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  1. It is about how you bring it to them. I just said; here is a reference sheet, you can go look in the books and sourcebooks if you want, I still allow everything. But I'm not doing it for you. And in time, they just used what was on the reference sheet, because honestly, with all to keep track in that game, who wants to, or even enjoy, to go see the opportunity tables in sourcebook X ? Nobody at my table that's for sure. But if you have such players, let them be! Dont nerf it. But imo they are ruining their own fun... But all is relative. If that is what they enjoy. Sure. Otherwise, yeah, I kept 5 options per ring, plus the 3 general options, plus, for shugenja all their options (but I would probably like to "clean it" too eventually. Especially since shugenja already have more that others to keep track of and more generally more complicated techniques. I'd still like to come up with the cleanest, most versatile, balanced, and all around generally useful opportunity ref sheet. I guess that was the point of this post.
  2. Since we are nearing 20k views (insane! even if around 500 must have been myself...) I wanted to share with you some quick reference sheets that I use for my games. Reference Sheets: https://drive.google.com/file/d/1-1LBhOoFqXAYkpnqCPMMnUKaOLz42hEn/view?usp=sharing thank you! and keep enjoying L5R rpg!
  3. p.329 of corebook, the tables in the Sourcebooks too (shadowland and courts of stone). otherwise, you definitely keep all techniques, narrative options, invocations, and the above general options as your printed ref sheet for players. I will eventually upload my reference sheets in my houserule section. you can print it, and it makes everybody happy. if your players feel like going take a look at Courts of Stone opportunity tables for a check... by all mean, let them. Its just that we do not like having too many options and rather keep it streamlined. We do not like to "game the opportunities" as much as we like putting our brain juice on narrative and descriptions. personal preference. there is already so much to keep in check that is more interesting that looking thru extra opportunity tables (advantages/disadvantages/technique/abilities/equipment) that we found that a simple 1 page reference sheet really does the trick for us.
  4. Lol, yup, I have some experience with that! Though recently, I find that I quite narrowed the most problematic changes for our group, and dropped the very small adjustments that were not having major impact with the flow/fun of the game. Condition/Incapacitated/Wound system was a big culprit for us in term of cinematic experience, and iaijutsu duels to first blood being impossible to win in one strike (that I brought down to only one tiny change! Feels good!) Some more clean up is in order (opportunities are next in line, trying to have a solid reference sheet for players that doesn't require a binder) but it is getting there. The version I will have when it is all over (maybe?) Will be pretty awesome. But again! It really depends how your group is or likes things. Personally I'v heard tons of complaints about how the wound system works, iaijutsu duel works, and the overload of opportunity examples. So I am not alone there. Sharing is caring, even if only one person cares!
  5. I have no experience with old5r systems, unfortunately. Our main concern is not availability of techniques, it is mostly how long it can take for a title to be completed, and how binding it to XP is weird as it make you less good in your school. I guess if you consider it purely as a multiclass system then that would mean the only way for you to play a daimyo, narratively speaking, is if you bind yourself to that strict title, making you unable to achieve other titles unless you fully complete it. Which, for example, can cause a character who is the son of a daimyo but have a priest title unable to take the daimyo position in case their dad/mom pass away until they fully complete the priest title. And how would you handle someone who marry to a daimyo? Would you just give them "free status" ? Mechanically, the titles system, seen purely as a multiclass tool can make sense. But it is very restrictive when it comes to the story. Again to each their own. But my opinion is quite evident considering how we play at our table (things can move very fast between sessions, the story goes fast. And having to spend 24+xp (hours?) of gametime to progress the story is a bit of a crutch for us. Maybe for a campaign that is much slower, the system works, hard for me to judge that. I'd say a campaign for us can last about 15 to 20 four hours long sessions. And if we want the story to go big within that time frame, we found titles to be a stick in the wheels.
  6. That is mostly represented by the Glory stat. I think. Is it ok to pay XP for status? Why would you take "Yoriki" when you can take "Emerald Magistrate" for the same XP ? And if the GM decides what he wants to "allow" you to take, isn't it a bit, wrong? Since the GM forces you to ditch XP in the title he allows you to take? Hence why, keeping it purely RP, you can create a better progression. The GM can present options like "hey, you are a Yoriki now, gain that much status (or ability, or gear, or whatever GM feels like)", now a few session later maybe the PC then become an Emerald Magistrate, again, you adjust his status, and rewards. But never along the way the PC felt penealized by having a hefty 24+xp cost ditched on him for a "yoriki" title. But under the core rules, if the PC had taken the Yoriki Title, he couldn't get anything else until he completes his title with a lot of XP. Now, considering that a title is more or less the equivalent of a rank in XP... and that not every PC will be interested by the same titles. You start to fall into very weird roleplay dead ends and limitations as the story will need to adjust for whatever XP the player feel to drop in their titles (if they even want to drop XP in there). This is not even a question of "balance or powergaming" (personally the least of my concern in this game), but the way they are designed is simply bad for the story. (bonds are not titles, they are another badly designed progression gimmick available in Courts of Stone)
  7. We all know Opportunities are a very versatile and deep thing in this game. There are probably hundred of "examples" to choose from, from the simple "remove 1 strife" to the ultra niche "you get an extra 10% discount on your next purchase". My players and I found that using so many Opportunity tables, on top of all the options that Techniques or Equipments will grant you, is simply too overwhelming and sometimes, gameable. Nobody is having fun looking through multiple tables to figure out how to use their opportunities on each of their rolls. Sure, some checks might have "special" opportunity usage set by the adventure/gm and that is perfectly fine! Also, all the thematic/narrative usage are also perfectly fine (ie: using Air opportunities to be more "graceful"). So, here is what we came up with: Disregard all the opportunity tables in the books(including sourcebooks) aside the General one on p.328(corebook), and the one for Invocations on p.191(corebook). Then, we adjusted the General opportunity table to include a few more options. This leave a very simple, yet deep enough, "reference sheet" for us to spend opportunity on, while keeping the game at a good pace. Here is the only opportunity table we use in our game alongside the one for invocations on p.191 If anybody wants to raise a flag about something that seems "unbalanced" it would be very welcome. The idea is to have all elements fun and balanced and different. While keeping the opportunity usage broad enough to be usable relatively regularly. ANY: : If you failed, determine the easiest way... (same as corebook) +: Removed 1 strife you gained from this check... (same as corebook) : Provide assistance... (same as corebook) AIR: : Learn demeanor and strife... (same as corebook) +: Act subtly... (same as corebook) : Establish a new detail on an NPC... (same as corebook) : Add a kept Ring Dice set to an result to your next check before the end of your next turn. : Increase the TN of the next Martial Arts [Ranged] check targeting you before the end of your next turn by 1. EARTH: : Reassure another character... remove 2 strife... (same as corebook) +: Act carefully... (same as corebook) : Establish a small preparatory action... (same as corebook) : During a support, scheme, or movement action check, Increase your physical resistance by 1 until the start of your next turn. : Ignore the Entangling or Dangerous terrain qualities for that check. FIRE: : Inflame another character... they receive 2 strife... (same as corebook) +: Perform the task in a flashy way... (same as corebook) : Establish an absence... (same as corebook) : Choose another character in the scene; increase the TN of the next check they make before the end of their next turn by 1 if it doesn't include you as a target. : Other characters must receive 1 strife to choose you as the target of their Attack and Scheme actions until the start of your next turn. WATER: : Remove 2 strife from yourself... (same as corebook) +: Perform the task efficiently... (same as corebook) : Establish a piece of terrain... (same as corebook) : Remove 1 fatigue from yourself, to a minimum of half your endurance. : During an attack action check, Ignore 1 point of the target's physical resistance. VOID: : Choose a ring other than Void. reduce the TN of your next check by 1 if it uses that ring. (same as corebook) +: Sense supernatural... (same as corebook) : Establish a fact about your character... (same as corebook) : During a support, movement, scheme or attack check, Increase your Initiative value by 1. : Ignore the Obscuring terrain quality for that check.
  8. I play Legion of One or Way of the Lion and punch them real hard. I have more honor than to fight a dishonorable infinite loop abuser with several buddies!
  9. Intense breakdown sir! The point stands that preferential access to general categories "can" open some weird options (even more so as more books are released). But, does it really require a "fix" ? Or simply applying common sense and talking with your player is enough? The "major" concern seems that a lot of titles (courts of stone keeps the trend) open up techniques that are usually restricted to Clans/Organizations etc. While it does make sense in some cases (Emerald Magistrate etc) a lot of the time it does not. Titles are extra tricky since they also often open up much higher rank techniques via the preferential symbol. Which "can" in some cases, be a path to powergaming (if that even matters). Again, it isn't that much of a big deal, especially in a game that is very "loose" on its rules and balancing and requires final judgement and interpretation by the GM a lot of the time. You can only hope that the players are mature enough so that the discussion goes smoothly. I would prefer a bit more tightness, especially on how the progression system is designed, and I can understand some groups could fall into some unfun arguments about different options that the GM would rather not allow. But hey... personally I can live with how it is since my players are good mates. I think we set down the rules of "common sense" pretty early on when we tackled how we wanted to deal with advantages/disadvantages.
  10. Indeed lol. Though, some small errors and irregularities are in the rules here and there... I think that it is "normal". At least for an RPG of this size in term of rules, expecting total perfection is too utopic. (Shadowrun 6e is, sadly, way more a mess than L5R). As long as these small bugs are obviously squashable with common sense, not a big deal. Sure, a crazy dude could start to revise and fix all the books small mistakes on small details, but that would be an insane endeavor that wouldn't be that much worth it in term of how more fun it would really make the game.
  11. That is all fine examples of deliberate uses! Which is what it is most of the time. A Kolat ability that allows you to create Kolat situations, for a Kakita Swordsmith, is a bit more fishy! And moooost probably not intended... But hey, one mistake here and there, edgecase, no big deal really... Use common sense. Obviously, some titles totally break all these rules, but they are titles anyway. In other words: bad design from the get go. So at this point, also let it fly if you are willing to use titles as written... And use common sense when a technique would really not make sense for your table.
  12. solution is: use common sense. cheap answer... but we cannot expect L5Rrpg to be without mistakes. small things like that can easily be GMed though. I do not think some kind of houserule is needed. as long as something is not rendering the game unfun, or broken, or creating weird spammable loopholes... you should probably let it slide or you will definitely never finish. my houserules were about 5 times as long before, because I was trying to fix all minor issues. i just let go... and it was for the best. keep the important parts only, the parts that makes the game more fun for your table.
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