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About ColdObiWan

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  1. Disagree hard on this. A second school works great as a Title. Awarded by: Sensei of the new school; Pre-Req = Rank X+2 in your original school; +/- Honor = the difference between your original school and your "adopted" school; +5 Glory; Curriculum = the new school's Rank X Curriculum, which requires Y xp to complete; Award = The new school's school ability at Rank X; X = the rank you are attempting to complete in your new school (from 1+); Y = the amount of xp required to complete that rank. The end results: To advance in your new school is to stop (at least temporarily) advancing in your current school; You can only advance along the new school's specific curriculum, at the specific time (e.g. no "general access to Invocations" for you!); (If your new and old schools overlap too closely, you may actually harm your ability to progress in your original school, or have very limited -- even impossible! -- advancement options in your new school); You can never reach higher than Rank 4 in your new school, meaning you'll never get the largest benefit out of the school ability or even gain the mastery ability; Your new school ability will always be at least 2 ranks behind your ability / progress in your original school ability. That honestly seems really balanced to me. Yes, some school abilities are sort of "front-loaded", and give a pretty big bang for that initial buck of investment, but for the most part you have to put a LOT of resources in to get the real pay-off and (as always) those are resources that you're not putting into your main school or other titles. (Note 1: should be obvious, but if you want to make it possible to "abandon" progression in your current school altogether, you change the pre-req to "Rank 1 in any school" or "Rank 2 in any school") (Note 2: should also be obvious, but if you want to limit options you could make the pre-req "Rank X in a [type] of school you already belong to." That way a character can't suddenly go from being, say, a bushi to being a shugenja. Personally it doesn't bother me -- plenty of narrative reasons to shift your career path in a more extreme direction; to take up arms or put them down, to retire to a monastery or leave one, etc.)
  2. A bit of a necro, here, but do we yet know the name of the person the Scorpion put as governor of Toshi Ranbo? If so I've missed it, but it'll be useful for my scheming...
  3. I'd give players carte blanche on this one – one or two heritages, roll or pick, doesn't matter. The impact on stats will be fairly minimal no matter how it goes, especially in the long run, and whatever the player and I think is going to make for the best tale at the table is a-ok by me. A stolen invocation, like anything else, will have to get worked into the story, somehow, in a way that makes sense. Off the top of my head, maybe it's not the "knowledge" that was stolen, per se, so much as the ancestor? As in: the character had an ancestor who was (or was meant to be) a shugenja, but for some reason turned their back on that path early on. Although the sting to the family honor remains, the favor of the kami lingers, just a little bit, with the descendant.
  4. Ah, I think I see. In L5R, "pulling your blow" is most closely modeled by the "roll-and-keep" system letting you choose which die you want to keep. Want to hit someone without completely cutting them down? Only keep enough successes to meet the TN, and no more. Choose not to spend the Opps for a Critical when you could. Don't strike them while they're Incapacitated (or, in a duel, when you could make a Finishing Blow). But otherwise, it's true that restraint in L5R is mostly modeled by "not getting involved in a conflict using giant razors to begin with". If I'm still misunderstanding, please let us know what you're trying to model; are you thinking of another RPG, or a particular trope in fiction?
  5. Ha! Too true! But I've been thinking it over today and I'm thinking the flow of the river might've been reversed: It used to be that the river flowed from the Iron Rings Cascade westward towards the City of the Rich Frog, where it sort of met up with the Three Sides River to flow south. I think that, in the FFG version of the map / geography, the Drowned Merchant and Three Sides Rivers both start up in the Unicorn lands and split at the City of the Rich Frog. Then the Drowned Merchant River flows eastward to the sea, and the Iron Rings Cascade just feeds into that river, which keeps on going. Makes much more sense than the river splitting...
  6. I really, really don't think that swinging a weapon at another person bears any resemblance to "pacifism". When you get into a fight, you're trying to hurt your opponent, but your opponent isn't just standing around – they're trying not to get hurt! In order to hurt that opponent, then, you've basically got two options: 1) Use your skill or strength to create an opening that'll let you slip an attack past their defenses. 2) Wear them down until they're too tired to effectively defend. The L5R game represents these two with: 1) Spending Opportunities. 2) Burning through your opponent's fatigue, until either they can't continue the fight or they just can't defend themselves. That's hardly Pacifism. That's just... you know... how you fight someone.
  7. On the new map, the Drowned Merchant River splits in two at Toshi Ranbo – one branch following its usual course to the west, the other to the southeast, past the Castle of the Emerald Champion (and, quite possibly, if you squint, past Otosan Uchi and Slow Tide Harbor. Yet surely both branches, flowing in opposite directions, towards opposite outlets, don't have the same name. Anyone have any idea what this new, second Drowned Merchant River is called?
  8. These redundant place names must drive you crazy, then, hey? Anyway, yes, religion in Rokugan is all sorts of weird. Personally, I try to separate Fortunism and Shinseism from each other a bit, so that the former more resembles Shinto and the later more resembles Buddhism (with consequent division on their role in social life – down to the former responsible for presiding over wedding ceremonies and the later over funerals), but that's more of an "in my Rokugan" / "at my table" thing than the way the books (usually) present the two.
  9. Ooooooh! These look lovely! I'd definitely love to have a set, that's for sure!
  10. I agree that I'm probably putting too fine a grain on it, especially once we start including shugenja in the mix. If I had players and they were to ask, I'd probably steer them in the direction of -hoshi, even for the Ise Zumi ("Togashi-hoshi" for all of them, really), but I also think that "Togashi-san", "Monk-sensei", or "Monk-san" would be A-OK.
  11. Sorry to double-post, but thinking on it further: Rokugan makes a distinction between Shinseism and Fortunism. Those two map (roughly, loosely, if you squint) to Buddhism and Shinto in the real world. L5R, as a game, refers to the religious students (i.e. those who have the school) of both as "monks", but in Japan the Buddhists are called "hoshi" (per my last post) and the monks in Shinto are called (as a group) "shinshoku" [神職] (which is usually translated as "priest", not "monk"). So, you might use that to refer to a Fortunist, and hoshi to refer to a Shinseist. Ise Zumi are a funny sort because, well, in the game they're clearly inspired by Shaolin Monks who weren't Japanese at all... But they're also (pseudo)-Fortunist (because they follow Togashi), so maybe "hoshi" is still appropriate for them? (And I'm honestly straight-up not sure what a generic, non-denominational word for "monk" is in Japanese, if there even is one.)
  12. Well, "hoshi" [法師] is a word for a bonze or buddhist priest, a title as it were, and could map perfectly well to use in Rokugan. That'd make it either a useful name-replacement (when you don't know the monk's name) or a good honorific (if you do). So, I'd say that either "[Name]-hoshi" or "Hoshi-san" would be appropriate.
  13. Thank you! That's exactly what I needed to know!
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