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Author Topic: [Setting conversion] Rokugan  (Read 14466 times)
Aziraphale
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« Reply #135 on: September 07, 2010, 09:26:23 AM »


If you have the Unicorn alignment and this is the first time you have rolled a ‘6’ on this table, you may roll a second time.


Just for clarification. Is this a recurring benefit, as in the first time you roll a 6 on this table for the adventure, or a once off benefit, as in you get it the first time you ever roll a 6 on the table and never again.
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« Reply #136 on: September 08, 2010, 01:13:19 AM »

Rewritten as: Once per scene, if you have the Unicorn Alignment, you may roll a second time.

http://www.le-scriptorium.com/uploads/file/Aides_de_jeu/Mastercraft/l5r_conversion_guide.pdf

Added the Mantis and the description of a few more Minor Clans. Also added the Sun to the Mantis Alignement (there were only three anyways). Should be interesting to see if other Paths traditionally associated with elements or shugenja schools, like Life, Destruction, or War, could be added or replace some other Paths here and there.
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Morgenstern
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« Reply #137 on: September 08, 2010, 01:45:55 AM »

L5R Card of the Day V

MELEE COMBAT FEAT
Unfettered Attack
There’s nothing holding you back now!
Benefit: While you have no teammates or allies within 30 ft. of you, you gain thick hide equal to your honor and may use the following trick.
Unfettered Fury (melee attack trick): If this attack hits, the minimum damage it may inflict is equal to the lower of your Intimidate or Resolve ranks. You may use this trick a number of times per combat equal to the number of Melee Combat feats you have.
« Last Edit: September 08, 2010, 08:26:47 AM by Morgenstern » Logged

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« Reply #138 on: September 08, 2010, 01:59:40 AM »

Ouch. Good job it's a melee attack trick, otherwise I can see a lone Wasp Resolve-monkey doing horrendous damage on each shot without even rolling...
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« Reply #139 on: September 08, 2010, 03:01:01 AM »

Hum, what if the lower of these ranks exceeds the character's maximum damage?
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Morgenstern
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« Reply #140 on: September 08, 2010, 03:58:24 AM »

Then it does damage equal to the lower of their ranks.
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« Reply #141 on: September 08, 2010, 05:31:59 AM »

Then it does damage equal to the lower of their ranks.

Now you can see why a ninja with a hairpin is so frickin dangerous...
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« Reply #142 on: September 08, 2010, 08:28:53 AM »

L5R CCG card of the day VI

UNARMED COMBAT FEATS
Meditation
Find your center and breathe.
Benefit: You gain a +1 bonus to attack checks against characters with a lower Wisdom score than yourself. Your maximum vitality increases by the lower of your ranks in Resolve or Search.
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« Reply #143 on: September 08, 2010, 10:54:52 AM »

There is an evil little part of me that thinks I could boil most L5R roll-and-keep schools into 3 feat chains...

Are you implying a Basics/Mastery/Supremacy chain for Bushi, Courtier, and Shugenja?

I'd really like to see that.  A feat for each school would take care of the differences between them.

Also, having a Feat for each keyword for the CCG personalities (Paragon, Tactician, Cavalry, etc.) would be good.

Just throwing this one out there.  I don't have any idea if it is balanced or not.

Akodo Bushi [Basic Combat Feat]
You are a well-trained member of the Lion Clan, able to strike down any opponent.
Benefit:
When making an attack, you may ignore an amount of your opponents' DR from armor equal to half your class level (round up).
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« Reply #144 on: September 08, 2010, 12:14:32 PM »

Akodo Bushi [Basic Combat Feat]
You are a well-trained member of the Lion Clan, able to strike down any opponent.
Benefit:
When making an attack, you may ignore an amount of your opponents' DR from armor equal to half your class level (round up).

That's a bit much, how about 1/3 or 1/4 your level.
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« Reply #145 on: September 08, 2010, 12:19:11 PM »

How about your Charisma modifier?
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Morgenstern
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« Reply #146 on: September 09, 2010, 12:28:23 AM »

The Kakita school is pretty deeply tied to the dueling rules (updated text forthcomming), but I've tried to give them respectable melee combat functionality. Their Supremacy trick will let them one-shot all but the most formidable duelists, bypassing the "minimum number of successess equal to the opponent's starting action dice" with their Mastery ability.

The Mirumoto school is pretty well covered by the two-weapon fighting chain and the cleave chain, but here's the rest of their fun + a few common features of the CCG Mirumoto strung together as a feat chain.

(note - this is the Crane dueling and Dragon melee chains - I'm planning a Crane melee (Doji-based) and a Dragon dueling chain (Mirumoto swordmaster) to balance up these two clans' enduring rivalry.)

(This One Strike feat chain replaces the Iaijutsu chain in the current document)

MELEE COMBAT FEATS
One Strike Basics
You have studied Kakita’s The Sword and begin to comprehend the lessons there in.
Prerequisites: Base Attack Bonus +1 or higher, Dueling Focus +2 or higher
Benefit: You gain a bonus to your initiative checks equal to your Dueling Focus. During duels, if the results of a dueling check are tied, you gain 1 success. You also gain a trick.
The Sudden Strike (dueling trick): You gain a cumulative +1 bonus to all subsequent dueling checks until the end of the current duel.

One Strike Mastery
Your sensei has taught you to seek… perfection.
Prerequisites: Alignment (Crane Clan), One Strike Basics
Benefit: The number of successes you need to win a duel is always equal to your opponent’s Dueling Focus (minimum 1). You also gain a trick.
One strike, two cuts (katana attack trick): If you hit by 4 or more, you inflict the katana’s damage a second time. If you hit by 10 or more, both damage rolls gain AP 4. You may use this trick once per round.

One Strike Supremacy
Now you know what it is to ‘tread upon the blade’.
Prerequisites: One Strike Mastery
Benefit: You begin each duel with 1 success. You also gain a trick.
Strike with No Thought (dueling trick): Your opponent’s Dueling Focus is reduced by 2 until the end of this duel. You may use this trick once per duel.


Two Heavens Basics
You are a student of the Dragon Clan’s famous two weapons style.
Prerequisites: Base Attack Bonus +1 or higher
Benefit: If you are armed with both a katana and a wakizashi you gain a +2 bonus to defense. If you have a weapon as a prize, you may keep a second weapon as a prize without it counting against the number of prizes you may keep.

Two Heavens Mastery
Your style relies on fluid action overwhelming rigid forms.
Prerequisites: Alignment (Dragon Clan), Two-Heavens Basics
Benefit: You may apply a +3 magic bonus or –3 magic penalty to any spellcasting check that includes you as a target. Once per round you may anticipate an opponent in a stance as a free action.

Two Heavens Supremacy
When the enemy advances, let him go by.
Prerequisites: Two-Heavens Mastery
Benefit: You gain DR 4 against the attacks of characters in a stance. You also gain a trick.
Sun and Moon Slash (katana attack trick): If you hit by 4 or more and have a wakizashi readied, you inflict the wakizashi’s damage on the target. If you hit by 10 or more, both damage rolls gain bleed.

« Last Edit: September 09, 2010, 09:59:05 AM by Morgenstern » Logged

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« Reply #147 on: September 09, 2010, 06:50:11 AM »

L5R Card of the Day VII

I thought I'd conclude the week with possibly the most heavily played card in all of the L5R CCG library. Yes, it's good for duelists. It'll be good for generals commanding battlefields too Smiley.

BASIC COMBAT FEATS
Focus
"…"
Benefit: You may use the following trick a number of times per scene equal to your starting action dice.
Perfect Focus (Opposed roll trick): You gain a +5 bonus to this check. If you succeed, you may not use this trick again for the remainder of this scene.
« Last Edit: September 09, 2010, 10:25:15 AM by Morgenstern » Logged

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« Reply #148 on: September 09, 2010, 09:16:36 AM »

Dueling Confrontation
   Dueling is a combat sub-system modeling the explosive violence often seen in samurai drama. While any character is inherently capable of participating in a duel based on their initiative score and Base Attack Bonus, some characters specialize in these types of confrontations.
   Dueling Focus is a new value that measures a character’s practice and preparation for dueling. Characters with at least 1 weapon forte may spend weapon proficiencies to purchase dueling focus. Each proficiency increases the character’s dueling focus by +1.

Conducting the Duel
   If the duel begins outside of combat both participants must roll initiative. The duel is resolved as a series of opposed checks. Before each check, the character with the lower initiative must declare any “complex check”, “dueling” or “opposed roll” trick he will be using with the current check, then the character with the higher initiative may do the same. Both characters then make opposed rolls using their Base Attack Bonus + lowest attribute modifier + dueling focus. The highest roll wins, earning a success. In the event of an exact tie, neither character gains a success. A character may concede at any time, awarding his opponent enough successes to immediately win the duel (see below). Up to two dueling checks are resolved each round and are considered to take place during the initiative count of the duelist with the highest initiative score.
   To win the duel, a character must accumulate a number of successes equal to his opponent’s Dueling Focus or starting action dice, whichever is higher. After earning his final success, the winner may ready 1 or 2 weapons as a free action (if necessary) and immediately gains a half action. If he chooses to attack his opponent with this half action the attack check or checks are considered to be ‘natural 20s’ and he may convert them to critical hits without paying action dice. Unlike most automatic rolls, the winner may boost this roll with action dice.
   In the event that both characters win at the same time, both characters receive the half action and assocated benefits. These actions are resolved simultaneously.
   If either character takes damage from an outside source, the duel is canceled. Interrupting a duel in this fashion is a dishonorable act.

Formal Duels
   Formal duels take place outside of combat, and may be designated as “to first blood” if both participants agree to that condition (otherwise they are always “to the death”). If a character challeneged to a duel has a BAB 5 or more less than the challenger’s BAB, he may request a champion to fight in his stead. The challenged character still shares the fate of his champion.
   A formal duel “to first blood” is satisfied if the winner inflicts any damage at all upon winning, and gracious victors will often forego converting the attack to a critical hit. If an ability reduces this damage to 0, the duel continues as a normal combat until one character inflicts any damage upon the other.
   A formal duel “to the death” will continue with normal combat beginning the following round (assuming the loser is not killed or incapacitated instantly by the critical hit).

Combat Duels
   Combat duels occur spontaneously during normal combat. When a special character is struck with a melee or unarmed attack, he may spend 2 action dice to make a Reflex Save with a DC equal to the attack check. If successful, the attack is canceled and a duel begins between those characters.
   Combat duels end after the winner receives and takes his half action and both characters act normally beginning with the following round.
« Last Edit: September 09, 2010, 05:03:47 PM by Morgenstern » Logged

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« Reply #149 on: September 09, 2010, 10:08:34 AM »

You're a bit on fire today, aren't you?  Grin
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