is how it was always meant to end, wasn't it? Or we gain a free use of Last-Ditch Effort the first time (or even the first time every session) that we face a death not of our own choosing - not being meant to happen like this and so on. Or maybe we immediately gain a Void Point when entering a scene that matches our idea of our death scene, but we may then not spend any on Last-Ditch Effort (basically meaning we can throw around some more techniques or Seize the Moment). The update still refuses to give us anything here. Totally useless.
  18. Like
    blut_und_glas reacted to Yandia in Mantis have no Glory!!!   
    No literally, the Glory entry for the Families of the Fleat is missing.
  19. Like
    blut_und_glas got a reaction from Yandia in Filling the Void - 20 Questions, 20 Effects   
    The game of 20 questions seems to be one of the aspects of the current beta rules that get talked about a lot here on the forums. Mostly, in my impression, by pointing out perceived flaws with it, such as it being too restrictive or too cumbersome.
    Personnally, I find neither to be the case. I do have my own criticism of it, but that focuses on there being too many questions which are non-restrictive, i.e., questions which do not force you to make specific mechanical adjustments to your character, empty questions.
    Below is my take on how these empty questions might be "filled" by adding mechanical aspects to them. I threw in my opinions on the other questions for good measure, though that was mostly done to help myself with structuring my thoughts.
    Now, I originally put this together based on the initial beta rules (pre-update). I chose to let my initial thoughts stand but appended them (where applicable) with additional ideas/reactions following yesterday's release of the first update.
    Question 1
    This gives us our clan, along with in-built stats. Great.
    Question 2
    Family, again with associated stats.
    Question 3
    School, which is in itself a collection of game effects and also determines our starting gear and some further stat bonuses.
    Question 4
    How do we stand out? Answer: By gaining a final Ring increase. Wonderful.
    Question 5
    This gives us our initial Giri. Good enough, giving its intended role in setting up dramatic conflicts and driving the ebb and flow of Honor, Glory and Status.
    Question 6
    Ninjo, as the second half of the Giri-Ninjo pair. Good so far, same as above.
    Question 7
    Opinion about one's clan, with associated Glory or skill increases. Nice combination there (though I personally feel that having all clans have two [or more] skills to choose from would be a bit better - at the moment the Crab stand out like a good thumb on an otherwise sore hand).
    The update goes one step further than I did in the parantheses above, just making this any one skill (which the character does not yet possess) without limitations based on clan. Now, that is a huge step in the wrong direction in my opinion (also, just lazy). The original version told us something about our Clan and their outlook and how we could relate to that, by virtue of using a closed list (though having just one entry on the list was maybe not optimal). Now, we stand at pick anything, then make something up. By the same logic, we could have Question 1 read something like "Choose a Ring and increase it by +1. Think about how this Ring increase relates to your Clan."
    Question 8
    Feelings about Bushido, giving either Honor or a choice of skill increase. Again, well done.
    Question 9
    Greatest accomplishment and a Distinction to match. Others have pointed out the risk of a disconnect here, as the Distinctions do not necessarily lend themselves well to be woven into accomplishments, but to me this appears very solid.   
    Question 10
    What holds our character back? An Adversity probably, which is just what we get. Fitting.
    Question 11
    Feeling at peace, linked to a Passion. (NB: Great mental images to be had here, so far probably the best question in regard to an evocative wording in my opinion and by quite a wide margin.)
    Question 12
    Fear and Anxiety. Did someone feel clever when naming this? Anyway, straightforward combination (though quite a bit less inspiring than the preceding question due to that very straight forwardness if you ask me).
    Question 13
    Who have we learned from the most, with "the most" meaning either an extra advantage or an extra disadvantage (with a skill tagged onto it, though the disadvantage appears the more interesting bit).
    Question 14
    A striking detail about our character. And nothing to go along with it, making this the first of the empty questions.
    "Striking detail" is something that appears as a fitting description for many of the sample Distinctions and Adversities, so this might be an easy fix to fill this question.
    The update went with a piece of equipment instead - so something physical, fitting in with the idea of a striking detail. This feels like a nice change from the traits we collected up to now, though at the same time it also feels like a bit of a missed opportunity to shine yet further light on the person instead of the things they surround themselves with.
    Question 15
    Reaction to stressful situations, i.e., outbursts. I am sitting on the fence with this one as it does tie in with mechanics but it does not really give the character anything as no matter what we do at this point, when the time comes for an actual outburst to happen we are back to choosing (or building) a manifestation (and effect) for thatt specific situation.
    Maybe give the character's default outburst defined at this stage some slight bonus? Like burning off an extra 1 Strife, whenever the default outburst is chosen?
    Unfortunately, the update does nothing to help with the emptiness of this question and even makes the proposed quick fix unworkable as Unmasking now resets Strife to 0 anyway. Maybe have the default Unmasking regenerate a Void Point or give an extra XP or something in a similar vein. Bears further thought (a bonus not to our own character but to witnesses of our Unmasking might also be an idea).
    Question 16
    Pre-existing relationships! ...or non-existing relationships, as far as mechanics are concerned...
    So, we have a whole basketload of mechanical elements dealing with relationships, status, interaction - and yet none of them make an appearance under this question?
    Easy addition would probably be to just once more dig into the (dis-)advantages. Unfortunately, while we do have a ready-made type identifiying which of them fit best under this heading, as not all Interpersonal (dis-)advantages tie neatly into the idea of pre-existing relationships, but ones like Ally, Blackmail, both Betrothals and so on definitely do. Maybe make this a choice between either gaining +5 Status or choosing both an advantage and a disadvantage from the applicable ones.
    The update offers its own take on a mechanical side to this question, and like before, it is equipment once more. Definitely a possibility, though I really have to say that to me this does not read as the most natural fit for the question.
    Question 17
    What our character's parents think of them. Nice question, unfortunately also an empty one. Which in a setting so dominated by notions of family and lineage appears odd.
    We could again go with (dis-)advantages (they are just so flexible!), in which case we could probably make this the counterpart to the question 16 sketch above, making another limited list to choose both an advantage and a disadvantage from or to gain +5 either on Honor or on Glory. On the other hand (again because the advantages and disadvantages are so well suited for all of this), we may slowly be risking to overload our characters with traits. So what other mechanical effect could we tag onto our parents' opinion of us? How about manipulating Derived Attributes instead? We gain either +1 Resilience or +1 Composure, depending on how our parents' brought us up and think of us now.
    The update hands out an extra skill instead. Workable, though to me at least also a bit less inspiring than the Resilience/Composure thing.
    Question 18
    Our honored ancestor! Complete with honored ancestry table. Nice, though it does feel strange to have this as the only random part of character creation. Maybe either throw in some more random elements for other questions as well or have an option to choose a heritage (which might get tricky with the heritages currently presented do to the potentially decisive bonuses hidden away in the less probably corners of the current table).
    Lo and behold! The updated added that very option for choosing heritages.
    Question 19
    A name. And no effect.
    Quick fix: As we are named for our ancestor and we currently make two heritage rolls under question 18, just move one of the two rolls here, and have the choice which roll to take happen during question 19. However, this obviously does not go together with free selection of heritage.
    Question 20
    Our death. Our meaningless, meaningless death. "This has no mechanical implications" - honestly? That was the point at which I very nearly put down the beta rules and decided not to bother with it anymore. A game of - supposedly - "samurai drama", a heavely (narrative) mechanics ladden game of samurai drama, and death is supposed ot have "no mechanical implications"? Totally useless!

    So, salvage options:
    After loading all of the other empty questions with mechanics, we just might consider not to add anything here, making death stand out on the basis that it is the only thing here without an added mechanic. That would be pretty much a cop-out, though. A simple option would be to hand out a minor bonus on Glory, Honor or Status, with a rationale running along lines of a glorious death in battle, laying down our life in the direct service of our lord, or a death being talked about for years to come or something like that. An involved option could be to craft something like the heritag table, giving some 10 different death scenario outlines with various effects tagged on. Seeing that Void Points already play into death (what with Last-Ditch Effort), we might harness that connection, and have our ideal death (our death wish?) somehow interact with Void Points. That might be positive, negative or maybe even both. Perhaps we cannot spend Void Points on Last-Ditch Effort when confronted with the death we envisioned all along - after all, this is how it was always meant to end, wasn't it? Or we gain a free use of Last-Ditch Effort the first time (or even the first time every session) that we face a death not of our own choosing - not being meant to happen like this and so on. Or maybe we immediately gain a Void Point when entering a scene that matches our idea of our death scene, but we may then not spend any on Last-Ditch Effort (basically meaning we can throw around some more techniques or Seize the Moment). The update still refuses to give us anything here. Totally useless.
  20. Like
    blut_und_glas reacted to Tashiro in Mythology (Not Beta Related)   
    We don't have a generic 'L5R' forum here, so I thought putting this here might be better than... err, anywhere else?
    So, setting up the campaign, I decided to throw out the mythology of the setting.  Why?  Well, I wanted something that was 1) closer to Japanese mythology, and 2) something closer to Shinto philosophy.  The entire background for L5R is way too Western for my tastes.  Tsukiyomi devouring his children?  Greek.  How on Earth would the Rokugani even remotely accept cannibalism as something the kami would do?  You would think Amaterasu would have shot him for that, then fished her kids out.
    Anyway.  So for my campaign, that got thrown out.  I had the story follow the Japanese myths, including the 'hide in a cave' and her brother being banished and doing heroic deeds (and founding the Mantis Clan).  I had Amaterasu's contest with her brother be what created the kami which founded the Great Clans, crafted by Amaterasu and her brother.  This (by the by) also allowed me to sneak Shosuro in as a kami.
    I removed the entire idea of Fu Leng being evil, and Jigoku being evil.  This falls more in line with Shintoism - the spirits are neither good or evil.  The idea of 'good' and 'evil' is a human concept, not a divine concept.
    The other thing I did was adjust what the Taint is.  For me, the Taint is kegare.  Spiritual pollution.  It isn't 'Jigoku trying to claim the mortal realm' or anything like that.  I still have the Shadowlands, but it operates differently:  A maho-tsukai tried to steal the power of Fu Leng (who is the guardian of Jigoku - he looks after the punishment of the wicked).  The ritual blew a hole open and created a gate to Jigoku.  This caused a section of Rokugan to be permanently tainted with kegare.  If you're in the Shadowlands, and you perform spiritually impure actions, you can get Taint.  Which does most of the nasty stuff Taint normally does. 
    Monsters still come out of the Shadowlands.  They're not Evil.  They're simply spirits that are trying to do their job.  Punish mortals.  In Jigoku they're fine.  Here, that's kind of traumatic for the mortal population.  These oni and goblins and such aren't evil - they're not malicious.  They are spirits - lacking in the free will to choose their path (Void).  So they do what they're supposed to do - to anyone they come across.  And so they have to be killed (sent back to Jigoku), banished (sent back to Jigoku), or bound (and aren't you a bad person for trying to usurp control there...)
    I've also done some adjustments to the Kolat (made them closer to the Yakuza and got rid of this whole 'overthrow the gods' nonsense), and the Lying Darkness (again, something done by mortals messing things up, this time with Meido).  So far, it's gone pretty well, the in-character adjustments are few and far between, and it feels more like mythic samurai drama rather than Western Hybridization.
     
    So, for the sake of conversation - what have other people done to tweak their game settings?
  21. Like
    blut_und_glas got a reaction from Yandia in Razor-Edged quality name is somewhat misleading   
    Double-post due to beta rules update.
    Well played, FFG!
    In the new version, they removed the paragraph break between the effects, making it into a single effects.
  22. Like
    blut_und_glas reacted to Mobiusllls in What is Knowledge?   
    I would tell you to do whatever you want.
    What if the person is beautiful?
    if being of low stature is a disadvantage (it is.) does the character has to have his weakness exposed to people notice that he has... low stature?
    These examples can get worse with stuff like missing arm, leg, hand, eye and so on.
  23. Like
    blut_und_glas reacted to sidescroller in What is Knowledge?   
    Aren't both of those in-game knowledge? Sharing information is something characters can do in game, as is observing someone's height. 
     
    But generally, I would think that if you the player were able to observe that a distinction was used, it's okay for the character to know about it. There's always tricks the GM can use to hide it. 
     
    I also think one of the dangers of an choosing revealing a disadvantage as an outburst is that witnesses can gossip.
  24. Like
    blut_und_glas reacted to fyrm in Degree of Fantasy   
    The problem I have this this sort of philosophy is it takes away too much agency from the players. Sure, the character may not get as much choice in this sort of thing, but there are many similar things that the character has no power to change but the player gets control over. A samurai does not choose their parents, rarely their dojo, do you also pick out their clan and family and school? 
     
    I apologize if if I sound standoffish, but I know that I would not like to play in a game where I can have no control over a major portion of my character's development. I can understand giving them a quest of sorts, travel to the one member of the dojo that has studied that kata, seek out a sister dojo that does teach that spell and foster support and earn their trust. But to outright refuse a player from being able to play a character the way they wish to play it, seems rather off. If you and yours find it fun, more power to you though. :]
     
    Not to belabor the point, but to put it another way, if the player gets to choose the school of the character, could they not simply say that the dojo they went to to learn teaches those kata/kiho/spells/whatever?
  25. Like
    blut_und_glas reacted to Magnus Grendel in Game of 20 Questions - 7th Question   
    Somewhat wordy post:
    My personal suspicion is that they wanted to make sure that characters made for the beta adventure would have, and hence test, the odd rank 2/rank 3 technique in anger. 
    I'm not insisting that added XP is the intention; rather that it is an option. 
    Agreed. And I'm not saying that a different, completely-from-the-ground level would be wrong. But my starting point is 'here are some rules, do I and the player group I run think they work?'  (I do, I accept someone else might feel they don't)
    And the practical of time and effort. Getting four characters made in a nice short time over pizza and having a pretty decent storyline backstory to all of them in the process has its own value independently of spending time pouring over sourcebooks to figure out how to spend the last 50 Xp (or whatever).
    I have run quite a few campaigns of much more 'free-form-advancement' games like Black Crusade/Dark Heresy 2nd edition (where you essentially handed a bundle of XP can take any skill or talent from day one, regardless of character type, barring those which have a prerequisite of other talents).  Compared to that, there is a certain appeal, even to players used to RPGs, to characters you can quickly bolt together from 'pre-fab elements' as long as you feel the resulting structure sufficiently captures the feel of the character you were trying to create.
    That last bit is the important qualifier, and is very much more a matter of personal opinion.
     
    The counter view on "why can't I have games 1 at character creation?":
    Why must you have a specific mechanical benefit (skill rank) to represent a not-really-a-particular-core-competence-but-I-was-kind-of-interested?
    You are:
    definitely allowed to attempt the task with a rank 0 skill - the game doesn't include the 40k RPG-esque concept of Advanced Skills where you can't try in the first place if you don't have a specific skill Able to gain a non-skill benefit analogous in mechanical effect to a skill by defining one-to-two relevant distinctions, meaning you can be statistically better at [task] than a.n.other character with the same ring rank and the same rank 0 skill Why is having two distinctions in relevant fields for 'hobbies, interests, and general off-duty stuff' any less relevant to the mechanical effectiveness of your character than having two extra rank 1 skills covering the same fields?
     
     
    Equally, when offered a free rank in a skill (yes, at a price), the response essentially feels like a view that a free rank in a skill must be used to up a 'core competence' skill rank to 2 or 3 rather than to up a less commonly used skill from 0 to 1.
    The extra skill dice provides a certain 'chunk' of performance effectiveness.
    Given that it is a skill die, not a ring die, it doesn't actually increase the number of kept die possible in a given approach.
    How much value you get out of it depends how often you roll and keep that specific die.
    I suspect the value of additional skill levels (especially in excess of the attached ring) will drop exponentially, so I'm not convinced excessively high skill levels will necessarily be as useful as a well-rounded set of skills. That is a question very much driven by the scenario (and hence the player and GMs); how often does your story actually require the games skill (because the rate of occurance may be dramatically different from everyone else's).
    It's not, and I'm certainly not desperate.
    If they want to scrub the rules entirely, and start again with something more like DH 2.0 with completely free-form character creation, I'll happily playtest that, too.
     
     
    The comment that resulting characters are clones:
    Imagine 2 characters of the same family and the same clan, attending the same school. Narratively - as in stuff that you describe but does not directly influence dice rolls - can be ignored. It's extremely relevant because the 'wordy' questions of the twenty should be the most important as they're outlining how you as a player intend to play your character, but it's not important if we're specifically setting the scope to 'how the dice rolls influence the game'. These two characters (the equivalent of "same race & class") have the following (potential) differences at startup: 2 skill ranks (3 if it's a Shujenga school) 1-2  techniques different from their school (Q3) 1 Ring rank different (Q4) 2 skill ranks from personal beliefs (Q 7 & 8) 5 Advantages/Disadvantages giving bonuses or penalties to task fields of your choice and potentially a further (free choice) skill rank  If this is not enough for them not to feel like clones, at what point, to you, would be the tipping point at which they don't? That is, regardless of the 'assembly line process', how different does a character have to be not to feel like a clone?  
     
     
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