Jump to content

Avatar111

Members
  • Content Count

    1,890
  • Joined

  • Last visited


Reputation Activity

  1. Like
    Avatar111 got a reaction from Void Crane in Mixed Loyalties With Players   
    4 players all with different loyalties can be difficult.
    At 3 players, we found that different loyalties are workable if the players are ok with a few things;
    -Light "pvp". Meaning that sometimes a player's choice will win over another player's.
    -The players can accept that their character can be affected by other players social and/or other rolls.
    Put together, it means that players can be skilled enough to alter their character's roleplay and decision making based on the influence of other players; mechanically forced or not.
    You do not go into full on combat between PCs, and your story should not always force such situations. But, you should be able to design "choices" that are sometimes not the best for every players. And that the repercussions of making the "bad" choice for some players can also be interesting for the story.
    It might not be that clear without examples, but yeah, some amount of mixed loyalty can be made to work and even be interesting. Especially when tied to the concept of ninjo vs giri, in which both of the character goals can advance a character's story in meaningful, albeit very different, ways. At the extreme, this can require you to fiddle with the system (a player who become ronin, or change allegiance are such an example), where you will have to discuss with the player how that will mechanically affect their progression... But it can be done.
    Go wide. It is doable if you do not have many players (3 or less is manageable, but maybe you are a super GM and can do with more).
    Take the latest Shahai story twist, and see how you could make that work "mechanically" in your game if one of the player was Shahai for example (not easy without multiclassing..). What would happen to this character now that she is "outcast"? Would you try to find a way to keep her story going? And how?
    Same can be said for Kaede, who had to change clan. How would that work at your table?
    The game's system doesn't make such things easy, but the system is also so.. morphable? That it can be done with a bit of efforts.
  2. Like
    Avatar111 got a reaction from Wolf310 in New GM to L5R and all new players (need help)   
    These can help and will adress a couple of your concerns.

    Reference Sheets: https://drive.google.com/file/d/1-1LBhOoFqXAYkpnqCPMMnUKaOLz42hEn/view?usp=sharing

    Character Sheet (all in one, slightly streamlined): https://drive.google.com/file/d/1yBz_dVkDgr2JtKzPPGSWq3de_dHH39Wr/view?usp=sharing

    edit: one thing I want to add eventually as a good general thing to remember is that you only use stance bonuses while in a conflict (after an initiative is rolled).
     
  3. Thanks
    Avatar111 got a reaction from Laqri in Making a Kakita Duelist   
    With a grain of salt, and some wisdom. There are many truth in what I say, no matter how you filter it.
    Though, it is a ttrpg, it really doesn't "need" to be perfect. Especially not when every table plays their specific ways and adjust how they see fit as needed. It is not a competitive game, after all. The GM can balance things out and make it fun for all.
    I just like to improve on things that are not smooth or fun for my table and share my experiences. I am also pretty happy with my results after a ton of trial and errors.
  4. Like
    Avatar111 got a reaction from HirumaShigure in Mixed Loyalties With Players   
    4 players all with different loyalties can be difficult.
    At 3 players, we found that different loyalties are workable if the players are ok with a few things;
    -Light "pvp". Meaning that sometimes a player's choice will win over another player's.
    -The players can accept that their character can be affected by other players social and/or other rolls.
    Put together, it means that players can be skilled enough to alter their character's roleplay and decision making based on the influence of other players; mechanically forced or not.
    You do not go into full on combat between PCs, and your story should not always force such situations. But, you should be able to design "choices" that are sometimes not the best for every players. And that the repercussions of making the "bad" choice for some players can also be interesting for the story.
    It might not be that clear without examples, but yeah, some amount of mixed loyalty can be made to work and even be interesting. Especially when tied to the concept of ninjo vs giri, in which both of the character goals can advance a character's story in meaningful, albeit very different, ways. At the extreme, this can require you to fiddle with the system (a player who become ronin, or change allegiance are such an example), where you will have to discuss with the player how that will mechanically affect their progression... But it can be done.
    Go wide. It is doable if you do not have many players (3 or less is manageable, but maybe you are a super GM and can do with more).
    Take the latest Shahai story twist, and see how you could make that work "mechanically" in your game if one of the player was Shahai for example (not easy without multiclassing..). What would happen to this character now that she is "outcast"? Would you try to find a way to keep her story going? And how?
    Same can be said for Kaede, who had to change clan. How would that work at your table?
    The game's system doesn't make such things easy, but the system is also so.. morphable? That it can be done with a bit of efforts.
  5. Haha
    Avatar111 reacted to T_Kageyasu in Bonds   
    When it's Hida Kissada, it strangely makes sense!
  6. Like
    Avatar111 got a reaction from Void Crane in Mixed Loyalties With Players   
    I like that.. So instead of making PvP a group option, you basically make PvP "a thing" by default, but grant the option to the players to click their own "I am immune to PvP" option.

    smart.
  7. Like
    Avatar111 got a reaction from neilcell in Mixed Loyalties With Players   
    I like that.. So instead of making PvP a group option, you basically make PvP "a thing" by default, but grant the option to the players to click their own "I am immune to PvP" option.

    smart.
  8. Like
    Avatar111 reacted to Hida Jitenno in Mixed Loyalties With Players   
    I have two players that are good with PvP action and one that isn't. They're all three from different Clans. So my plan is to give potentially-conflicting goals for the first two, and a non-player-conflicting goal for the third.
  9. Like
    Avatar111 reacted to Magnus Grendel in Messed up Utaku character build, how bad is it?   
    Ultimately I agree it can be a problem.
    I don't mind it applying to non-manoeuvre movement actions as a general principle, and I've studied enough historical battles to understand that having your general's messengers and captains mounted and able to be seen clearly and around their command quickly is probably a big enough deal to justify getting a horse for your cohort commanders being almost mandatory, but I don't want "I'm on a horse" to be a crucial part of being a monk when they're exactly who shouldn't be using them.
     
    I'd just go with the approach that the bonus successes from being mounted are the equivalent of being assisted; they apply if you can credibly explain to the GM why being mounted helps, and debate any caveats the GM wants to impose. So, for example, if you tried them at a game I was running:
    Heartpiercing strike with a Naginata whilst mounted? Fine. That makes complete sense to me, as noted; the damage you can do will be massively increased with the weight of your horse at full gallop behind you.
    Pole Vault? You know what? Okay. I'll let you have that one. Vaulting off your horse into a mid-air spear strike is such a cool mental image that I've no problem with this, and the speed of your horse will contribute to the impact. BUT after using this kata, you're obviously no longer on your horse. So I hope you didn't miss and waste those bonus successes!(especially since Pole Vault is another of those katas which actively punishes you if you screw up the check)
    Riding The Clouds? Just 'No'. If a Kiho could affect another character, it would have said so in the techniques description. Since it doesn't, you can't use it to make your bloody horse fly.
  10. Like
    Avatar111 got a reaction from Magnus Grendel in Messed up Utaku character build, how bad is it?   
    You are insane when it comes to DATA lol

    Anyway, well enough "possible cheese" for it to warrant a fix. And I wouldn't be surprised if it was honestly just a typo that should have been "maneuvre" and not "movement". But hey... hard to take anything for granted, they do are a bit weak when it comes to mechanical design, either because of lack of skill, or lack of allowed time to design things.
  11. Like
    Avatar111 reacted to Magnus Grendel in Messed up Utaku character build, how bad is it?   
    In the core book, Crossing Cut, Heartpiercing Strike,  Flowing Water Strike, Pin The Fan and Lighting Raid, as well as the Assault mass battle action, are the only generic techniques with the "Attack and Move" subtype pairing, but Flowing Water Strike doesn't count bonus success for any reason
    Strike With No Thought (the Kakita Duellist School Mastery Ability) also has it, as does The Final Silence (the Shosuro Infiltrator School School Mastery Ability) but again the latter doesn't count bonus successes, so you don't have to wrap your brain around the concept of ninja cavalry sneaking up to stab you in the back.
     
    Movement and Support is a bit more of a problem because quite a few Kiho use that subtype pairing, and obviously bonus successes are generally counted to trigger burst effects.
    Grasp The Earth Dragon Riding The Clouds Way Of The Willow The Body Is An Anvil Ki Protection Ride The Water Dragon Way Of The Seafoam And a few other techniques
    Dance Of The Seasons Invocation Slippery Maneuvers Shuji Removing the Burning condition from an ally The Reinforce mass battle action (although this is the only one of the four which counts bonus successes for anything)  
    In other sourcebooks:
    Using a shield of whatever variety (and tonfa) defensively is generally a movement and support action (featuring various items in Mantis Clan, Courts of Stone, and Shadowlands) but it's not an action requiring a check. Attack and Move: Fiend's Retreat Maho in Shadowlands (though bonus successes are irrelevant) Pole Vault and Slicing Wind Kick Kata in Courts of Stone Also Silent Elimination and What's Yours Is Mine Ninjitsu in Courts of Stone but again bonus successes don't matter)  
    Obviously quite a few NPC abilities are Attack and Move (like the Shark's Blood In The Water) but that's not going to be an issue with mounted combat unless your skirmish scene devolves into a weird meme.
  12. Haha
    Avatar111 reacted to Tenebrae in Channeling for Prepared Invocations   
    OK
  13. Like
    Avatar111 got a reaction from T_Kageyasu in Making a Kakita Duelist   
    With a grain of salt, and some wisdom. There are many truth in what I say, no matter how you filter it.
    Though, it is a ttrpg, it really doesn't "need" to be perfect. Especially not when every table plays their specific ways and adjust how they see fit as needed. It is not a competitive game, after all. The GM can balance things out and make it fun for all.
    I just like to improve on things that are not smooth or fun for my table and share my experiences. I am also pretty happy with my results after a ton of trial and errors.
  14. Like
    Avatar111 reacted to Laqri in Making a Kakita Duelist   
    Thank you for the response!
  15. Like
    Avatar111 reacted to AndyDay303 in Making a Kakita Duelist   
    Take Avatars concerns with a grain of salt. He armchairs a lot of things that he claims are “wrong” with the system. 
  16. Like
    Avatar111 got a reaction from AndyDay303 in Porting Card game characters into the RPG   
    I will throw a curveball in here and say that the cards "stats" do not match the rpg. You cannot always assume a character with high military strength in the card game will have a strong "martial" stat in the rpg.
    The card game's stats represent a broad number that even includes outside factors. For exemple, Sotorii is a 4 military in the card game, but he is probably a 1 or 2 melee in the rpg, if even. His 4 military in the card game also represents other factors like his bodyguards and his status. Sure, the military stat also represents the character's own prowess, but that isnt the "only" factor.
    As other examples, check the new Shoju with a "dash" for military. It doesnt mean the guy is garbage with a sword (he isn't), but more like "he wont fight or can't be fought" due to his current duties.
    Same goes for Ryoku, a mere 1/3 in the card game, but a beast in the rpg with 5s everywhere. Her card stats represent the fact that she isnt imperial advisor anymore and doesn't have as much pull.
    Or Kakita Yoshi with a 2 military, but the guy never lifted a sword.
    Anyway, food for thought!
  17. Like
    Avatar111 got a reaction from Magnus Grendel in Channeling for Prepared Invocations   
    I would say it doesn't work because Channeling works when you Perform an invocation, not when you Prepare it.

    But obviously, the answer is not clear and it is up to your GM to decide (like a lot of "rules" in this game).

     
  18. Like
    Avatar111 got a reaction from Void Crane in Messed up Utaku character build, how bad is it?   
    It does not matter at all. At 32221, you are still rank 1 with no ring increase. You have enough time to upgrade whatever you feel like.

    Depending on how you play the game, it is also possible your advantages/disadvantages are not element/ring locked.

    This question is very hard to answer because not two groups play the game the same way...
    If you ask the question in a very strict and polished ruleset, D&D5e style, with simple hack and slash adventuring... I could answer you.

    But this is L5R... and L5R is very high on void ring. Nothing is anything, everything can be something.
  19. Like
    Avatar111 got a reaction from sndwurks in Messed up Utaku character build, how bad is it?   
    It does not matter at all. At 32221, you are still rank 1 with no ring increase. You have enough time to upgrade whatever you feel like.

    Depending on how you play the game, it is also possible your advantages/disadvantages are not element/ring locked.

    This question is very hard to answer because not two groups play the game the same way...
    If you ask the question in a very strict and polished ruleset, D&D5e style, with simple hack and slash adventuring... I could answer you.

    But this is L5R... and L5R is very high on void ring. Nothing is anything, everything can be something.
  20. Like
    Avatar111 got a reaction from AndyDay303 in Bonds   
    regarding the new Courts of Stone "bonds" rule;

    are the XP cost cumulative, or total.
    ie: if rank 1 bond cost 3xp, and rank 2 bond cost 4xp. Do you need to spend only 1xp to go from rank 1 to 2, or you need to spend 4xp?

    If it is the total, then it means a rank 5 bond would cost a staggering 31xp. Which is basically a school rank with all it includes.
    If the cost is only 10xp for rank 5 though, it makes bonds too strong.

    So, I wonder, what are your opinions on that? because I find myself thorn by either finding them too weak, or too strong, whatever the interpretation I use.

    edit: on an other, but similar topic. are they even fun things to spend XP on? or shouldn't that just be narrative bonuses you gain by roleplaying such "bonding" interactions with an NPC ?

    the rank 4 bonus is the one that strikes me as less fun. especially since you can use their "rings". dunno, just find that very gamey and eventually would start to feel quite "redundant and spammable" in a narrative sense when you can do that four or five times per session. if a session is 3 or 4 scenes (if even), bonds can become omnipresent, obscene, and lose their "flavor" I feel.
  21. Thanks
    Avatar111 got a reaction from Bayushi Shunsuke in Disguised, condition "or" conditon   
    Thank you, that is what I thought. This makes these cards much easier to play.
    Will adjust the title.
  22. Like
    Avatar111 reacted to MonCalamariAgainstDrunkDriving in Bonds   
    Yeah, I'm with you. As written, it's not my cup of tea either. But if a player was really into it, I'd work with them to figure something out.
  23. Like
    Avatar111 reacted to Magnus Grendel in Bonds   
    I dunno.
     
    I quite like the idea in theory - a rank 2 'comrade' bond where two PCs can ignore a couple of points of strife  and gain assists on martial arts and fitness checks when fighting together in a skirmish, even if they're not actively spending actions assisting one another, feels right.
    Being able to spend XP on what's essentially a custom kata of "fight more effectively when back to back with my sworn ally" for 7xp seems fair.
     
    Of course, with the bond rules as they are, the other comrade doesn't actually have to be there, which makes the whole idea fall through a bit.
     
  24. Like
    Avatar111 reacted to Magnus Grendel in Bonds   
    Throwing flash-backs into a game give you a lot of narrative options.....but do also play merry heck with both the storyline's chronology and the time of the players not starring in the flashback. I don't object to them (and they can be great at the right time) but you definitely need to build an adventure with the understanding that they're in scope, because it'll mess things up something rotten if you don't.
     
     
    Sharing void points is very powerful. It's not 31 XP powerful, but then it doesn't have to be, because you've got all the 'subordinate' rank effects too. It's definitely for specific types of bond, too - after all, regardless of the mechanical effect, if it's a Nemesis bond, you aren't going to be using “We are bound by this fate we have made!”, because if the other character is your nemesis, there's almost no situation you'd want to give them 'free' void points at a cost of your own.
    A 'comrade' bond taken to the limit for a pair of players is pretty powerful... getting you:
    Ignore the first 5  on any skill check your counterpart is skilled in A permanent skilled assist (somewhere between a free ring rank and a free skill rank) on these skills The ability to chop and change between their skill or ring ranks and yours The ability to shuffle void points back and forth Now that does feel powerful. Is it worth 31xp? Not sure. But it certainly feels like a credible alternative to a rank's investment in a school curriculum.
     
     
  25. Like
    Avatar111 reacted to MonCalamariAgainstDrunkDriving in Bonds   
    I have to think the intent is that you start fresh at each rank, just like when tallying xp within a school rank.  So 4 xp to go from rank 1 to rank 2.
     
    Conceptually, I think I'd use this justification: a role-playing investment (building up connections) leads to a role-playing advantage (potentially opening doors, or whatever else makes sense), and a mechanical investment (experience points) leads to a mechanical advantage (the bonds abilities). I'm not sure yet if I actually buy that.
    Here's my breakdown of what I think of the abilities:
    Rank 1 (3xp):
    Family, Comrade, and Lover are worth about 1 strife per session at rank 1. That seems like a weak use of 3xp. At rank 5, it's probably much harder for you to ever become Composed, but this alone is pretty far from justifying 31xp.
    Rival is kind of tricky. At rank 1, it actually seems like a really solid option. Maybe even worth 3xp? Since you have to take your Bond in strife, even if you're rerolling fewer die, I think there's a point where this actually gets weaker as you rank up. How often do you need to reroll 5 die in a situation where you can afford to take 5 additional strife?
    Enemy is too hard to gauge. It depends so much on how often your enemy is behind things (and how important the first roll of the scene is).
    Rank 2 (4xp, 7xp total):
    This seems decent. For the cost of rank 2 in a skill, it's kind of like you have a floating extra rank in a skill that your Bond has, when you really need it. I think this rank is where Bonds seem the most playable to me. It's probably a little weak but good enough that I can imagine someone choosing this. And I love that it's called “Like you always say…” That's fun.
    Rank 3 (6xp, 13xp total):
    This is the ability that seems nuts to me. As written, eventually you can be playing an NPC for the whole session, every session! Or essentially just switching out between two characters, based on what you need for a scene? If it's an Enemy, how does this make sense? I don't like this kind of game design. I can't imagine many GMs just allowing this as written, which means it's setting up extra work for the GM to figure out how to make it work. And someone has to keep finding reasons why the PC leaves for a scene. If a GM wants to offer this option to players occasionally, cool. I don't think it's the kind of thing that should be a built-in mechanic with an xp cost. Same for if it's flashbacks between PCs (who are making other players wait).
    Rank 4 (8xp, 21xp total):
    I agree that this feels pretty "gamey," but I think it's much less of a problem. I'd have to do some serious reflection on how strong to make the bonded character, but you'd have to do that anyway for rank 3. I don't love it, but if this was the only problem, I'd get over it.
    Rank 5 (10xp, 31xp total):
    I love that the capstone ability is about entwined fates. The idea of the mechanic is pretty fun, but I'm not sure it quite works. If it's two PCs, this could basically be 5 extra Void points each per session. That's good, but I for sure don't think it's worth 31xp that don't go towards ranking up.
    My initial thought is that I'd just make Bonds a 3 rank system. Rank 1: As is. Rank 2: As is, except it only applies to 3 skills of your choice. Rank 3: As rank 5, and you can use it, even if your bonded character isn't in the scene. Each rank costs 3xp.
     
×
×
  • Create New...