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I wonder how closely they're going to follow the original plotline; some of it was pretty stupid. Like the Sun and Moon dying, twice in a generation at that. I wouldn't be surprised if they generally followed it, since it's easier than writing new stuff and less likely to cause fans to get mad, but I'd be interested in seeing things be a bit less silly. Also interested in seeing how they handle the minor clans and stuff in the RPG. I liked quite a few of them, but none are in the beta yet. Also, I never got into the old card game, but the new one being, well, new, is tempting me. I can't afford even a single starter set right now, but if I get more money and the local game shop turns out to have a decent amount of people who play, I may end up trying to get into this one.
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# ¿ Oct 10, 2017 05:10 |
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# ¿ Apr 27, 2024 12:03 |
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Oh yeah. That'd be neat; put the various weird cataclysms in as alternate setting stuff in the RPGs and whatnot, but keep the "main" thing fairly standard and don't go crazy with multiple disasters a decade and repeatedly killing the gods and stuff. Heck, don't kill the gods at all; it was kind of dumb even the first time, and also given that she's a major figure in Japanese religion having Amaterasu kill herself (because her evil husband who hated her died, at that) seems... Questionable. Throw in some reference to all the old stuff as a possible setting or something, so fans of the original plot have support for still playing with it, just don't do it all over again. In part because it was silly, and in part because everyone's already seen it before. Otherwise, though, keep "official" Rokugan more subdued, with things like "normal" wars and whatnot being the usual big deals people are worried about.
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# ¿ Oct 10, 2017 21:43 |
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Bakeneko posted:The specifics tended to vary depending on which writer was writing a given piece of fiction. Consistency in the lore was never AEG’s strong suit. However a lot of evidence seemed to point to the fact that some of the things samurai believed about the Celestial Order were wrong. After all, humans and other species existed and had developed their own cultures before the Kami fell and introduced it to the region they happened to land in, and several foreign civilizations were confirmed to exist alongside their own gods even into the present day. That is an interesting idea. Though now I'm curious; the idea that the Celestial Order wasn't really a big deal and all that fits, but the stuff involving the Sun and Moon seems, well, didn't the sun actually go out after Amaterasu killed herself? Were she and Onnotangu the whole world's sun and moon, with less-important children who decided to rule a country, or were even those two just important in Rokugan and not elsewhere? (Like some sort of... Localized sun and moon? I don't know.) I feel like I remember reading about the effects, or lack thereof, of all that in other parts of the world before, but it was at least a year or two ago so I can't remember it at all. And yes, rats and stuff are good for the RPG. Less so for the LCG, at least as their own faction, because they don't really fit into the dynamic there, as other people pointed out, but things like them and the minor clans were really neat in the RPG. I hope we see more on that front sometime soon.
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# ¿ Oct 11, 2017 21:42 |
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Hey, since we're debating whether or not $120 is a reasonable entry point to the game, I'm a person who hasn't bought in yet and would like to, but having to buy three core sets for over a hundred dollars total to get full playsets of important cards (and winding up with a lot of duplicates that go well over what you need or can use, which seems like a huge waste to me) isn't exactly appealing or an easy decision for me. I mean, it's actually impossible for me right now, but even if I had more disposable income at the moment I'd still really rather not. If I had to, I'd at least prefer to, like, just buy a full core playset without the wasted cards, even if it was more expensive than a single starter set, because there'd be less waste and it'd be cheaper than three cores as a result. That seems like a pretty good way to sell it really; just, full pack of all the cards (or maybe split up some into individual or groups of clans), and include sample deck lists for people to pick from if they aren't ready to get into full deck-building yet. Or something. I don't know, I might do what I did for Netrunner and see if I can find someone selling a full core playset for less than the price of three cores, when I have the money to spare. Or one or two friends who magically happen to want to play different clans than I do so we can split the costs and cards or something. Edit: As for the comparisons to Magic, yeah, Magic's even more expensive. That's why I stopped played it. Lord_Hambrose posted:While you are definitely correct, what campaign of L5R are you playing where anyone is a shugenja and not a bunch of cool bushi? I feel like you really need to play up social stuff to make L5R work, as opposed to running it as D&D with curvy longswords. Murder hobos without a lord to serve are just honorless dogs. Counterpoint: The Kuni are awesome. (As are the Moshi, but they're not in the beta.) At least, based on my limited knowledge of them; before I didn't really look into the Crab much, so I might not be aware of some older lore stuff, but at least based on the concept and stuff the Kuni seem cool. And yeah, while I agree that the balance seems off, L5R at least should have more court stuff going on and all that to enforce balance, and a shugenja just going around immolating everything seems like something that would attract negative attention from both other people and irritated kami. (Though that doesn't stop a monk from going around magically punching everything I guess.) It'd be good to bring things to a closer level mechanically of course, but at the same time the setting and type of game this is, or at least should be, seems like something of a balancing factor. (Also, I hate spell slots.) Roland Jones fucked around with this message at 23:25 on Oct 12, 2017 |
# ¿ Oct 12, 2017 21:14 |
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Ahaha, that's pretty great. I didn't know much about the Tortoise before, but that sounds amusing. Shame that, like a lot of things, they kind of lost their thing as the plot went on and got weird. Maybe the restart will help that out this time around. Roland Jones fucked around with this message at 23:16 on Oct 12, 2017 |
# ¿ Oct 12, 2017 23:11 |
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PaybackJack posted:If you just want to test the game and see if it's for you then 1 core is exactly what you want. Not having a legal deck doesn't change the rules or the flow of the game, it simply streamlines the decks into more efficient versions of what they can do. The difference between 3 core and 1 core decks is pretty much the same as the difference between someone playing with a starter deck and a couple boosters and someone with a full playset of every card in the previous CCG. Magic figured out that was pretty terrible a long time ago and started putting out their preconstructed decks so that a player jumping in could have a more streamlined and efficient deck, but even those are still miles away from competitive decks. You wouldn't have "all the options" with just the core set either; that's what all the packs they're continuously releasing are for, after all. But a more comprehensive core set or some other means of getting a playset of core cards, besides buying three core sets, with would mean both a lower barrier to entry for people who do want to stick with the game, and fewer wasted cards that people will never, ever use. Also, comparing the core set as-is to a thing you admit is terrible isn't really an argument in favor of the current core set. Edit: You know what would be nice, actually? A "Core Completion Set" or something. No cardboard tokens or other fiddly bits, just 1-2 each of the cards there isn't already a set of three of in the core set. Then you could have the core set as an entry point, and people who want to get more into the game and play with people other than others just using core decks buy that set to round things out before picking up the expansion packs. Bam, smaller barrier to entry that will probably sell better and be cheaper to make because all the extra pieces aren't needed and stuff. Roland Jones fucked around with this message at 02:42 on Oct 13, 2017 |
# ¿ Oct 13, 2017 02:09 |
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PaybackJack posted:The problem with this is that you're adding another product to the marketplace that a) confuses consumers, and b) pisses off retailers who have to gamble on how much to order. That is fair; I considered this myself actually, and while I was thinking if they could make it clear that it's not a playable set on its own, people would still make mistakes. Particularly people buying the thing as a gift for someone else. quote:They previously had greater quantities of certain cards in the core set, see Netrunner, and that really led to 'wasted' cards. They refined the distribution more with aGoT2e and I consider L5R to be the optimum in that everything for clans is x1 with the neutrals being x2. That means that as you buy x3 cores, you can build decks easier. Oh, really? That's a better way of doing it then; I admit I was assuming they were doing it like, well, Netrunner again. Hm, I wonder if I could find someone else who's A. Into this, and B. Has completely different clan interest than I do. Three sets would offer one each of complete clan sets and two neutral sets, which would split between two people fairly well, even if one person gets an extra clan. $60 (or a bit more or less if the person getting the extra clan pays more) for a full set of everything I care about wouldn't be nearly as bad, and splitting the cost of the smaller packs could be an option going forward as well. ...Outside of the need for extra neutrals and stuff. Thank you for putting in the time to write that all out, by the way. I appreciate your explanation and stuff. Sorry for being a bit rude earlier. $120 is still a high price point and has its disadvantages, but that does make more sense now, and as you say at least they're really mitigating the drawbacks of it this time around. I'll have to see if I can find someone else who's willing to share costs for this, meanwhile. Roland Jones fucked around with this message at 03:37 on Oct 13, 2017 |
# ¿ Oct 13, 2017 03:35 |
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SuperKlaus posted:I always thought Scorpion peasants were genuinely well-treated, because as the keepers of the Black Scrolls* the Scorpion are hyper-interested in keeping maho cults away, and they figured out that happy peasants don't turn to blood rituals so often. Or did I accidentally head-canon that? Maybe I made up the reason why but I swear I read somewhere that Scorpion peasants have it good, all considered. I remember hearing this somewhere too, for what it's worth. Can't recall where off the top of my head though. quote:The issue, as always with the fighter / wizard thing, is that it goes way beyond combat. It's about ability to impact the narrative. Playing up courtly intrigue - which I am 100% behind - doesn't balance characters because the bushi is still unable to do much but hit thing with sword while the shugenja's skill set includes rendering secret missives invisible and reading friggin' minds. Plus, the new concept of shuji is available to every beta School but the Kuni, which means that everyone is on an equal footing accessing social-context "special moves." It's just that while the bushi demonstrates his skill at pretty talk, the shugenja talks pretty and then reads someone's friggin' mind. That is a good point. I wasn't arguing that things shouldn't be equalized more, just that the game not being about murderhoboing and things spells being prayers (which would hopefully limit both frivolous use and make it so a shugenja can't just use them wherever without suspicion or reaction) would hopefully limit how much magic characters having, well, magic lets them dominate things. It still should be addressed beyond that though, probably, even if it is kind of tricky to do. Do you have any ideas on the subject, out of curiosity? I'll review the rules myself soon, but I'm curious what ideas you might have since you've been thinking about this and thus probably have better ones than me right now. Also wow, everyone really does have shūji except for the Kuni. That's kind of hilarious.
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# ¿ Oct 13, 2017 05:19 |
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ProfessorCirno posted:peasant stuff Ah, that's interesting. I remembered the "bread and circuses" thing, but either forgot or missed the "...Because life for them is lovely otherwise" part. Also, the bit about the Mantis has me remembering reading somewhere that, even before they were in the Mantis, the Moshi treated their peasants fairly well too, though I can't remember where. It does make sense though; a family of priestesses who worship the sun goddess, value empathy and harmony and such, and who live in an isolated, peaceful, fertile area don't seem like they'd be the sorts to do too much oppressing, at least beyond what's inherent to the system and such. Edit: Looked it up, and yeah, the Moshi generally just wanted to be left alone, so they didn't bother their peasants, taxed them less, and let them keep more food. The general Moshi attitude seems to have been "please go away" before they were forced into relevance. Now I'm wondering if being less lovely towards their peasants was a general minor clan thing, or the Mantis (before and after their rise) and the Centipede were among the exceptions there. I could see it going either way really. (Also the bit about the Lion combined with me talking about the Moshi has me remembering one of my favorite minor lore bits, where apparently the Lion tried to invade the Centipede and got wrecked until diplomatic pressure made them stop. Turns out attacking into horribly unfriendly mountainous terrain and fighting people literally blessed by the sun and commanding some of the most powerful fire magic in the country is a bad idea and results in the strongest army in the country getting clowned by some backwater minor clan.) KittyEmpress posted:May have been outliers with rolls, always possible with low sample numbers, but Bushi definitely aren't mechanically gimped in a fighter vs. wizard way. They're still narratively gimped though, as discussed, in that they can't do narrative things [though Invocations have a 1/scene restriction, in non combat scenes] Well, that's good to know at least. I'm not sure if there's any way around the narrative bit, since they are mundane compared to monks and shugenja, but at least they're good at what they do. Which is murder. Roland Jones fucked around with this message at 07:29 on Oct 13, 2017 |
# ¿ Oct 13, 2017 07:02 |
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ProfessorCirno posted:Minor clans kinda can't be as distant and arrogant as the great clans are. Half the time, they have to work side by side with their own peasants. That's the thing with the Mantis - they aren't really samurai, they're sailors. Most great clans have big land armies, where they keep the peasant part of the army and the noble side of the army separated. That's not really so much an option on a boat! So of course, working side by side with them builds familiarity, which increases empathy. Of course, on top of that, most Minor Clans have their origins in peasants who did Real Good once, so it's a bit hard to put on airs when you know ol' great grandpa was out in the fields himself, and it's likewise hard to consider the peasants a group of ignorable half-human nobodies when you yourself are living proof they can drat well be more then that. That makes sense, and is about what I was thinking. The way I saw it going the other way was a minor clan being insecure and overcompensating, but, given that they're minor clans, most probably wouldn't have the power to pull that off without revolt for too long anyway.
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# ¿ Oct 13, 2017 07:26 |
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Going back a bit, I noticed a problem with the Invocation rules while rereading them to check the balance stuff that was discussed before. Specifically, with this bit:KittyEmpress posted:[though Invocations have a 1/scene restriction, in non combat scenes] This is true. However, each element also has some form of spiritual backlash if you roll too much strife while using an invocation of that type. Most are pretty dang annoying and potentially devastation. Earth, though... quote:Earth The Earth spiritual backlash penalty literally isn't a penalty for non-conflict invocations. That seems wrong.
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# ¿ Oct 13, 2017 10:41 |
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PaybackJack posted:It's fine for casual play. I think you guys are really overestimating that audience. We're talking about people that have a hard time following how to play Dominion. L5R is already pretty complicated for them, if you forced them into deckbuilding beyond "take cards X and Y and shuffle together" they'd check out because it's too complicated. How many people who find the game that complicated would even try to get into L5R in the first place? Genuinely curious. It doesn't seem like people who aren't interested in learning a weird card game are the target audience for a card game that takes $40+ dollars to break into, outside of maybe little kids who think the game sounds cool/want to play what their older siblings play (i.e. my little brothers, who got into the GoT card game for a little while through me). Macdeo Lurjtux posted:It doesn't work mechanically but it makes a bit of lore sense. The kami are below humanity in the celestial order, it is only right and proper that they obey. The relationship between a Shugenja and the kami is the same as a Samurai to the Peasants, there are certain obligations both ways. It's the real reason why Maho is reviled, the taint and blood used to cast it is bad, but a human is becoming subservient to a spirit, thereby inverting the celestial order. No, spiritual backlash is a fine idea, the problem is that the Earth ring penalty does not work as a penalty because that penalty is part of casting any spell at all outside conflict. There's already a 1/scene limit on invocations outside combat, so the spiritual backlash here is nonexistent. Edit: I might be misunderstanding you here, whoops. Though, are you sure about that? I thought shugenja magic was always about beseeching the kami for help, not ordering or demanding it. Not sure what the older stuff has to say, but this is in the beta document: quote:The Proper Time for the Proper Invocations Roland Jones fucked around with this message at 20:04 on Oct 13, 2017 |
# ¿ Oct 13, 2017 19:50 |
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PaybackJack posted:See there you go using terms like 'break into'. These people don't do research on the game. It simply shows up on the BGG hotness list, or a popular product list, or they saw a lot of people posting about, etc. These are people that walked by the booth at Gencon, went 'Wow, Samurai game that looks cool. Take my money!' Fair enough. I knew people like that are a thing, I was just figuring they're a considerably smaller proportion of people who buy the game. Though, obviously core set sales are the highest. It's the core set; it's what everyone needs, then people branch out from there as needed/desired. Also, you need three core sets, versus one of any other set. So, I think you're extrapolating more from that particular data point than you should.
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# ¿ Oct 13, 2017 20:29 |
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PaybackJack posted:I'm just going on numbers I heard retailers batting around online, which range from 70% to 85% of their sales of an LCG being in cores. So it's a fairly overwhelming amount. If you assume that everyone who buys 3 Cores will buy the first cycle and a deluxe then those sales should be a lot closer. The fact that they aren't suggests that either people are buying 3 cores of these games and then not buying into it any further or there's a large amount of people buying only a single core. Fair point, that is higher than what I was expecting. But at the same time, while everyone wants core sets, not everyone will want every other set. Might skip out on certain smaller packs and almost certainly will skip on clan-specific packs for clans they don't want, further contributing to the discrepancy. But, yeah, people who only buy core stuff and don't go further than that because it fails to hold their interest are definitely a factor too. alansmithee posted:To get away from this discussion, I'm wondering how primary RPG dudes feel about what I assume is the fact that the LCG tournaments are going to determine storyline elements. Like I just was reading on the facebook group (one of them, at least) that the shogun of the empire will be decided by the winning clan at worlds. And already the bounties are going up (was something I largely forgot about from the old CCG days-basically dudes offering prizes to people who win with the clan they want and/or make story decisions they want)-when I checked this morning there was a $225 bounty for getting Crab to be shogun. I have no idea how they'd do it, but it does seem like it would be cool if they could get some RPG player input somehow, especially as they're typically gonna be more in-depth into the story elements. Personally, at least, I hope that they keep things more reasonable this time at least. Don't go completely insane the way they did before, make sure everything makes sense narratively even if the real reason whatever happened is due to a real life tournament, etc. The stories about the old game stuff... Hoo boy.
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# ¿ Oct 13, 2017 21:35 |
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Similar question, I'm still looking to possibly get into the LCG if I can find someone to split the cost with, and I'm most interested in Phoenix, Crab, and Dragon. Any tips there? I understand the Dragon are really strong, but the other two I've heard mixed things on.
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# ¿ Oct 14, 2017 06:04 |
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Okay, I attended my FLGS's L5R tourney today, hoping to learn a little and see how popular it is in the area. Tourney wasn't big, but apparently the game's selling very well. Tourney was an only one core one (two decks of thirty, can use influence and roles, but can only use the cards from one core set), and I'm heading to a game night with friends, so I impulse bought one core set to play with and see about selling a friend on the game later tonight. Tournament was three rounds and you had to use a different clan each round. Round one I had a bye and the tournament organizer played me to help me brush up on the rules. I used the recommended Phoenix/Dragon deck versus his three core Dragon deck, and predictably lost (or would have but the next round came before we finished). Second round, I used the same deck and had a mirror match, and lost. Third, I used the recommended Crab/Scorpion deck, versus a Unicorn/Crab player, and actually won. Didn't make the top three, unsurprisingly, but it was still fun. And I got a promo Imperial Favor, Scorpion champion dude, and Hida Kisada, so that's pretty cool.
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# ¿ Oct 15, 2017 00:52 |
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PaybackJack posted:Sounds like you had at least 5 other players to play with at the store, so that's not too bad. Good luck selling your friend on the game. I think it was at least six-eight players there, maybe nine, plus the organizer. Also at least one or two players in the area who couldn't make it apparently. So yeah. No friends sold on the game yet, still working on that.
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# ¿ Oct 15, 2017 06:16 |
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SuperKlaus posted:That GM was an rear end in a top hat but the story does remind me of my distaste for designs like nearly every Unicorn bushi school in L5R RPG history. They're commonly too swingy, with the character displaying awesome power with his horse and tofu-block shapeless uselessness without. This new School Ability is funny but I'd prefer something a little less potent, preferably then paired with a non-horse-dependent power to compensate. At least it's just the one School Ability, whereas past editions might see 3 or 4 of 5 Techniques hinge on horses. Well, they have two horse-based abilities considering their Rank 6 one, which... Is even sillier than the school one really. It's kind of amazing: quote:I Will Always Return (Rank 6 Mastery Ability) The Shinjo Outrider is so goofy.
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# ¿ Oct 16, 2017 19:16 |
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I like shugenja, but in particular I like the shugenja families who have something interesting or unique to them. I love the Moshi, for example, with their sun worship and whatnot, and recently have been enamored with the concept of the Kuni. Conversely, while I like the idea of the Phoenix Clan, I've never had a spark of inspiration when trying to figure out what to do with their shugenja, despite them basically being the best at magic, and usually wound up abandoning the ideas I had there whenever I tried something because nothing really grabbed me. A particular campaign someone runs, with more to build on than just that, could change that, but in and of themselves they're just good mages, basically.
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# ¿ Oct 19, 2017 07:31 |
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They're supposed to be absolute pacifists? I read Way of the Minor Clans recently, and it mentioned that the Moshi are pacifists, but not absolutely so, like when they marched with the Phoenix in some war or when they used their magic to repel the Lion. They don't use their power frivolously, but they do use it. The text made them out to be more pacifistic than most shugenja families, too, other than the Phoenix, who were described as absolute pacifists. Edit: Misread, whoops. Though yeah, the absolute number of combat spells is weird, even if some amount of them makes sense. Roland Jones fucked around with this message at 22:22 on Oct 19, 2017 |
# ¿ Oct 19, 2017 22:19 |
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Traveller posted:Or you can be Isawa Asahina and set entire villages on fire just because you're that angry at the Crane. Shugenja are definitely wizards, for all of their supposed priestly trappings. Hopefully FFG's writers are... Well, better than AEG's were. Shugenja being consistent, the Scorpion not being 99% mustache-twirling villains, the gods not being casually and repeatedly killed off, there's a lot they could easily do better.
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# ¿ Oct 19, 2017 23:42 |
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Bussamove posted:I am still salty about how they just casually tossed Yakamo and Hitomi out of the heavens in a single short story with no pomp or circumstance years after that particular story arc resolved. I still think that killing off Onnotangu and Amaterasu in the first place was really dumb (particularly Amaterasu; the Onnotangu stuff, sure, I guess, but why would she kill herself over her hateful, evil husband, who literally wanted to murder her and her children as well as everything they created, getting killed?), but yeah, the dragons just chucking them out after that was even more egregious. Again, I really hope they just don't go down the god-killing route this time. It escalates things way too much.
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# ¿ Oct 20, 2017 00:33 |
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alansmithee posted:Yeah I'm totally with you on this. Fu Leng basically had a timeshare property in Rokugan. And killing off Hitomi and Yakamo so quickly just seemed like a big waste. You could argue if it should've happened at all, but I thought it was a decent capstone to the stories of two fairly significant people. And then in a decade they're killed in basically a throwaway line as a minor part of some other story. Oh yeah, while I dislike... Well, again, mostly Amaterasu's death, which was dumb and seemed more like it was done so both would be replaced; Onnotangu dying did fit the story, even if it was also a dramatic escalation in stakes and scale of conflict for L5R, but either way, once they did it they should have at least committed to it. Killing Hitomi and Yakamo off afterwards was the worst of both worlds, since it didn't undo the previous silliness and indeed made things even sillier because now the gods died again, within a generation basically, while also throwing away all the stuff they did with those two and probably pissing off people who actually liked the new gods and whatnot. Besides people who just hated Hitomi and Yakamo specifically, I'm not sure who would have been pleased by that move.
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# ¿ Oct 20, 2017 02:23 |
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ProfessorCirno posted:I am fine with anime as hell wuxia flipping out, and I am fine with grounded and more sensical, but the game needs to choose which it is and set all archtypes around that. Bushi being grounded while everyone else is flying and flipping over trees is kinda bullshit. I don't agree here, and had written up a post trying to argue why I don't think solving the fighter/wizard situation necessitates either doing away with magic entirely or making everyone magic, but I'm tired so it came out kind of messy and rambly and bad, so I'm just going to come back to that later instead, when I've slept and am back at my own computer. (Edit: Specifically, I don't agree with the "everyone magic or no one magic" thing; giving bushi more options and interesting things to do is good, and even giving them supernatural options could be cool. I just think that making them always magic, or conversely axing all the mystical elements for PCs, is an unnecessary and extreme option.) It did make me think of something else, however, that I'm now wondering about : What does everyone think about courtiers? They're the last of the "main three" character types alongside bushi and shugenja (monks being a weird side thing there's literally only one school for at present, much like shinobi (who also don't seem to get much attention)), and yet they never come up. They've been entirely outside the "balance" discussion, and honestly I can't remember them really coming up in the thread at all, at least not directly and in the context of the RPG; cool LCG courtier cards were definitely mentioned, and politics was mentioned in general, but the courtiers themselves have been strangely absent. They seem like they'd be really, really relevant to some of the arguments that have been made here too, regarding usefulness and relevance and contributing outside of a particular area and all that, among other things. Also, how many people here are actually playtesting the game? I don't have an IRL group I can play with, but if people here wanted to organize something, whether on the forums or on Discord or something, I'd love to participate. Roland Jones fucked around with this message at 13:08 on Oct 20, 2017 |
# ¿ Oct 20, 2017 10:36 |
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KittyEmpress posted:Courtiers do exactly what they need to do in this system. As I mentioned, Shuji are incredibly powerful in social contexts (And even outside of them, with initiative manipulation and bonuses in ckmbat). Unfortunately, I think literally every school in the book has access to Shuji. So a bushi, if willing to go outside their rank up tables, has as much ability to be a good courtier as a courtier. But they probably won't be ranking up from it, so they probably won't. Every school has them except the Kuni Witch Hunters, which is kind of hilarious to me, but yeah, Shuji present an odd problem in that, in theory everyone should be able to participate effectively in court, and thus have them, but simultaneously courtiers are supposed to be better in court scenarios. I mean, Shuji existing for everyone (except Kuni) is probably better than them existing for no one, since courtiers and court-focused people deserve interesting things too, but outside of school abilities the only thing really making courtiers better in court is that they're more likely to invest in court stuff. ...Which, honestly, isn't really much of a change from how things used to be, if I recall correctly, so. Yeah. Yawgmoth posted:That's honestly one of the things I hate most about previous editions since combat is typically over really fast. I can either cast my Xk1 damage spell or I can spend multiple turns doing nothing except saying "I keep casting my spell" and hope the bushi doesn't finish the fight before then. And even if they don't, enemy's probably got like a -30 TN penalty anyways by now do that big fun hadoken spell is total overkill. Oh yeah, dead turns suck. They aren't good for balance, they're just boring. No one likes doing nothing for a round or longer, particularly when it means a chance of not doing anything at all because the encounter might end before you can act. Making playing part of the game unfun isn't the way to go generally.
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# ¿ Oct 20, 2017 17:24 |
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NinjaDebugger posted:The major difference is that now courtiers have access to kata as well, which means the reverse is also true. The balance between courtiers and bushi is one of the things I'm most happy with in the beta. Oh, they do? I never thought to check that. That's pretty awesome then. Also makes the Kuni having Kata instead of Shuji less weird, since previously non-martial people being martially-adept is already a big thing here, just in this case it's a shugenja instead of a courtier. And the Kuni learning to fight well but being awful in court is really appropriate anyway, even if them being uniquely awful there is still really amusing to me.
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# ¿ Oct 20, 2017 17:41 |
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SirFozzie posted:And I'm very jealous of those of you running the beta for the RPG, as I said, my group is 4E or bust grognards (and we don't have a game running right now anyway), I was thinking about doing a PbP or Discord game just to fill the void. I would join if you did. Which reminds me, on a tangent from courtiers being able to fight, is there any reason people whose starting outfits don't include a full daisho can't just have one anyway? I mean, lore-wise I think all samurai have one, so I don't see why a shugenja or courtier couldn't just... Go get it.
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# ¿ Oct 21, 2017 15:59 |
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SirFozzie posted:they can have it, but if they CARRY it, they're expected to use it in self defense. So, they keep it packed away in most cases. Yeah, I remember that. Was just thinking, for the aforementioned martial courtier, or a Kuni perhaps. (Actually, tangent, why are Kuni one of the shugenja who don't get to pick a free weapon? They're the one shugenja family that actually wants to fight, but they only get their wakizashi and a dagger. Meanwhile others could have a freaking tetsubo if they wanted.)
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# ¿ Oct 21, 2017 16:56 |
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New Beta email. Actual update coming soon.quote:Greetings, Legend of the Five Rings Open Beta Testers! Edit: For what it's worth, I like what I'm seeing here. Was disappointed that the old dueling didn't work for things like Taryu-Jiai, the new way unmasking works so you can avoid it if not narratively appropriate (while doing so still has teeth) is neat, and other things look good too. The design philosophy regarding character creation is something I can agree with as well. Now they just need to give me the option to vote for the Centipede Clan in the next survey because I want to see them ASAP. Roland Jones fucked around with this message at 23:27 on Oct 25, 2017 |
# ¿ Oct 25, 2017 23:13 |
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Not getting into the honor system itself (it is a pretty rigid +/- thing and that's kind of dumb), but the clan bonuses and penalties to honor... Don't seem like that big of a deal? Like, yeah, they're a thing, but I don't see gaining/losing more/less honor from certain actions based on which clan you're from as a major issue that's stifling roleplaying or character concepts. Maybe I'm just underestimating how big a deal honor mechanically is or how often it should fluctuate, but, like, I don't see "you gain only half the points you normally would from being nice to people" as a reason to not play this hypothetical not-a-bastard Akodo, for example. The thing that is tripping me up is, since this stuff is all based on your clan's perception and belief of how you should act, and to a lesser extent how other people expect a samurai of your clan to act, shouldn't your clan affect how you gain glory, not honor? Because honor is internal and personal and stuff, while glory comes from how others see you. Admittedly glory gains and losses don't map to the tenets of bushido as well since it's its own thing and not all bushido aspects are as glorious as others (giving a poor peasant your coat isn't going to get you much glory, even if it is an honorable thing to do), so mechanically it's easier to do as an honor thing, but still, it seems kind of odd to me. Roland Jones fucked around with this message at 20:15 on Oct 27, 2017 |
# ¿ Oct 27, 2017 20:12 |
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SuperKlaus posted:But I will beat that drum again in another post. Right now I wanna ask everyone about duels. What have duels been like at your L5R 5e tables? I'm looking over the duel rules, having not experienced one in the natural course of play yet, and I don't see how they reflect the classic "scene at the end of Kurosawa's Sanjuro" L5R Iaijutsu duel. You know, where the guys stare and focus and then BAM violent death in one stroke. What's your incentive, having won the right to go first maybe through bidding strife, to Center instead of hacking the other dude with an Attack? People have mentioned seeing the updated rules already, which includes updated duel rules, but I haven't seen those yet. Am I missing where to find them? They weren't in the email and stuff. I'd like to offer my thoughts here but first I should probably know the current rules for this sort of thing instead of working off the old stuff.
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# ¿ Oct 27, 2017 20:59 |
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Yawgmoth posted:If having fun and playing optimally are at consistent odds, your game sucks. End of discussion. And if "play a stereotype" is the only way to be optimal, your game is boring as hell. I shouldn't have to pick between what is fun and what is useful; down that road lies groggy bullshit that has no place in late 90s gaming, much less 2017. It's a ridiculous Wick-ism to put all these "play the way I think you should or else" rules in. Like, if you wanna play "the clan stereotype but with one slight difference" then cool, go for it. But some of us want to play something else because a bloodthirsty phoenix or compassionate lion breeds inherent conflict and that conflict is compelling. If you can't imagine why it would be enjoyable to play such a character, I'd suggest you need to expand your horizons. Okay, this seems really extreme. Like, I still don't see how "earns a bit more honor for some things, less for others" is a huge, character-destroying deal or whatever. It's arguably not necessary, and I still feel that acting according to your clan's ideals/the popular perception of your clan feels more like a glory thing than an honor one, but the idea that getting fewer points for a thing that might not even come up in multiple sessions is a huge punishment for not playing right or whatever seems a bit overblown to me.
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# ¿ Oct 28, 2017 08:28 |
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Sephyr posted:I've been a distant fan of L5R for ages, reading up on the lore but never really having a chance to play. Now I finally found a table and I have zero idea on how to make a workable character. I was thinking of making a vaguely monk-ish, sleepy kakita duelist and I need to have it ready by tomorrow. Which edition? 4e? The 5e beta? One of the older things?
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# ¿ Oct 28, 2017 22:48 |
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KittyEmpress posted:Strife + (Opp or Success) are very common. And also are a big deal with explosions. As TNs go up, you will take more strife per check on average. So this will mean sometimes a shugenja has to choose between failing an invocation and blowing themselves but succeeding. It will come up semi regularly I'm sure, because I've gotten 3 strife on a a check to ensure successes... semi regularly while just being a bushi. It turns out that the Isawa are actually the best shugenja because they have a bunch of Shiba Guardians hanging around them nullifying their strife so they don't blow themselves up.
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# ¿ Nov 9, 2017 22:58 |
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This is making me wonder what the Moshi shugenja ability will be again. They specialize in Fire and Air magic, which have the two most disastrous backlashes (and are also noted for being super calm and such despite their choice of magic). Seems like a strife-nullifier or something like that would fit them rather well. I was thinking strife-to-successes for Fire/Air, but the Kuni already have that in a more limited capacity (when targeting known Shadowlands/Tainted targets), though if it was a once-per-scene thing that might balance it being more broad. I don't know. Tangent, this makes the Kuni ability even more awesome in the limited situations where it applies. Not only are they amazing at destroying Tainted things, they're pretty much immune to spiritual backlash while doing so if they have at least two or three ranks, and spiritual backlash now has some serious bite. The kami favor the destruction of Jigoku's spawn, it seems. Also, I still need people to play with, so if any online playtests or campaigns are starting up, I'd definitely be interested.
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# ¿ Nov 10, 2017 01:59 |
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SuperKlaus posted:Re: the RPG, I believe I have ironed out my Java program and it is probably correctly reporting success rates and strife generation for rolls. If anyone is curious. Nice. I wouldn't mind a look at that sometime.
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# ¿ Nov 14, 2017 04:32 |
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In RPG news, new beta email, and a preview of the Mirumoto Two Sword school. Shorter email this time, relatively speaking.quote:Greetings Legend of the Five Rings Roleplaying Game Open Beta Testers,
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# ¿ Nov 23, 2017 00:44 |
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The thing about the Isawa is, how do other shugenja compete with them? They have the best general-use ability for magic, and while it makes sense, it's somewhat hard to bring others up to that level when everyone else specializes more instead of just being good at magic. The obvious route is to give them more specific abilities they can use more often than once per scene, but then you have the problem of their ability possibly not being relevant much of the time. For example, Kuni Purifiers are godlike at dealing with Tainted people and things from the Shadowlands, but when not doing so (which will likely be most of the time) they may as well not have an ability. Admittedly that's also a problem with the school's theme and focus itself (someone like the Moshi or the Agasha would probably be easier to write abilities for), but it still illustrates what I'm getting at. Though your idea about passive abilities could help there too perhaps. Roland Jones fucked around with this message at 04:24 on Nov 28, 2017 |
# ¿ Nov 28, 2017 04:20 |
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Yeah, the Kuni are awesome flavor-wise and I want to play one just because I think they're neat, but their niche is very specific. It's unfortunate; mechanically, there's no reason to play one outside of a Shadowlands campaign or be a shugenja who can punch people.
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# ¿ Nov 28, 2017 09:01 |
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# ¿ Apr 27, 2024 12:03 |
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Lord_Hambrose posted:Yeah, having your whole deal be Best Wizards really is hard to balance around. Having a strong trick in your schools element or at least an interesting ability that is unique to your school is really how it should be. I think this is why historically Asahina and Iuchi were interesting. Yep. I'm wondering what we'll see for the other shugenja schools; so far we just have the Isawa, Kuni, and Iuchi. Respectively, they're well, the Isawa, overly focused, and somewhat weird (though not ineffective; their ability isn't as powerful as the Isawa one but they can benefit from it more often, which is nice), so it's hard to judge how shugenja schools will shake out overall. We really need to see a more "standard" shugenja school or two. (I really want to see the Moshi but I doubt that's happening for a while.) quote:Honestly I really like the Kuni School getting combat and not social powers is a really interesting and favorable choice. They live in a world where shugenja pretty much never physically fight anyone except shadowlands monsters. Oh, yeah, it's appropriate, no doubt. It just has the issue that Kitty described above where, when not in combat with Shadowlands creatures, they're worse at magic than the Isawa and probably other shugenja who have a relevant ability to use, worse at physical combat than bushi, and worse at social stuff than... Everyone, because they're one of one or two schools that don't get shuji. (Them not getting shuji is also appropriate and amuses me greatly, but it does compound their issue of being good at nothing that doesn't involve the Shadowlands.) I guess they can use Tetsubo of Earth more effectively than the other shugenja, since they actually know how to fight and will probably be good at Earth magic anyway? Kind of neat, and probably worth investing in for most Kuni, but still.
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# ¿ Nov 28, 2017 14:27 |