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GaGrin

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  1. Thanks
    GaGrin got a reaction from Fnoffen in who is winner?   
    The clear answer is to not make this trade in the first place since it cannot result in a shared victory.
  2. Like
    GaGrin reacted to BigKahuna in Initiating Trades when not Neighbors   
    The rule is very strict and clear and the design very intentional.
    Players can only make transactions if they are neighbors, the only exception is during a Vote as specified by rule 83.6
    This means that if you are not neighborhoods you cannot exchange anything during the Action phase.. period.
    So if you decide on an transaction during your action phase .. aka I will pay you X trade good for you to do Y action during your action phase.  The exchange of goods still can only happen during the Agenda phase which as already mentioned puts it under the non-binding agreement, aka, they can but don't have to pay you anything or vice versus can take your money and not take the promised action.
    The desired effect here is quite simple, you can obligate your neighboors to honor agreements, you can't obligate people who are not.  Sure they can still pay you, but by the rules they are not obligated to (non-binding agreement).
    The spirit of the game is to create lots of ways for people to interact with each other, different ways having different benefits and drawbacks.  The Hacan Promissory Note is not useless at all, in fact its super powerful.  Note that it does not say "with the hacan", it applies to any non-neighboor.  So by getting a promissory note from the Hacan by extension you get their racial ability applicable to all of your non-neighboors.
    It means you can have binding transactions with  any non-neighboors.  Another words you can tell a non neighboor (even if its not the hacan), hey if you take X action I will pay you Y trade goods and its a binding transaction if they agree (you make the trade right then and their as if you where neighboors).  No one else in the game can do that of course except the Hacan who have this as a racial ability, which again is super strong.  The ability to reach across the table and make binding deals is kind of a big deal, especially for the Hacan who can trade action cards during that process.
     
     
  3. Like
    GaGrin reacted to BigKahuna in Public objectives too easy   
    I find your post very confusing.  You have effectively described exactly how TI3 is played, practically quoting my post, than at the end complain about the game ending anti-climatically (as I pointed out it would) if you play the TI4 with the same approach as TI3.  
    I guess I agree with your post, if you play TI4 like you played TI3 with all the assumptions, the objectives are too easy and the game is anti-climatic.  So.. don't.  Don't play TI4 with the same presumptions and assessments as you make in TI3 and you won't have the end game problem and the objectives won't feel easy.  In TI4 you cannot "start getting antsi" at 5-7, in TI4 that is End Game you are literally 1-2 rounds from the game ending.
    I don't really fully understand what you mean by right way or wrong way to play a game anyway.  I mean, its a board game, you play to get victory points to try and win?  If that's not what your about, why do you care if the objectives are too easy or not or whether or not the objectives are balanced or the game end anti-climatically? I mean if you don't care if you win or lose and your just playing to play, than who cares how hard or easy the objectives are.
  4. Like
    GaGrin reacted to Magnus Grendel in striking a sleeping target   
    But if they're asleep, it's still probably not a conflict scene. Therefore it's not a standard strike action, it's a check whose difficulty is variable at the discretion of the GM.
  5. Like
    GaGrin got a reaction from Suzume Chikahisa in Beta Rules Update v2.0 and Preview Material   
    Just to play devil's advocate for a moment, I have to say I like that there isn't a general perception skill.  If you want to do general (unskilled) perception, you just make an air, water or void check.  Outside of that, people who have expertise in their particular fields are going to be more likely to notice things related to that experience.  That's a plus in my book.  If you want to be the ubermench super-sleuth you need a broad set of skills.  This is appropriate.
  6. Like
    GaGrin got a reaction from Suzume Chikahisa in Beta Rules Update v2.0 and Preview Material   
    Because skills aren't intended to be the element that determines approach under this system.  The skills are just sub-specializations of approaches.
    Investigation in a general sense is the survey approach.  It doesn't matter what survey skill you use, so long as it's appropriate.  Same for martial conflicts, social checks, etc.
    You might also decide to use the analyze approach to get indepth details or the sense approach if you wanted to see if the PC detects something they aren't actively looking for.
  7. Like
    GaGrin reacted to Exarkfr in striking a sleeping target   
    Well, the rules DO say that you shouldn't make a roll if the character can't fail  (under "When to Ask for a Check", p12)
  8. Like
    GaGrin got a reaction from sidescroller in Does PVP work? Well? Poorly?   
    So, here's how I deal with these issues when I run games.  I ask "Can you be convinced of this?"  If they say it's possible, we roll.  No need to get more complex than that.
    YMMV.
    This is both true and false.  The check is seeing if the NPC (not you, the GM) understands this and chooses the correct tact.  If they succeed, then the player being convinced and the GM discuss what that means.  What did the NPC actually say that convinced you?  If the NPC has reason to know the effective argument for certain and uses it directly, then you could bypass the check at your option; in many instances I would still make one because manipulation can be detected even if it isn't being directly acted on and that adds nuace to the situation.
  9. Like
    GaGrin got a reaction from Ultimatecalibur in Does PVP work? Well? Poorly?   
    So... don't make that a test?  If it's antithetical to the character concept you shouldn't roll.  Just like you wouldn't pick up the dice if someone said they wanted to pull the moon from the sky.  Now, perhaps that Maho can't convince your Kuni to flip sides (that's asking too much, clearly) but they *might* be able to bargain for their life, or convince them of some deeply unsettling truth (actually true or not) that begins to undermine the character's strongly held beliefs.  That's not a stretch.  That's an opportunity.
  10. Like
    GaGrin reacted to WHW in New Air Stance is busted   
    Remember that you can increase your TN to be hit indirectly by applying Injured Body Parts (+2 TN), Dazed Condition (+2 TN), and Scar Disadvantages (about -1 success on average). Air is very good about making all of these happen due to Precise Opportunity, which allows you to choose what crit-result target gets.
    I think "I try to spend 3 opportunities to daze-crit him, effectively gaining +2TN" is more interesting and healthier for the game that "I spend 3 opportunities on Striking as Air to get +2 TNtobehit vs first attack that targets me".
     
  11. Like
    GaGrin reacted to Franwax in New Air Stance is busted   
    The new stiking as Air may be nothing like the old one, but I do feel that it squares perfectly with that Ring’s spirit: doing things with grace, precision and creating openings (as in Feint approach). You can do all that by building up guaranteed successes/ opportunities on your next strike (or rhetorical jab). You can transform a failed roll (too few successes to make the TN but some opportunities to spend) into a feint that will give you very fine control on the result of your next action. 
    Now it does not increase your TN anymore... but it means that the highest TN one will have while being able to attack at the same time is 4, which is actually not too bad at school rank 4. It’s not a big stretch to find an adversary NPC who can keep 5 dice by adding the right template. Against TN 5+, it did not fly, but TN4 is still manageable. 
    Now the fact to associate TN to be hit with the Air ring does feel like a legacy of previous editions and I wouldn’t be against some change here (e.g. make a roll-less version of the Guard action that only adds 1 to the TN, and that Water stance could use as a bonus action). 
  12. Like
    GaGrin reacted to nameless ronin in Does PVP work? Well? Poorly?   
    I suppose it’s up to how the individual GM wants to go about it. For me, if character convictions are involved the player gets a say in whether the PC could be persuaded to change those convictions. Otherwise, a check is perfectly ok. That may involve case by case judgement calls, but I’m ok with that. It’s a roleplaying game, after all.
    That said, I don’t consider this a PVP nerf. The same thing applies to NPCs. A PC is not going to convince a Kuni NPC to become a maho-tsukai based on a single check either. That’s what you get with social skills and interactions: they are not as straightforward as rolling to see if you hit someone with your yari. And they shouldn’t be either, since that would be ridiculously overpowered. Defeating a difficult opponent in combat takes a bunch of rolls and probably a lot of effort; defeating a difficult opponent in court should not be possible with a single roll of the dice.
  13. Like
    GaGrin got a reaction from jmoschner in Beta Rules Update v2.0 and Preview Material   
    There are some overlapping issues here.  Firstly, expertise appears to be missing, but secondly, the skill groups themselves are essentially goals and some of the tasks we are used to assigning ourselves in play do not easily map onto an approach.
    There are effectively 25 methods in the game at present with each of the actual skills approximating a specific sub-application.
    Refine, Feint, Analyze, Trick, Con
    Restore, Withstand, Recall, Reason, Produce
    Invent, Overwhelm, Theorize, Incite, Innovate
    Adapt, Shift, Survey, Charm, Exchange
    Attune, Sacrifice, Sense, Enlighten, Subsist
    You can't do things not covered by those approaches and some skills don't appear to fit into these 25 slots.  Sneaking? Riding? They don't clearly fit a column.  This issue already exists on several skills, medicine for one, but also meditation and sentiment which makes more sense as a social skill, except for the fact that it's verbs match the scholar approaches more closely.  At least if you wanted to add investigation you could do so easily, it's a no-brainer for the Scholar group.
    Infiltration only fits if you squash it into the Air line, but doesn't work as a row hence skulduggery - the general "bad stuff" skill.
    Both the trade and artisan groups also have the biggest issues with overlapping or overbroad skills, but I suggest this is to do with trying to shoehorn skills into groups for the express purpose of creating narrow application of expertise.  If you allow any skill to apply to any of the approaches, it becomes alot easier to make skills fit the system, but then the skill groups themselves become obsolete.
    I'm not 100% convinced this is actually a problem with the game and not just a problem of expectation, but it's interesting to see how very different this really is.  If it's suffering from anything, it's that it's clearly causing some confusion in how to interpret the system.
  14. Like
    GaGrin got a reaction from Daeglan in Beta Rules Update v2.0 and Preview Material   
    There are some overlapping issues here.  Firstly, expertise appears to be missing, but secondly, the skill groups themselves are essentially goals and some of the tasks we are used to assigning ourselves in play do not easily map onto an approach.
    There are effectively 25 methods in the game at present with each of the actual skills approximating a specific sub-application.
    Refine, Feint, Analyze, Trick, Con
    Restore, Withstand, Recall, Reason, Produce
    Invent, Overwhelm, Theorize, Incite, Innovate
    Adapt, Shift, Survey, Charm, Exchange
    Attune, Sacrifice, Sense, Enlighten, Subsist
    You can't do things not covered by those approaches and some skills don't appear to fit into these 25 slots.  Sneaking? Riding? They don't clearly fit a column.  This issue already exists on several skills, medicine for one, but also meditation and sentiment which makes more sense as a social skill, except for the fact that it's verbs match the scholar approaches more closely.  At least if you wanted to add investigation you could do so easily, it's a no-brainer for the Scholar group.
    Infiltration only fits if you squash it into the Air line, but doesn't work as a row hence skulduggery - the general "bad stuff" skill.
    Both the trade and artisan groups also have the biggest issues with overlapping or overbroad skills, but I suggest this is to do with trying to shoehorn skills into groups for the express purpose of creating narrow application of expertise.  If you allow any skill to apply to any of the approaches, it becomes alot easier to make skills fit the system, but then the skill groups themselves become obsolete.
    I'm not 100% convinced this is actually a problem with the game and not just a problem of expectation, but it's interesting to see how very different this really is.  If it's suffering from anything, it's that it's clearly causing some confusion in how to interpret the system.
  15. Like
    GaGrin got a reaction from sidescroller in Beta Rules Update v2.0 and Preview Material   
    Just to play devil's advocate for a moment, I have to say I like that there isn't a general perception skill.  If you want to do general (unskilled) perception, you just make an air, water or void check.  Outside of that, people who have expertise in their particular fields are going to be more likely to notice things related to that experience.  That's a plus in my book.  If you want to be the ubermench super-sleuth you need a broad set of skills.  This is appropriate.
  16. Like
    GaGrin got a reaction from easjo682 in Beta Rules Update v2.0 and Preview Material   
    Just to play devil's advocate for a moment, I have to say I like that there isn't a general perception skill.  If you want to do general (unskilled) perception, you just make an air, water or void check.  Outside of that, people who have expertise in their particular fields are going to be more likely to notice things related to that experience.  That's a plus in my book.  If you want to be the ubermench super-sleuth you need a broad set of skills.  This is appropriate.
  17. Like
    GaGrin got a reaction from jmoschner in Does PVP work? Well? Poorly?   
    So... don't make that a test?  If it's antithetical to the character concept you shouldn't roll.  Just like you wouldn't pick up the dice if someone said they wanted to pull the moon from the sky.  Now, perhaps that Maho can't convince your Kuni to flip sides (that's asking too much, clearly) but they *might* be able to bargain for their life, or convince them of some deeply unsettling truth (actually true or not) that begins to undermine the character's strongly held beliefs.  That's not a stretch.  That's an opportunity.
  18. Like
    GaGrin got a reaction from jmoschner in Does PVP work? Well? Poorly?   
    I don't see the problem with forcing players to abide by the results of social checks.  That's the game.  You have a vigilence stat for a reason.
    Playing a character who believes a thing that you don't believe as a player is part of actually roleplaying and not just playing yourself.  Embrace the dramatic irony.
  19. Like
    GaGrin got a reaction from jmoschner in New Air Stance is busted   
    I just want them to change the names of techniques if they are going to give NPCs different abilities.
    One name, one rule please.
  20. Like
    GaGrin got a reaction from Mirumoto Saito in Does PVP work? Well? Poorly?   
    So... don't make that a test?  If it's antithetical to the character concept you shouldn't roll.  Just like you wouldn't pick up the dice if someone said they wanted to pull the moon from the sky.  Now, perhaps that Maho can't convince your Kuni to flip sides (that's asking too much, clearly) but they *might* be able to bargain for their life, or convince them of some deeply unsettling truth (actually true or not) that begins to undermine the character's strongly held beliefs.  That's not a stretch.  That's an opportunity.
  21. Like
    GaGrin got a reaction from Mirumoto Saito in Does PVP work? Well? Poorly?   
    I don't see the problem with forcing players to abide by the results of social checks.  That's the game.  You have a vigilence stat for a reason.
    Playing a character who believes a thing that you don't believe as a player is part of actually roleplaying and not just playing yourself.  Embrace the dramatic irony.
  22. Like
    GaGrin got a reaction from Myrion in About ammunition   
    To be perfectly honest I doubt I'd ever use the rule as written, but I wanted to show how one *could*.
    I'd be far more likely to just tell the players, hey, you're getting low on ammo, you're down to about [roll a d6] shots.  And then track it from there.
    Like that moment in classic film where the hero has been running around shooting at everything for the entire movie then suddenly stops to check how many rounds they have left.  "****, only two".  We suddenly know the increased stakes.  Film carries on.
  23. Like
    GaGrin got a reaction from Myrion in About ammunition   
    It's more that as the GM you're giving them a point for inflicting them with adversity (ala the disadvantage rules).  You're taking away a tool from their box and you get to choose how and when.  Naturally you do this in the middle of a big fight right as they really, really needed another shot.
  24. Like
    GaGrin got a reaction from sidescroller in New Air Stance is busted   
    I just want them to change the names of techniques if they are going to give NPCs different abilities.
    One name, one rule please.
  25. Like
    GaGrin got a reaction from llamaman88 in Beta Rules Update v2.0 and Preview Material   
    Yeah, like I say, I'm not sure I agree with the specific skill choices.  I just don't think the entire concept is bust just because there isn't a catch-all for awareness.  It also makes it trivial to adjust the skill options for your own game (as they recommend we do, based on our preferences) since you're essentially just picking how broad or specialized you want expertise to be in your game.  If you want investigation as a skill... well, just add it.  Just like you can split martial arts: melee into 27 varieties of specific weapon arts if you really, really want to.  Only the approach has mechanical implications, the skills are just the number of dice you roll for an approach.
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