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LuxuriousRhino

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  1. You parry by confrontation or don't party at all, in non-Japanese sword fighting because nearly everyone else in the world was making swords that were hardened on both sides. It's why in European conflicts swords would break, or fracture. Because they are not soft metals. They've been quenched throughout to harden them. A katana is soft on the non-blade edge and hardened on the blade edge. Therefore they don't break in the same way a European long sword would. They actually bend, warp, and fold over. They don't chip, fracture, or snap. Watch any amount of Kenjutsu videos where they wear the heavy blue armor. Those people are going right at each other. They aren't sweeping away each other's weapons. They are clashing directly, what would be edge to edge.
  2. This I'm in agreement with. I actually prefer this version of Advantages & Disadvantages. I also like the idea of taking things that used to be specific skills and turning them into Passions. I think that part of the game works really well, especially given that you can turn an Adv or a Disadv into either or, depending on the situation. Something like Famously Honest is both a blessing and a curse. 1) No one believes you lie (as the advantage) but 2) everyone believes everything you say...everything (possible disadvantage).
  3. In the above example I used it to indicate that success or failure and the difficulty of ones actions is dependent on the narrative the player chooses for his/herself. Meaning that, in most situations a player can determine how hard a specific task is to accomplish by how they choose to effect the game world. In terms of unseating the rider, it would also be appropriate for the GM to simply set a higher TN than 2. Of course failure could change that narrative. It isn't purely a narrative game. It's maybe, "Narrative-Lite." A game like Blades in the Dark or other games powered by the Apocalypse system or its many clones, does this, and is more of a narrative game. In the terms above I'm using narrative to show that a player has a degree of control over, both the mechanics, and the effect of those mechanics by how they set themselves up descriptively. I don't know if that clears up my posistion any. LoL. As for the Strife/Unmasking(Outburst) mechanics I'm luke warm on those. I understand the intent and desire of FFG in making those choices, but in terms of rules and narrative structure those seem to be the easiest thing to grasp.
  4. So, I've been running a test game based on some older material and the group I'm running for isn't grasping the system well and truthfully, neither am I. But I remain undaunted and so I'm looking for a game to join. I figure maybe more exposure to the system would be beneficial. If anyone is looking to run the game either Ronin's Path or something else I'd be highly interested in joining a game.
  5. But that is what this system is trying to do. • You describe you're action, giving the GM and other players your action. I.e: Hida Aikihiro, stands his ground against the Horde of Lost Moto, wielding his tetsubo. As the first rider and horse approach he braces himself, then at the last minute strikes at the horses legs to shatter the bones of the undead beast and unseat the rider. • GM: Okay, so obviously you're using Martial Arts Melee with the Earth Ring and in the Earth stance. Roll. • Player rolls then determines outcome. • Narrative continues. In this system it is very hard to fail. In the above example it would only require 2 success. And maybe if you scored two opportunity you'd be able to unseat the rider. Where as in DnD, you tell the GM your intent out of character, then roll the dice, then describe the narrative. In this system and other narrative systems, the action comes before the dice roll.
  6. How did we get to a place where the newest "Narrative System" is simultaneously the most complex, mechanically? The kind of system they've released in Beta is so closely mirrored of White Wolf's Storyteller System, and if you or anyone has ever played that, you can run that system after ten minutes of reading the rules. Like I said, I don't want to be that guy who just complains, so I've been thinking of ways to resolve this issue and stay with the design philosophy FFG has planted their flag on. 1) Be more succinct and concise in your wording. I.e: Remove approaches and tell me in no uncertain terms what the Rings mean. Don't mince words. 2) Right now the charts in the book are every-****-where, knock it off. Compile them into one section label it "Appendix A: Charts" and putt all the **** charts for all the **** ways to spend opportunity in one location. 3) Simplify and speed up combat. Your fancy Wounds/Fatigue/Critical hit system is overly strenuous. Also, if you want to use unique Critical Hits, maybe try coming up with more than 12 of them 3-4 of which are the same just progressively worse.
  7. I've run previous editions of L5R, both in the past and recently, and yes, they are crunchy, to a degree, they also don't go around calling themselves a "Narrative System." Narrative systems are smooth, don't get in the way of the game, allow for rules arbitration to be done rapidly. But the larger problem here here is that you see the game as complex enough that a GM would need TWO Screens to run this game. I don't wanna own 1 screen let alone be nearly required to own two just to run the game. Doesn't that seem counterintuitive to the philosophy of narrative system?
  8. I agree, it is a fair question. And I think it does need to be in the game, somewhere. I just don't think they intend to make it a skill in the sense that the rest of them are, for two reasons. 1) There are no other Lore Skills in the game. And 2) They seem to be going for a rules heavy, narrative style Rpg. So they are simultaneously putting the onus on the players and GM to distribute or recall the info that they may need, while giving you vague skills or concepts that may cover that. I.e Crab's Clan Knowledge write up, "Theology" the broadest **** skill ever. Etc. So, yes, Shadowlands Knowledge should be in the game. It probably should be a skill, but that's likely not gonna happen here.
  9. I don't know if I'm alone in this, I've poked around on here a good bit and not seen many people concerned about it...But my question: How much am I expected to memorize? Stems from a few things. • Approaches: 5 Skill Groups. 5 Rings. 5 (or more) skills. Is it reasonable to expect every GM or Player to remember all the different combinations or choices here? When is a "clever" mechanic just too burdensome? • Opportunity: Skill specific. Skill Group Specific. Ring Specific. Techniques (Kata, Shuji, Kiho, Invocations, Rituals). Combat Specific. I get it...But again, how in the **** is someone supposed to quickly and accurately adjudicate such a diverse set of options when there are so many to the point of being redundant? Now, I don't want to come off as a wet blanket here, I'm not opposed by any means to a new system for the game. The idea of bringing a narrative structure to dice mechanics and so on is admirable. But in other more narrative focused games it seems that the rules are designed to not impede play. Yet, through 10 hours of play, it still takes my 3 person group 10 minutes to figure out a single dice roll. And sure, that's largely due to unfamiliarity with the system, but it's also in large part everyone looking up all the different approaches, does this skill fit this task, how can I spend these opportunity points, how do I role play my Strife in this situation. And we haven't even gotten into combat yet. When you think of Samurai Fiction, you invariably think of flashing sword duels, and men being cut down rapidly. Take the first fight scene in Yojimbo as an example, Mifunes character dispatches 3 men in 3 strokes. If he were to do that with these rules, Yojimbo would be 37 hours long. A game about the romantic version Samurai should have a fast, seemless, and unobtrusive rules set. It shouldn't require me to consult a rule book or spread sheet with every dice roll.
  10. What need does a Samurai not if the Crab Clan have of such knowledge? Surely, one must consider ones own spirit before embarking on a quest for such knowledge. In previous editions of L5R, Lore: Shadowlands, wasn't a skill you flaunted, and spouting off about the Shadowlands could likely put you on a particular watch list of a particular family who very much enjoys face painting tutorials on YouTube. So, while I do agree it needs to be its own skill, I don't see anything wrong with how they've handled the "Lore" per se. If you're a Crab, you know some things. The rest of what said Crab or any other PC may come to understand should be handled through the game and not represented by a catch all skill.
  11. Thursday, ****. I'm actually starting a mini campaign on Thursdays, using the Beta rules, with the possibility of putting it up in YouTube. Keep us updated about your game though. I've been scouring the boards here trying to get a since of what everyone's concerns are and for things to look out for in my own game.
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