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Everything posted by Swordbreaker

  1. It seems to me this discussion is overlooking something. There are actually a handful of instances where a character can perform an action in their turn that can carry over to into future rounds. In some of these cases, the target is required to perform an out-of-turn check to resist the effects. There are, though, no instances of "I postpone my action to interrupt my enemy and prevent them from acting at all." There are interrupts, such as Parry, which are out-of-turn. There are effects that make their task more difficult, such as Grapple, Defensive Stance and Side Step. There are potentially effects that can hinder an opponent based of dice results (Improved Parry, and Star Wars has one called Overbalance, which allows you to spend bad results to stagger the character). None of these fully prevent an opponent from acting, but they do increase the chances of them failing. Once you get down to it, what's the difference? While not included in Genesys, Star Wars has a talent called Cunning Snare, which allows a character to create a trap, which is essentially what the situation is doing (creating a fire trap). A trap is set by performing an action (with no check) on the trapper's turn. Any character that subsequently moves to engaged range of the trap must make an opposed check against the trapper's skill (Cunning Snare used Vigilance vs Survival; here I would say Vigilance vs Skulduggery). If they fail, they suffer wounds (ignoring soak) equal to the trapper's characteristic (Cunning in this case) +1 per f. Spend h to inflict additional effects, such as Burn or a critical injury.
  2. Most games that have an overwatch or prepare mechanic allows the character to push their turn to the front of the next round. Most games have fixed initiative slots. Typically, if aPC rolls the first slot, then they will keep that slot, followed by the second scoring character, then the third, and so forth. In Genesys, there are only PC and NPC slots; any PC can fill any PC slot in each round, and any NPC can fill any NPC slot in each round. So if a PC takes the last turn in round 1, they can take the first turn in the following round.
  3. Spin Attack is an unofficial adaption of Sarlacc Sweep for Genesys. Whirlwind is obviously the Genesys reimagining of the the talent. Official > unofficial.
  4. Just noticed something: we need to remove Spin Attack.
  5. A really drunk cartographer, maybe.
  6. The book is listed as shipping on the upcoming page. So it's about 1-2 weeks away.
  7. Like you do with any game of Genesys: deal more critical injuries, pack in more Vicious. You can also remove painkillers or make them rarer.
  8. It is with great reluctance and trepidation that I release unto you the Legend of the Five Rings Genesys Conversion Project. PLEASE READ: You will need a copy of the Genesys Core Rulebook and a copy of Realms of Terrinoth to get full use out of this. You will also need a primer of some sort for the Legend of the Five Rings setting; any copy of an L5R core rulebook will do, though this cribs the most from Fourth and Fifth (beta) Edition. The content is not 'complete,' but should be entirely playable. The schools provided only cover the core bushi/shugenja/courtier for each Great Clan, and the time frame I was basing material off of is roughly concurrent with FFG's current story, though I have cut as much fluff as I could, so it doesn't matter much. Updated (6/11/2018): Book I: Earth Book II: Water Book III: Fire Book IV: Air Book V: Void Optional Rules: Lethality, grid maps, mass combat, squads, alternative archetypes. Book 1 covers the steps of character creation, with a 20 questions twist. Book 2 covers skills, schools, and talents. Book 3 covers equipment. Book 4 covers new rule(s) kind of important to L5R and magic. Book 5 covers adversaries and entirely optional rules that can be included or ignored at your discretion. On the to do list... A 'complete' selection of schools and other gubbins for each Clan. Finish some of the spells (a few were giving me headaches, so I skipped them). Add Void magic. Add kiho. Minor clans and stuff. Add maho and Shadowlands PC options. This is low on the list. Other odds and ends. OLDER VERSIONS: For your viewing displeasure (split up to be as inconvenient to everybody but me as possible): Book 1: Earth, Book 2: Water, Book 3: Fire, Book 4: Air, and Book 5: Void.
  9. Unfortunately, I don't think there's a single thing that can actually be done about this without introducing a huge list of convoluted rules that feel arbitrary and constricting. As far as strategy games go, they only reliable counter to this is not to play with jerks.
  10. Seeing as multiplayer will (probably) never see competitive play, the simplest solution would be for the players to write down the agreed upon terms.
  11. They slipped in a teaser for a new card in the announcement article for the multiplayer beta. Pretty sure it wasn't that way when the article first dropped.
  12. So you don't like it. Alright, that's fair. If that's the short and long of it, discussion closed.
  13. I can see where you're going with this. Perhaps a short "critical table" for exceeding strain threshold in different encounters. Once a character exceeds their strain threshold, roll d10 to determine the results, and the character acts out the effects until they reduce their strain somehow or exceed twice their threshold, in which case they do pass out. I think that the character should at least be immediately disoriented for the duration, or until the end of the encounter. Give into Anger: The character slips into a fury (similar to the Berserk talent). Soldier On: The character can no longer voluntarily suffer strain. Panic: The character must make a daunting fear check. Collapse: The character immediately falls prone and drops any weapons or items they are holding. Just a few ideas.
  14. The Resilience idea would be interesting, especially if you are playing some kind of shonen sports RPG. An increasing difficulty is probably easiest, and I would also add one or more critical injury effects that limit or prevent the target from making the check. It would also work for settings where lethality is high and magic heal potions are non-existent. Painkillers can either be cut entirely, have the price/rarity dialed up so they're not as ubiquitous, reduce their effectiveness (3 instead of 5?), or put a side-effect on them (disorientation after use?). The strain one is tricky, however, as incapacitation =/= unconsciousness. Forcing targets to run away is a little awkward for the system, I think. @Lorne's idea of triggering a fear-ish effect is not bad, but a flip-out mechanic only works for some settings, not all. Even with Star Wars, it would only really impact Force and Destiny significantly. It works for L5R because there's an important social standing tracker.
  15. I believe it was when the Scorpion got their own Wall to defend. Could be mistaken.
  16. I think the cycle is: Breach happens > Empire is kicked into action > Shadowlands repelled > Crab: "We told you so." > Empire: "We should have listened, Crab-sama." > Grim respect for Crab becomes the in thing > Generation dies, fad fades away > "Those brutish Crab, what do they do again?" > Centuries pass > Repeat.
  17. I don't think it's much of a question, but it's often that a tabletop RPG is about more than the gritty tactical combat typical of those games.
  18. Anecdotally, I'd love to see a grid-based strategy game (like Fire Emblem or Final Fantasy Tactics) that uses Genesys' dice resolution and character talents systems. FFG uses a similar system with their miniature and board games (like IA and surge results), but the one used for the RPG has more breadth and depth than those games. Not on topic, though. Carry on.
  19. Not complaining, but I was really looking forward to what talents Cyphers and Masks offers. I've been wanting to assimilate them into Genesys.
  20. https://www.fantasyflightgames.com/en/news/2018/5/15/finding-clarity/ Entitled "Kudaka".
  21. I'm going to go out on a limb and say that taking a system that is specifically designed to not use dice or any other form of randomized element at all and a system that uses six different kinds of dice as the cornerstone of its design and trying to merge them together is going to be really, really counter-intuitive. You might as well design a brand new game system for all the effort put into it. It's one thing to adapt a setting to a new system, and it's quite another to smash two systems over.
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