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wastevens

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  1. Your damiyo should provide for all your material needs. Practical gifts are seen as insulting. Samurai have very little nominal need for money. But if they have an opium habit, or like to gamble, or to patronize in demand geisha or prostitutes - they need money. So, how do samurai *get* money?
  2. When you prepare an Invocation (pg 190), do you get the Strife at that time, or when the invocation is invoked? And what happens in the event that you have a 3 strife prepared Invocation; when it's unleased, does it backlash, or is there some kind of backlash during the preparation?
  3. I've got a player who's a Hida Defender, and looking at taking Rushing Avalanche Style, because duh. But she's raised a question, regarding the second Opportunity spend; it increases the damage on targets that are Prone, but the only obvious ways to knock people Prone are via Techniques. Is there a general 'You can spend X Opportunities in Y stance to attempt to knock someone Prone' that I'm just overlooking?
  4. I mean, to a degree, a Courtier shouldn't have as much to do in combat as a Bushi, and the Doji Courtiers are the Courtierest Courtiers. Towards that end, I would recommend she focus on Opportunities (p 328); in particular, Fire (Opp): Target receives two strife, Air (Opp): Learn a Disadvantage of one of the targets. Also, while there are Shuji that can assist in combat, they are mostly support-assistance rather than murder-assistance. They help either buff your allies, debuff your enemies, or force your enemies into disadvantageous decisions. But yeah, by and large, a Doji Courtier that gets into a fight should be fighting-via-Daidoji yojimbo. (Actually, that's another thought; maybe let them have an NPC yojimbo whom they control in the fight that is the *actual* fighter?)
  5. Will damiyo typically only have samurai families from their Clan serving them, or will they more often have members of some other Clans serving them? IE how strange would it be for a member of the Matsu family to be sworn to a Crab damiyo?
  6. I didn't get the adventure, cause I'm a player in my game. So... uh, dunno. I did also get a packet of really cool art cards!
  7. The Schools are Bayushi Deathdealer Daidoji Spymaster Doji Bureaucrat Ikoma Shadow Mercenary Ninja Shiba Artist Shika Matchmaker (who are Shugenja! I did not see that coming) Shika Speardancer Togashi Chronicler Yasuki Yojimbo The Titles are Castellan Covert Agent Dreaded Enforcer Esteemed Negiotiator Kenshinzen Kyuden Asako Shieldbearer Master Artisan Winter Court Champion Seven Fold Palace Acolyte The Bonds also add a special action, like the School and Title Abilities (as well as just getting more cool as you invest more xp into them) Family (Strong Roots Grow Deep: Once per scene, you may call upon your bond to treat your composure as increased by your bond rank until the end of the scene) Comrade (Just like Old Times: When you perform a check in which your comrade has at least 1 rank, you may call upon the bond to negate bond rank Strife results.) Lover (With you, the Storm Subsides: At the end of a scene with a lover or reminders of them, you may call upon your bond to remove additional strife equal to your bond rank) Rival (I Will Surpass You!: When making a check, call upon this bond; gain Strife equal to the bond rank, then reroll up to that many dice.) Nemesis (They Were Responsible!: Call upon your bond to learn if you Nemesis was behind the current nonsense, which the GM should clearly confirm or deny as well as providing a clue or other element you can determine it. If they are, reduce the TN of your next check to deal with the nonsense by your bond rank) Bond Abilities can be used up to (Bond Rank) times per session. Importantly, they can be used even if the person you are bonded with isn't present- even if they are dead! The bond represents what you have learned from them and how the relationships has changed you as a person.
  8. I have my copy It's about half setting stuff (a general overview of castles in Rokugan, as both fortresses and political centers), a quarter with some new toys (the Deer Clan, new Schools, Advantages and Disadvantages, Techniques, etc), and the remainder with advise for running games more focused on intrigue, espionage, and romance, with a lot of pretty good GM advise. Very pretty art too
  9. So, at Void 3 / Tactics 3, you're looking at about an 80% success on getting to 3 successes, bumping the TN for anyone to hit you to 4. Assuming you're fighting a Ring 3 / Martial Arts 3 opponent, they'll reach that about 40% of the time. If you don't have Crescent Moon Style, that's a fight you lose. If you *have* Crescent Moon Style, then it becomes a question of 'how often do I get at least 3 successes and 1 opportunity on my Guard', which I think is gonna put you in a quandry fairly often of 'I can get a reroll, a success, and an opportunity, or I can get 3 successes' (I mean, sometimes you'll get the success/opportunity face, but it's far from certain). And this assumes, again, that people *stay* in melee range- if I'm facing that sort of nonsense, and I have to kill you, I back up and start hucking ranged attacks, using Water Stance to maintain distance better.
  10. Mm, fair enough; still learning the katas and didn't remember there was one to let you counterattack when guarding.
  11. If you guard, you roll Tactics at TN1; on a success, you increase the TN to hit you by 1 until the next turn, plus an additional one per two bonus successes. Are you assuming that every time you Guard you're getting 3 successes? True; I'd misunderstood how Fire Stance worked. Good to know going forward!
  12. Eh, if all you do is Guard while in Void, you won't be acquiring Strife, but your opponent is likely to hit you sooner rather than later. Assuming you're facing an opponent with at least 3 in the ring they are using to attack, and you have a 3 in Void, you're moving their chance to hit from about 50% to about 25% most rounds. But they *can* hit you, can you *can't* hit them. And that's assuming they aren't in Fire Stance, eat the Strife and club your head off with a Tetsubo; if you can do enough damage in one swing, it doesn't matter how much Strife you generate. You'll be unmasked, but your opponent will be unconscious.
  13. Context is everything. If you are in heavy armor, you are less concerned with damage (because you'll ignore more of it) and more concerned with being hit by a critical strike. This means Earth Stance is going to help you. If you are in light or no armor, then you are more concerned about every hit you take because you'll become Incapacitated much more quickly. This means that you probably want either Air (against a 'typical' starting opponent with 3 Ring and 2 skill, moving the TN from 2 to 3 reduces your chance of being hit by almost 20%), or Water (and use your extra action to move in and out of range). If you have a big ****off weapon (like a tetsubo or otuschi), you might favor Fire Stance and just plan on knocking ***** into Incapacitated with one swing. If you are in a situation where you can't afford to Unmask or become Compromised, Void will obviously help you keep your cool. These things change further depending on the Terrain, if you (or your opponents!) have allies, what your objectives are, what katas you know, what your strongest and weakest rings are, etcetcetc. It's decidedly not "Stance X beats Stance Y"; the variable difficulty for resisting the consequences of some Techniques would be like, a tertiary consideration in my book.
  14. I wrote a toy to provide a rough guestimate as to the expected success percentage of number of successes/opportunities/strife you can expect with various target numbers, ring dice, and skill dice. Said numbers are available in a google sheet https://docs.google.com/spreadsheets/d/1r4Z4TJ1suBf_p4b0rcDJAMH37UjpKdYHtt1myYh3m3Q/edit?usp=sharing For those who want to inspect the logic, it's available at https://github.com/wastevens/RokuganDice (not my finest work; like I said, this is a toy so I didn't bother with proper unit tests) TL;DR for the code- basically, on each check, until it's gotten at least TN successes, it tries to keep rerolls, successes, and opportunities (in that order), favoring no-strife results over results with strife. Once the check has successes equal to or greater than the TN, it changes to prioritizing keeping opportunities, rerolls, and successes (in that order), favoring no-strife results over results with strife. While not 100% accurate (sometimes you just want to max your number of bonus successes, and if you're going to fail you might aim to minimize strife or maximize opportunities), but I figure it's a reasonable first-order approximation.
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