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Sephyr79

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Posts posted by Sephyr79


  1. 6 minutes ago, WHW said:

    How are you using Way of the Dragon to counter Center/Guard, if the opponent didn't attack you? If they are Guarding, they didn't strike you, and if they didn't strike you, you couldn't trigger the Trap --> get TN reduction. 

    You also can't drop TN of your attacks to 0. In most cases, you are dropping them by 1, from 2 to 1. 

     

    You can easily shift between both, as the  need dictates, for  maximum effect. That was the  point. You control the flow  of the combat by making enemy actions  harder/yours easier as convenient, every single round.

     

    And...TN 0 was hyperbole. People are not  literal all the time. The fact  is, Mirumoto can count  on ignoring enemy Air Stance and generally accruing  more successes, particularly  in hard rolls, consistently.

     


  2. 20 hours ago, FFG Max Brooke said:
     

    • Are there any school abilities you feel are so strong they crowd out other options (or so weak they get crowded out by better alternatives)? If so, why?

    • Finally, if you have any other feedback on schools (skills and techniques at various ranks, starting equipment, ring allocations, names, etc), feel free to bring it up here!

    Akodo is strong as  ****, basically erasing the  need for two of the stances  from ranks 3-4. Why bother with Strife (Void) when you can turn it to successes? Why enter Fire and give your game away when you can just do the same thing naturally? Sure, it costs fatigue now, but taking a bit  of wind to utterly  nuke a threat  is an amazing tradeoff. It reminds  me  of the spells we would invent as power-gaming kids. "See, this spell kills any enemy without allowing a saving throw, but it  makes you unable to be  healed for that turn! It balances  out, right?"

    We also have a bit  of a Fight Club going where we test builds and rules, and the Mirumoto ability is also amazingly good and flexible. Once  per -round-? I hope that's a typo, because forcing  multiple reroll on an opponentis really strong, and dropping TNs by multiples for your  next attack is stronger still, giving them perhaps the  only way to counter Centering  or Guarding in the game. You only need one round to determine the outcome  of a combat, and Way of the dragon makes that really comfortable. Force reroll while you defend to pile up strife on your  opponent while you wear him down, or  just lower TNs to pile up successes with each strike and knock him out  in a single TN0 blow where every success  is a bonus  one to damage. I guess the whole Kakita vs. Mirumoto debate  has  just been settled.


  3. Once you  have, say, 4 martial dice and 4 ring dice, it does feel like mere Air stance won't be much of a barrier to being hit  hard. Sure, guarding or Centering  will punch that  number upwards, but if the enemy won initiative, those won't be a factor at first.

    It's a  tricky balance, to be sure. Make TN to hit a real thing and people will be able to game  it, and you devalue first strikes. Brush it aside for flat TNs and you reward just rushing forward and hitting  as  hard as you can over any other  strategy.


  4. 14 minutes ago, Mirumoto Saito said:

    What!? Where was this stated? This is absolutely ridiculous and breaks my suspension of disbelief more than freaking magic and dragons!

    If this was stated in regard to Kaiu Blades then I would understand, because they are borderline magic weapons. But a normal katana? The only thing they would do to a rock is cover it with its broken pieces...

    It's  in the very first Way of the Crane book, which my  DM told me to read  in preparation for the game, and also seen in other sources. Apparently, they use Hida iron, climb the mountain with their  latest creation and shave a  piece  of  it with the blade, and  inscribe the depth of the cut on the grip as a  Seal of quality;

    To be fair, I'm already happy enough with the latest update which at least makes 'Razor-sharp' have an upside (spending opportunity for crit  lethality) instead  of being 100% pure handicap. It's a way to make the weapon reward skill above adding successes to he strike like you can do with any beatstick.


  5. On 11/3/2017 at 2:44 PM, CrazyRadio said:

    One good thing about the Akodo School is that it actually uses mechanics to tell a story about the Akodo. The Akodo family are stoic, putting aside emotions and channeling that into pure efficiency. Converting Strife to tactical or combat prowess is a very fitting ability to represent them. I think other schools should aspire to have the harmony between mechanics and storytelling that the writers achieved with the Akodo School. 

    Definitely! Thematically, it's really cool and good. I wish it wasn't  so front-loaded, though.

    Maybe  making it  like the Kakita ability and  link it to Rank? You can cancel up to your rank in strife -and- add that  many successes to your roll.


  6.  

    It seems really strong all the same. It works for 2/3rds of physical conflicts, which is a lot, and  it adds a  LOT of successes even early  on. While everyone else  is happy to get 4 successes now and then starting out, you'll be tossing murderous 9-success bricks at your enemies every other round while also getting rid  of Strife, meaning you  never  Unmask or get  Compromised.

    I'd be cool with it giving  less successes but  working  in all occasions. Let's  just say that as  is, any Akodo are way more amazing as scrappers and generals than 99% of all Kakita will ever be at dueling.


  7.  

    Razor-Edged amuses me to no end because it sounds like a perk until you see it's actually an annoying flaw that  forces you to, as  others pointed out, pretend you  never  intended to hit  in the first  place so you don't shatter the very symbol of your honor and status.

    It really feels like  this game had a Weapon Durability stat at one point, in which your less bulky weapons would be taking damage at some points, getting fixed via Smithing, maybe even attacks that target weapons to break them, but  it all got cut and  mega-simplified into "swords breaks against armor, use tetsubos when it  matters".


  8. 19 minutes ago, nameless ronin said:

    Again, that’s cool and all but in the end FFG does what FFG wants to do. I kinda hope a few things get tweaked a bit, but this beta just means we get to say our piece and then FFG gets to decide whether they like what we say or not.

    In the end, if you want katana to be the go-to weapon for samurai all you have to do is set your adventures for the larger part in situations where war gear is not acceptable. If a Crab bushi arrives in court anywhere outside Crab lands and presents himself for mingling among the other guests in full armour and carrying a tetsubo, it shouldn’t go well for him - period. It’s not even a matter of honour or manners, such a thing can not ever be allowed by the local lord and his guards. Enter a city or large enough village in armour in peace time and people will go out of their way to avoid you: expect minimal interaction and little or no co-operation. Keep provoking fights with boorish behaviour and settling matters of honour with weapons other than your daishō and you’ll find you’re no longer welcome in civilised company: good luck travelling anywhere without calling in favours. And that’s assuming nobody decides to deal with you in some other way.

    The daishō’s biggest advantage is getting to carry it on your person in situations where any other real weapon (disregarding tanto here) is going to get you into trouble.

     

    I understand,and if if that's the way they want to go in the end, I'll shrug and accept it.

    I  just don't think "It's ok that the daisho is lame mechanically, because it's -rude- to actually bring real weapons" is a good reason to keep it as  is. And if, say, one  of the court's musicians turns out to be a horrible  Shadowlands impersonator that  once exposed by the party grows a hide of obsidian scales that gives  it armor 4, having the PCs scurry around for a vulgar club to be able to hit  it because their katanas (folded 200 times, slaked  in the blood  of enemies, honed to perfection) will be slightly more effective than pillows.

    I've  rolled dice  for this game a grand total of 2 times. When I made this  post, I was  fully expecting (hoping, even!) to have someone reply "You are forgetting that by doing -this- or using this move you can easily get  more damage-per-success out of your sword and be a deadly badass in 70% of situations".  It even happened  in my gaming whatsapp when I  mentioned that strife builds up -way- faster than both me and the DM imagined without easy ways to bleed  it  off, one guy pointed out that you recover your water ring's worth every scene, and that was that.

    We briefly went over  how armor values being  generally high make the low damage even smaller, and no one really had an asnwer (I was called irrational and random, but no actual points).

    I even posted a skirmish example, fully expecting someone to say "Pfft, if you'd  just done this, you'd have dealt with that brigand easily", and no one said anything regarding why a club is better in-game than a two-cent club.

    Here's another: Crane bushi does a Horizontal Iai strike at a training dummy with traveler's clothes (AV 2). Two successes.  Boosts his  damage to 5, reduced by two, for a final Three Damage. 

    Toge the town drunk strikes at the dummy with his dog-beating club. Two successes. Extra success  increases damage by one, to 7. AV brings that down to 5.

    An an elite duelist using a 'deadly' kata and a specialized weapon achieving about half the damage of a simpleton with a club for the same successes just blows my mind.

    I deliberately  left stances out because with Fire stance toge would likely overshadow the  iai strike event worse.

    I think we've all said all we are likely to say on this point, so I'll leave the thread  here for the devs to use as they wish.

    My final opinion from what I've  read/played/heard:

    - Katana Damage  is too low, and  its high deadliness does not compensate when piled damage will always be  more effective and easier to achieve than gambling on crit techniques/toying with TNs.

    - General armor levels are too high given the current damage range. Regular fabric should be  0, Heavy winter clothing should be 1, concealed armor and ashigaru 2, Lacquered 3, and Heavy 4.

    - Blunt weapons currently  have inflated damage, likely because devs thought their  low Deadliness stat  needed to be compensated for. Tone them down a bit and give them limited armor/bypassing abilities to keep them useful as  anti-shadowlands gear.

    -Katanas breaking should be dramatic, not a common ocurrence whenever something of a certain AV pops up. Perhaps even allow for voluntarily damaging your sword in order to cut through enemy armor instead  of  having  it snap harmlessly.

    -Having one class of weapons be more effective at what they do (combat) is not and should not be compensated by "well, it's a faux pas to lug one around."

     

    Thanks everyone, for the input. ^_^


  9. 1 hour ago, nameless ronin said:

    For warfare, they preferred bow and spear. Those were the go-to choices. The katana was, in mass combat, largely a sidearm. 

    Whether that’s the intent for L5R in this edition as well is up for debate, but I seem to see more mention of weapons other than the daisho in the starting outfits than in previous editions and things like razor-edged and ceremonial appear to incentivize using wargear (that term alone is indicative too) for war and the katana for other situations.

     

    I just did a google search for L5R artwork.

    Wanna guess which weapon is shown being held and used  prominently, both in war and in other less extreme settings, about 80% of the time? First two don't count.

    Man, those legendary champions are all doing it wrong. Who knew.

    History is great and fun for inspiration, but I'll take rule of cool every time when developing a system that  has a strong identity.


  10.  

    General question for those that  have  tested the beta  more than me:

    How big a deal is a weapon being only 2-handed? This is not D&D, in which you are sort  of expected to carry a shield in your off-hand. Other than dual-wielding Dragon bushi, what are you losing by picking a 2handed weapon?

    Having 1-handers get a perk when wielded with an extra grip is really neat, I'll say.


  11.  

    Different strokes for different folks. More  power to your peeps if they are  having fun. But beta time is that time to push things and see how they break.

    Gotta say it's amusing to see the general theme evolve.

    "Katanas are fine"

    "Ok they are not really fine but teir Deadliness  compensates for their issues"

    "Alright they lose to monk sticks in every practical way, but no one wears armor anyway, so it's a  moot  point"

    "Alright people had to keep plinking with 1 damage to avoid breaking their glass words last  game, but  it was FUN!"


  12. 8 minutes ago, nameless ronin said:

    Erm. Basic club? Plank with a handle? Those are improvised weapons. Damage 2, Deadliness 2. Damage 4 if used wih two hands, still no better than a katana.

     

    That's technically true, which is the best  form of trurth. But I can go one  better and say that an improvised weapon would have NO handle, so there!

    The actual point: Clubs are very, very basic weapons. Rokugan swords are tested by hitting them on  rocks and  marking how deep they cut the rock on their handles. This should  mean something.


  13. Better? Yes. Exceptional? No.

    Do a Horizontal strike against some guy in traveling clothes and you've done a stellar 3 damage. A guy packing an actual naginata can do more damage, have  better deadliness and save himself a kata pick. And  if the opponent gets  inside his reach, he can drop it and draw a  new weapon for free when picking a stance. A weapon that  needs an extra talent to reach the performance  of a regular one  is not good.

    "I bought a Yugo, but now that I've spent $20k redoing  it engine and shocks, man it goes  fast!"

    "Why didn't you  just buy an actual muscle car for half the  price?"

    "Because  Yugos are great! Mine goes fast and all!"

    The dude with a club? Also out-damaging you, and while he doesn't get to strike at range 2, it's not a big deal since you can  just walk closer  in your turn.

    Relying on critical blows is nice and even setting-appropriate (It does fit  in nicely with the classic trope  of someone taking a slash, seemingly not  taking any damage, and then falling to pieces when they take a step), but statistically spiky and weird. So now you're  using your razor-edged sword to stun and  kick up dust  instead of cut? I thought that was what monks did with their cheap staffs. Not to mention it's easy to counter; once you know you have enough armor to block most or all sword damage, you  basically  just  need to worry about making crit-techniques unfeasible using TN manipulation, or so costly in strife that the  other guy will Unmask before you ever get seriously harmed.

    Let's try a sample situation:

    My reedy kakita guy (Air 3, Fire 3, Earth 2, Water 1, Void 1, MA 1, Resilience 6, no armor because he's  walking the road and not a  barbarian, which means  he still has Armor 2 with his  hiking gear.) with his  trusty katana and horizontal strike

    VS

    Smelly Bandit (Earth 2, Fire 2, Water 2, Air 1, Void 1, MA 1, scavenged ashigaru armor, basic club)

    Round One, Fight!

    I likely go first. I can either strike or iai. If the bandit  picks air stance,  I'll need 3 successes on 4 dice to do 2 damage  if i do a Iai. If I  just strike, 3 successes will see  me doing 1 damage. Neither choice  is great. I'll pretty  much have to pick Fire stance each time to try and get  more hits while racking up strife.

    He goes. He's  in  Air stance to make my life ****, so he does the  basic strike.  Gets two successes,  goes for a double grip on his  piece  of timber because why not. 6 damage, minus two from my kimono, means I'm already left with only two resilience and will be taking crits the  next round. He is sitting pretty, still way above half his  'life'.

    At this point, I'm basically forced to stay in  Air to avoid getting another hit and  just doing basic strike hoping for a dice  miracle. He can go Fire and overwhelm me, because eh, he's a  disposable  NPC and doesn't care about strife  management. I take a second hit, which is a crit, but with Deadliness 2 won't  harm me  much.

    The thing  is, a third hit and I am out. Once you go down, stuff  like Deadliness means nothing. He can toss me  in a pond to drown or slit my throat at his  leisure.

    Keep in mind, one person in that equation is the warrior caste  of the empire. It actually dawned on me that  if  Smelly Bandit decides to duel me for  giggles, I'm actually worse  off, because then he can Center and completely evade me. He'll fare  better at the  stylized duel  of nobles than the actual noble raised from birth and armed by fate to do it!

    TL,DR version: The fruit of ten years  of strict  martial training should not be vexed by roadside scum because tradition demanded his weapon suck. And weapons requiring  master-level artisanship should not be bad compared to a  plank with a grip.

     


  14. We are talking a bit  past each other and disagreeing to agree, due to viewing the terms differently.

    We all game the system a bit. We  like to create fun combos that are effective and make us win and look cool while doing it. Air stance  plus Strike as  air, try and hit me now you Crab flakes, hah! I'm airy as all get  out!

    There is a range here, though. And that  is when the 'gaming' either becomes foolproof (at which point everyone will ape it and the game  just dies) on one end, and when you NEED to game-break it so you can be functional at all. "The rules decided my mainstay, iconic weapon is  bad  in 60% of the cases, so I have to keep doing Quantum Schroedinger* attacks that don't hit unless they miss or I'll be picking bits of katana from the ground along with my teeth once that hammer brains me"  is  one such case.

    Let's  look at Strike as Air. It was  pretty broken when every opportunity  gave you another TN increase. It feels about right now, though I  haven't tested  it. Having a +2-3 TN boost out  of the gate  is strong, yes. But an enemy can power throgh it. Fire stance  and burn Void and mix  in a good kata, take some Strife, and he  only  has to hit my airy bloke once. If a middling roll from the old  version caused a +4-5 increase  in TN, it  might  have broken the game. You'd  need an amazing roll plus  lots  of people giving you assists, and even that might not do the trick. I'm glad they spotted it early.

    * I hereby copyright Quantum Schroedinger Strike as my   own personal kata.


  15. 2 minutes ago, tenchi2a said:

    (...)

    I totally agree here. People keep forgetting that what they are calling plate armor here is Lamellar armor. Which has more in common with Scale-mail then European Plate.

    Gaming it is my problem. I have tried for years in all my game to try to get players to not game the system to mostly successful results. and this system is enforcing gaming the system. :(

     

    I was about to ask just how heavy the 'heavy' armor was. And yeah, Lamellar is another reason non-crappy sword should not break so casually when striking them.  They have LOT of little junctions.

    And agreed X100 on the gaming angle. It's the equivalent  of playing that dope in Street fighter 2 that figured  out that  perfect  hadouken/dragonpunch zone trap that works against 80% of all characters and  moves. Not  illegal and not cheating, but really takes you  out  of the  game and  kills the fun.


  16. 33 minutes ago, GaGrin said:

    I should add, that I'm not saying I think the existing numbers for the beta are perfect.  I'm sure they could use adjusting.  I'm just arguing that iconic isn't and maybe even shouldn't mean the same as universally effective, not just because it's not very believable but also because it's dull.  We want reasons to use the spectrum of arms and a simple way to do that is to mirror their real-world advantages.

     

    No argument there. We could tone down blunt weapon damage but give them a rule that makes them halve effective armor. Make Katanas Damage 5  but reduce the Deadliness bonus for the double grip for 2 to 1. Give me  more  options to bypass some armor.

    I'm not saying the iconic weapon should be the answer for every encounter; there's a reason Crab bushi prefer to drop the hammer. But  it should at least be a good  option for the  majority of them. If I was  playing a  pirate-based game in which cutlasses and flintlock pistols were bad except for pirate duels on Pirate  Island, but spiked whips and ukeleles did  killer damage, the flair would be gone real fast.

     

    30 minutes ago, AK_Aramis said:

    You just have to look at your keep options, and if you're not able to keep enough to hit with sufficient bonus to get by armor, then choose to miss. It's a very gamey mechanic. Game it.

     

    Switching dice to alternate between doing 1  damage (when the Fortunes give you that perfect combo) and missing on purpose to avoid a 0-damage weapon breaks seems really, really un-fun. No one will do that; if you're going to lame  it  out, do it effectively. People who want to game the system will just go "My samurai carries a  bo because  it was, um.... a gift from my  monk grandpa, yeah, he was a hero! I use it to fight because my daisho is too pure for use on lowlifes. Except for the final cut, that  is."

    The beta is  just the place to work things  out so we can avoid such transparent exploits in the future.


  17. I believe I get  it. When at court, and in many non-battlefield  situations, only Crabs and some Lion will be in full armor. I have two issues with that:

    1- Bushi are warriors, They will be spending a  lot  of time in dangerous situations, and you'll find armor there. Players are escorting a bigshot to a military encampment for peace talks. Most people there will be wearing armor, even for duels, if things get pear-shaped.  Traveling around the countryside, a  bandit  lord  decides to be a bother. He won't care much for etiquette and will keep the  suit he grabbed from a dead samurai on. There are lots  of non-cheesy ways a player can end up very short of options because his weapon is lacking  compared to a bo that costs  two coppers.

    2- Armor should not be near-immunity to the main, iconic weapon of the game. Traveling clothes cut base katana damage in HALF. You're telling me the peak of  Rokugani swordcraft  is  50% blunted by linen? While you are  pricking them with your sword, they can just send you down Resilience+10 in two swipes with a stick or hammer, and at that  point Deadliness  is a  moot point: you're done.  My katana's Deadlinessm might as well be 55: If I have no way of getting him under Reslience or force a finishing blow, it makes no matter.

     


  18. Just now, AK_Aramis said:

    Not quite. Flanged maces, armor penetrating arrowheads & bolts, warhammers, and both varieties of "Morning Star" (one's a spiked mace - they are brutal against armor; the other is a ball-flail with studded balls).

    (...)

    Injury isn't caused by total energy, but by energy density.

    You are correct, and Iwill commit seppuku soon after finals because doing  it now would be the easy way out. :) (We really  need the seppuku emoji)

    My  main point, though, is that historically dealing with armor  has been done in a few ways: stunning the  meat  inside with a big  hammer (doesn't really -pierce- as you said, but  you can just stab his face  once he  passes  out), piercing  it with a big  pointed spike at the end of a  lot  of force (mounted spears, crossbow bolts, a few really big swords) and finding gaps you can cut to wound, tire and allow a kill  blow, or better yet, capturing the rich noble inside for ransom. Katanas are  ideal for -none-  of those.

    I get  it. I'm cool with it. Now here's  my real position:

    Katanas are awesome. They have been awesome in the West since squinty Christopher Lambert used one in Highlander back when I was a wee spurt of a nerd. And in that movie  one sliced through a **** concrete pillar  in a parking lot and  parried a zweihander that weights about as much as  me. And it was  glorious.

    Should they be this way in L5r? **** no. But I can only take so much reality  in my  epic samurai drama. When my character faces some shadowlands overlord or hulking rival bushi that has despoiled my  lands, I don't want him to be thinking "I should switch to a naginata or borrow a tetsubo or I'll never scratch him.". I want him to grip the sword of his ancestors and charge because the force of all his forebears will be in that cut.

    If swords get relegated to slicing naked bandits and doing ritualized noble duels where everyone strips down (Armor 2 for traveling clothes?:o), they might as well become an affectation, like  having rap battles*. It's just what some people use to engage each other in a bizarrely specialized manner.  And I think the setting and the game will lose a  lot if that happens.

     

    * I might actually play the **** out  of a game involving rap  battles. forget I said anything.


  19. 19 minutes ago, sushicaddy said:

     

    Imagine kata that Kakita duelist might have...  They could have one that drops their strife to 0 when they assess at the beginning of a duel, which would be increadibly useful in a tense political situation..  Imagine a kata that doubles their composure while in a duel (which might result in an unmasking when the duel ends).  A kata where you can add the opponents strife to your critical strike roll (and by extension a finishing blow).  There could be a kata that allows you to secretly choose two rings that can cause the opponent strife; or a kata that allowed you to manipulate your own, or your opponents, strife levels directly. 

    I could see a Mirumoto bushi be able to use choose a second stance and be able to spend opportunities as if they were in either stance.  I could see them having a kata that allows them to spend two opportunity to perform a critical strike immediately after a successful provoke action (simulating creating an opening with their wakizashi).  I can see them having a kata that allows them to add the deadliness of the katana and wakizashi together when performing a critical strike (and by extension a finishing blow)

    I can see A Bayushi bushi being able to, during the staredown, in any turn after they used a provoke action, to be able to gain two initiative for every one strife bid.  I can see a Bayushi being able to spend 2 opportunities when centering to force the opponent to tell the player what their stance will be in next turn's staredown.  I can see them able to spend opportunities to lower their opponents tn when acting first after a staredown.  I can see then having a kata that inflicts the critical hit one lower on the critical hit table as well as the one rolled.  
    (..)

    No, these kata I postulate here are in NO WAY intended to be suggestions or that they are in anyway balanced or even useable.  They are just to show different ways that different schools that are known for dueling could approach the matter.  High rings/skill and good rolls are always going to be important, but every clan and every school approaches it in a slightly different way.  A hida with earth 5 and martial arts 5 is probably going to kick some *** in a duel, regardless of kata.  Their approach will just be much more straight forward than, say, a Bayushi... and this not a bug, it's a feature.  

    I would love it if duels end up being more like a chess game than rock, paper, scissors.  Simply making Crane duelists unbeatable makes duels boring, but having them be "ideal warriors for duels to the death" is much more exciting.

     

     

    These are all golden. Need  putting into techniques and testing, yes, but they are  EXTREMELY what  I enjoy. Turning insight into power, switching weaknesses for strengths at the  moment  of clarity, creating that distraction of a  thousandth of a second in which you can wager  life and death. Much more dramatic and cool than things that end  up meaning "+1 deadliness" or -1 TN.


  20. 2 minutes ago, WHW said:

    Once per scene, lose school rank in strife and gain as much in initiative?

    I'd  make it once  per game, since  it can scale to make you absurdly fast later on. It seems  pretty strong, as currently there are no wound penalties  but inflicting a status early on can be a big deal!


  21. 1 hour ago, Shiba Rana said:

    Having reread your initial opinion, Sushi, on kakita duelist as duelist in the beta I have to say I enjoy the fact that duels now host a variety of strategies to achieve victory and not just kakita center stance win.

    While it does seem like it robs the crane of their most deadly tool I think they are still the ideal warrior for duels to the death.  Something both in court and on the battlefield they are infamous for arranging. 

     

    I'd really enjoy  it  if Kakita duelists' thing was a strife mechanic instead  of actual combat bonuses. Either a  natural 'armor' against  strife bidding, or making the enemy lose extra strife when they lose the bid. It would be a nice representation of having a talent for finding the  perfect decisive  moment when an opponent quivers and acting upon it!


  22. 11 minutes ago, nameless ronin said:

    (...)

    And tripping up an armoured opponent is an excellent start. After that you just wail on them with something blunt and heavy. Not a relatively flimsy sword, particularly one that’s not typically meant to stab with. Personally I’d set the staff’s damage at 5, same as the yari. Still better than the katana. Deadliness makes up for that.

    Tripping someone up would be an action or  maneuver, which some weapons  make easier, but has nothing to do with the basic stats. there' a reason most  of  mankind moved  past hitting each other with wood as soon as  it could, and  much of that reason was armor becoming a thing. Having blunt weapons being the  AP options is just...weird.

    And no, I don't think Deadliness make up for  it. It won't even come into play for 80% of the time. A tough/armored enemy can just Air/Earth stance + Center your successes away so you  never  have enough to pierce their defense, and wail on you  until your Resilience  is gone, an then either start going for finishing blows with a bo/hammer, or  draw a blade for the finish.

    You'll be  loaded up with strife from the rolls to try and get any damage in, so you'll be behind in both the damage and the strife race.

    Either all armor needs to be toned down a point  or two (casual clothes  having armor 1  is weird!), blunt weapons need a  bit  less damage, or  blades  need a boost. Maybe a little bit  of each.


  23. 1 minute ago, nameless ronin said:

    Staffs aren’t necessarily just wood. Iron-shod ends make sense for something crafted to be a weapon. 

    A Crab bushi walking into court in full armour is either at a Crab court or not walking in at all. It’s all very dependent on circumstances.

     

    One  of the first stories in an old Crab clan book was a  Crab bushi tromping  into a fancy court party in full armor to deliver a birthday gift, getting mad at the snobby courtiers, punching one raw and stealing his Scorpion mask as a souvenir.

    And even iron-shod staves are still bad against armor. Sure, you can use them to trip up an armored opponent, disarm him,  block, a  lot  of stuff, but as far as getting -through- it? No. Because that was not how anyone fought, East or West. 

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