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Post by joecrak on Jan 15, 2014 16:30:50 GMT -8
Kuni rock....especially the ones that wear Kabuki face paint
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SirGuido
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Post by SirGuido on Jan 16, 2014 10:26:54 GMT -8
Pfft the Crab and Crane have boats.
and yes Kuni rock
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Post by joecrak on Jan 16, 2014 11:43:37 GMT -8
Pfft they have rafts, not ships.
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Post by ayslyn on Jan 17, 2014 10:02:51 GMT -8
The Crab kicking the Mantis' butts in the Sea of Shadows would suggest otherwise...
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Post by yojimbohawkins on Jan 17, 2014 12:31:16 GMT -8
My gang got tucked in to the Topaz Championship today. After some RP around Tsuma the night before, we only had time for the first event on Day One: Sumai! I've expanded it into a massive competition, with 3 competitors from each Great Clan, and the Light of Heaven herself, Iweko I in attendance. There's some skulduggery afoot involving the Spider Clan (no spoilers yet), but when the dust settled, Shiba Koichi and Utaku Ochiai emerged victorious from their Sumai bouts, and Mirumoto Shihei, Kuni Sadaharu and Shosuro Lixue all lost. Next week, Heraldry!
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Post by Deleted on Jan 18, 2014 5:50:36 GMT -8
Glad to see the love of Gempuku / TC as an opener for gaming.
1st ed as you can assume had Scorpion being the sneaky b*****ds
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Post by yojimbohawkins on Feb 14, 2014 14:18:49 GMT -8
The Topaz Championship is ticking along, although we've only managed to get to the end of the evening of the first day thus far! My gang are doing ok (Kuni shugenja, Shiba bushi, Utaku Battle Maiden, Mirumotobushi and Shosuro Infiltrator) in the competition itself. To make things more interesting, I've given them all some Clan-centric goals to achieve, in addition to actually succeeding in the tournament. Today's session went very well, apart from one thing, but I'll get to that in a minute. After a reasonable showing in the Heraldry test, the gang retired to their respective Clan encampments. They all decided to go into town (for various reasons). To cut a long story short, Shosuro Lixue played some drunken Crab and Mantis bushi against each other, causing a drunken brawl (and including two of the other competitors). Kuni Sadaharu, after some snooping around the town, sat looking disgustedly at his clan's brawl, sipping his tea (he's infamous and no-one likes him). Utaku Ochiai, Shiba Koichi and Mirumoto Shihei got into a fight against some Goju (the Spider Clan is trying to sabotage the tournament). When resolving the initiative phase, the Shiba player raised an issue about the Quick advantage. Both the Shiba player and the Mirumoto player have it. The advantage is: QUICK [PHYSICAL] (6 POINTS) You can react quickly to others, seizing advantage where previously there had been none. If you did not act first during a Combat Round, during the Reactions Stage of combat you may add your Reflexes Trait to the total of your Initiative Score for all subsequent rounds of this skirmish. This may done each Round that you did not act first. Ninja characters may purchase this Advantage for 5 points. His issue is that I ruled that you roll initiative and add your Reflexes to it if you didn't act first, and that's your initiative score for the skirmish. He thought that you add to cumulatively each round of combat, i.e. If you have an initiative of 13 in round 1 (& Reflexes 2), in round 2 it will 15, round 3 17, etc, until you act first. Apart from the fact that most combats don't last that long, I don't think the advantage reads that way. I over-ruled him, and we got on with the game, but we talked about it a afterwards. I think I'm right, but I thought I'd put it up here for discussion. What does everyone else think? ( SirGuido, I'm really asking you!)
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Post by joecrak on Feb 14, 2014 17:52:13 GMT -8
As far as i know, and the way we have always run it, is your initiative keeps going up until you act first, then it stops going up.
If someone else has quick, they would keep going up until they acted first, then it would go back and forth.
The Reactions stage is the final stage of a combat round. and the description does say "rounds" plural, so it happens in multiple rounds.
If you aren't ruling it that way i would suggest giving him some of the xp back, because then it's way too expensive.
Sample: start of battle his initiative is a 20 (Reflexes of 3) He didnt act first
End of round 1, his initiative becomes a 23. he now has highest initiative.
Start of round 2 he is first, so at end of round 2 his initiative remains the same
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fredrix
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Post by fredrix on Feb 15, 2014 0:25:51 GMT -8
Yes. I agree with Joecrack. The player's initiative keeps going up. Until he or she is the fastest. So imagine they are fighting my character, and I got an intitIve roll of 33 they got 20 Round one I go first Round two their score goes up to 23 I go first Round three their score goes up to 26 I go first again Round four, they are dead No sorry, let's imagine that combat isn't as deadly as all that Round four, they are up to 29 I STILL go first Round five up to 32, yay me first again Round six, definitely dead. This is l5R after all OK, OK Round six, they are up to 34, they go first and I sulk Round seven they stick at 34 (because they are dead - no because they are now going first.)
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Post by yojimbohawkins on Feb 15, 2014 1:15:58 GMT -8
fredrix lol! I over-ruled him because I didn't want to get into a rules debate in game, but our discussion afterwards ran along similar lines. Having the character's initiative go up every round makes it almost too powerful; I can see Quick being the 'must-have' advantage that everyone will take, despite the cost, which isn't actually that bad if your initiative gradually increases round to round. At Insight Rank 1, most characters are rolling 3K2, so a +2 or +3 is a big advantage. Having it add cumulatively is a bit over the top, to my mind. However, like fredrix said, L5R is pretty deadly, so it's probably a moot point anyway!
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Post by Deleted on Feb 15, 2014 1:30:35 GMT -8
Having had the advantage while playing Doji Okimoto in Sir Guido's game I'd say it actually isn't as powerful as it looks. For it to be of real use you need to already have a high reflexes stat so most of the time you'll be near the top of the list to start with. In those cases it just helps you go from second to first in the list etc. The weak aspect of it comes from the combination of the exploding dice and shortish combat lengths, it is very easy for somebody to have such a high initiative that you'd need longer than the length of the combat to catch up with them.
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SirGuido
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Post by SirGuido on Feb 15, 2014 5:41:05 GMT -8
It is definitely cumulative, and its not nearly as powerful as it used to be. The previous incarnations of quick gave you an extra 1k1 on initiative. I don't think the current version should be 6 points, and I think it should be called like... Combat Reflexes or something.
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D.T. Pints
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Post by D.T. Pints on Feb 15, 2014 7:40:24 GMT -8
Because after all in SirGuido's game it was the guy with the great poetry skill that became the Topaz Champion .
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Post by joecrak on Feb 15, 2014 21:16:28 GMT -8
I see nothing wrong with that.
I, for one like others, run the championship, as the person with the most points after the duel is the champion.
That being said winning the dueling tournament gets you a lot of points.
And that blind monk npc, she's a dueling beast.
I've seen many situations where the person who has quick, never gets to use it, or they never even make it to act first. But they do eventually go before some of their enemies. So it's useful..
As for use vs price. 6xp is a hefty some, and one could get hands of stone for that price which let's you keep more damage on unarmed. And that can come up far more often than quick.
But the cost differences on many disads and ads don't make sense. Like fascination, which gives you 1xp, but is brutal.
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