The Truth
By
Dace
Rokugani law is an interesting beast. But before I get into the bulk of this conversation I think we should watch this video.
There is a lot about Rokugan we can walk away from watching that scene. And not just Scorpion players, or Crab players or even Lion players, Jack speaks to several elements that are thematic to L5R in a matter of a few minutes. But what we are going to walk away with today is the point that Rokugani don’t want the truth.
Now this is partially true. They do after all value Honesty, but the tenet of Honesty is not the same thing as being truthful and a guileful person can uphold Honesty without being 100% truthful. That’s why Rokugani worry so much about their On, they desire in some regards to hide the truth.
Thus Rokugani law isn’t about the truth. Well not in a straightforward Perry Mason, Law and Order or CSI kind of way. That’s not to say that games run on the idea of getting to the bottom of it all and finding out who really did it and thus punish them is wrong. I love a good mystery, and that kind of adventure has its place in a game. It’s the Kitsuki’s strong point and it makes them the king in a magistrate game.
However that’s just a tiny fraction of how Rokugani law works. After all the Kitsuki method is considered a joke by most clans.
Ultimately what Rokugani want from their law is accountability. A crime was committed and someone has to pay. Honor demands it. Because Rokugan is a land where honor is stronger than steel it is assumed that the guilty party will be found out. Because the honorable thing to do once confronted with the fact that you committed a crime is to admit it and to ask for seppuku. Honor is the reason why someone can’t be punished for a crime till they confess to it. The honorable mans guilt will eventually weigh him down enough that he will give in and seek redemption. That or he gives into the torture.
In either case because honor is such a central key to how law is prosecuted in Rokugan, things like Investigation skills or techniques become secondary to the individuals with in the setting. Good magistrates get the job done because honor will guide them to the right person and honor will cause said person to admit his guilt.
Now the reality is far far worse and more bleak than that. People lie and cheat and abuse the system all the time. Innocent samurai get accused and are convicted of crimes. But even the possibility of a wrongfully prosecuted case has hope. Rokugani believe in karma after all and if a magistrate knowingly convicts the wrong person then he’ll get his in the end. There is also the possibility that the wronged samurai’s spirit will find a way to get revenge from beyond the grave. After all spirits and ancestors influence Rokugani life and getting ones family to clear your name is right up the alley for their beliefs.
The wonderful thing about this though is that it opens up more avenues for rp. Being a magistrate after all is as much a matter of political ties as it is a matter of skill. And because it’s not an evidentiary based system it gives both players and GM’s wiggle room on how to be a good magistrate.
You’re not required to have more ranks in Investigation than the Kitsuki to be good at being a magistrate. You can approach the magistrate game in your own unique way based on how you see law in Rokugan.
Do you want to trade favors to catch the “right” crook? Do you want to blackmail the guilty or the innocent? Or someone close to an innocent or guilty person? Do you see it as a means to more power and prestige? Do you want to right the wrongs of society? Avenge a family slight?
For the GM you can test a player’s resolve. Is he going to back down to political pressure? Is he going to accuse people regardless of whether or not they actually did it? How long can someone with high status protect themselves from the law? Are the PC’s going to build a group of allies to help take down a well placed criminal? Is an ugly truth that does more damage to one’s family, clan the Empire worth punishing the guilty?
It’s a rich field that opens up the more and more one considers that Rokugani law ultimately cares about accountability than it does truth. That it makes a very large assumption that honor will win out in the end. And it gives characters who aren’t Kitsuki more to do than being back up dancers :)
Showing posts with label GM advice. Show all posts
Showing posts with label GM advice. Show all posts
Tuesday, September 20, 2011
Sunday, January 23, 2011
Infamy

Infamy
by
Dace
With added input from Rixy
A recent thread in the 4th Edition Forums made me think that having an article on Infamy may be useful. Infamy was one of those area's I took a particular interest in during the initial development phase of PT. I found the 3rd Edition to be somewhat confusing and problematic in it's implementation.
In 4th Edition Infamy is it's own separate rank. It works similar to Glory only you start gaining it for doing “bad” things. Now I define bad very loosely here. It could be better stated that it's gained for more villainous deeds. Being bad alone isn't going to gain you Infamy. For instance being dishonorable isn't going to make you Infamous. Not a lone anyway. However someone who gains a reputation for always being dishonorable is like to gain Infamy.
Thus Infamy is gained in two fashion. First by taking the disadvantage of Infamous. This turns all your starting Glory into Infamy. Secondly at any time that the GM feels that the deeds you have down will make you more well known, but in a negative light.
This is a very thin line. In many cases it will come down to how you did something. For instance winning a major battle will normally gain you Glory. However if you win the battle by being ruthless, slaughter the opposing army down to the man then gaining Infamy is more appropriate.
Things like dishonorable actions, murder and blasphemy can also gain you ranks in Infamy. Or it can cause you to simply lose Glory as people work to forget about what you did as opposed to remembering what you did. Such a choice is up to the GM and really comes down to how he wants the character remembered or forgotten.
Many of the gains on the Glory chart work equally well for gaining Infamy. It just now becomes a matter of the character being remembered in a negative light. And once a character starts gaining Infamy odds favor all future Glory gains will raise his Infamy instead of raising his Glory. After all once you start doing bad things people tend to associate those bad things with you no matter what you do.
It takes a lot of work for a character to have both Glory and Infamy. Such a character has to work very hard to make sure that people are hearing both sides of the story. Or are seeing his good actions as separate from his bad actions.
So in general a character is normally gaining one or the other.
What follows are some conditions that may make one Infamous.
Duels – If it's one thing Rokugani like it's dueling. Well maybe two or three things. While dueling is a glorious thing there are situations in which a samurai can gain a bad reputation from it. Such as
Underground dueling – Not all duels are legal. Some samurai build a reputation for dueling when they aren't sanctioned to do so by their lords. These type of duels can also include duels to the death.
Cruel Duelist – such a person is gaining a reputation for being cruel during a duel. This could be for injuring people in a duel to first blood to being brutal during duels to the death.
Dishonor – I wouldn't award Infamy for dishonor. That's already reflected in having a low honor score. However particular acts of dishonorable behavior could be enough to gain infamy.
War – War is the perfect place for a samurai to gain Infamy.
Merciless – Compassion is a virtue. Not acting with it though can mark one as a merciless opponent.
Court – Courtier's are a dangerous lot. People like Kaukatsu don't always gain a positive reputation in the courts.
Doing Something Different with Infamy
An adventurous GM may consider doing a few things different with Infamy. For example you could take Hero of the People and create a version of it for individuals who are more feared by the common folk than they are by samurai. One could call it Villain of the People.
Also much like how Glory can be situational based on region and local one could also apply it to Infamy. A character may be more well known in Phoenix lands for his acts of villainy than he is in Unicorn lands. It is also possible to award a character with temporary ranks of Infamy depending on where he is at.

But in Asahina lands he is likely known as a vile and bastardly destroyer of art. A GM would be well with in his rights to award a character like Sozen (who would normally have Glory) with ranks of Infamy for the duration of his stay in Crane lands. This would represent the negative reception such a character as Sozen would receive while visiting with Crane. This Infamy could even apply outside of Crane lands specifically to Crane characters.
This would of course create a bit more bookkeeping for the GM, but is something worth considering.
As a finally wrap up here are some characters one might consider as examples of those who would possess Infamy.
Bayushi Shoju – One of the most famous Scorpion characters to grace this game. Shoju did the impossible. He killed an Emperor and seized the throne. His goal was noble (to stop Fu Leng from being reborn) but such actions will always make a person go down in history as the lowest of the low.
Bayushi Kaukatsu – A terror in the courts. He ruled them with an iron fist and made the courts yet another instrument in the Scorpions aresonal. A man with few contemporaries (and a man that out lived them) a single word from him could end your career if not your life.
Moto Chagatai – The Unicorn Khan. An ambitious man who sought to bring prestige and respect to his clan. Defeating the Lion during the War of the Rich Frog, Chagatai sacked the imperial city, killed Lion Champion's as if they were small children and even killed a man thought to be his equal (Kaneka). His actions brought down the ruin of the Imperial court and the end of the Toturi dynasty.
Hida Sozen – While I am of the personal opinion that Sozen as a character isn't infamous Rixy in a discussion did bring up some solid points about him. A man to be feared. One of the best examples of what it means to be a Crab, despite being born a Dragon. Enlightened. Battle hardened. And a name you don't want to repeat if you want to stay in the Crane's good graces. Upon the orders of his clan champion Hida Koun and the Jade Champion Kuni Daigo, Sozen goes into Asahina lands to retrieve the much needed jade for an assault into the unforgiving wasteland. Sozen being a practical man obtains this jade the only way he knows how, over the tears of sorrow of the Crane as he destroys their artwork.
Daigotsu – Daigotsu's list of crimes against the empire included, but not limited to, killing Toturi; killing Tsudao; unleashing Fu Leng upon the heavens; sacking the first Imperial City; creating the Onisu; infiltrating the empire; and a night of assassinations that almost left the empire leaderless. The Dark Lord of the Shadowlands, he is a man not to be trifled with.
Monday, November 15, 2010
Making Ninjitsu Deadly

Making Ninjitsu Deadly
By
Muchitsujo
Everyone knows that ninja and ninjutsu can be used to kill people with poisons, in 4th edition that is doubly so with the current ninja school getting bonuses to attack unaware targets, and people who are suffering a conditional effect. Because poisons now mostly deliver conditional effects alongside trait loss the Shosuro assassin is going to do well dropping one unaware target as their abilities stay strong.
However the weapons they wield themselves, blowguns, tsubute and shuriken, have long been regarded as weaker gimped alternatives to bows and knives. I'm going to show you how you can get bang for your buck from your tsubute.
The unaware targets rule of 3rd edition is now gone, seemingly replaced with only an ambush mechanic. This appears to leave ninja in the lurch as they are suddenly up against the full armour TN of all but the most unaware target.
But a cunning enough ninja ought to get an opponent in a situation where they are either 'helpless' aka stunned, or 'blinded' aka have no idea they are about to get ganked.
This is based on the new principles of 4th Edition. In 3rd edition it seemingly had to be printed to exist, in 4th edition your GM should be able to make the difference and interepret the rules to make sense. Here's an example
you are walking through the woods, hunting bandits or a bear, the bandits jump you. Standing ready for combat you damn well deserve your full armour TN.
You are sitting at a sake house, a ninja has scaled the rooftops and come down through to beams to above your private room, you are sitting their quietly talking.
Do you seriously want to tell me the latter example deserves his full armour TN? Frankly thats just redonculous.
The rules actually say (pg 88) "The GM might also rule that a surprised character is easier to hit, depending on whether that seems appropriate to the circumstances"
So our Ninja ought to be able to craft situations where their GM allows then a lowered armour TN.
Now if your Ninja is going to attack armoured and alert targets you deserve the pumelling you get. Ninja do their killing best when their targets are sleeping, drunk or 'otherwise engaged'..
But how you scream! A tsubute does 1k1 damage that doesn't explode!!
Well thats easy, your a ninja, you have to specialise like anyone else to be good at killing.
First the mastery abilities bring the weapons up to par with other ranged options, but they still dont make up for not being able to add your strength to damage. 2k2 isn't much of a damage roll for someone who has gotten a skill rank of 7.
The other must-have to make ninjitsu effective is the advantage great potential. That turns the puny 3-4 raises you can make on damage into 7+
Now what to do with those raises... you might at first say, DAMAGE! and to that I say no.
Use your raises for two things, in priority order, Feinting, and extra attack.
This is where that high skill rank comes in, it'll let you pull the crazy number of raises required to do that. And any decent ninja will have an agility of 4+, which is the trait of choice for throwing things (reference the athletics options here)
try to arrange a comfy hiding space where you can enter centre stance for a round, adding the centre stance benefit to a damage roll will really make a difference.
The last thing of course is that all important void point, spend that on the attack that has the raises for extra attack.
How you ask, can you feint if they can't see you?
Depends how you set it up, maneuver your target with a thrown rock in the opposite direction or some sort of diversionary tactic so they move into a more exposed position...sure sounds like a feint to me.
but to be sure it may not be every GM's cup of tea.
This will leave your 3 shuriken attacks as follows (based on a rank 3)
lets assume a measly agility of 4 on our rank 3 Shosuro
for attack that's 10k6 +void...and if you are super cunning and your hiding place doesnt require exertion you'll have been in centre stance previous round.
Damage
one at 2k2, plus on average 10 for feint.
two at a 5k2 plus on average the full 15 for feint.
that's again on average 66 damage. If the GM allows the target a void to reduce damage that will still drop an earth 3 target straight to out.. and if you've been dropped to out, and there is a ninja in the shadows who wants you dead, your survival odds are not great.
That cost our shinobi
Great potential Ninjitsu, 5 points
Ninjitsu 7, 30 points
Agility 4, 16 points (but a shinobi with a lower agility is as good as dead)
thats 51 XP, 18 of which must be spent in play.
Killing your target? Priceless.
Now our example has shown you HOW you can be effective...but why bother?
Well if you have ever tried to find a decent place to hide in the dark, and stand upright to shoot a bow with both hands, you'll know that a one handed, easily disposible weapon is a must have. Hankyu do have a better range and damage output, but try firing one from a roofbeam...welcome to TN penalties from your friendly GM.
Also we didn't include blowdarts in our example..because they aren't designed to kill people, they are designed to be innocuous. What it doesn't tell you in the blowdarts section is that Ninja would attach cotton to the feathers of the darts and quickly retrieve their dart, leaving no evidence of the dart *Ahem* except the poison coursing through the targets veins.
As for knives, well unless you are a Cashed up Daidoji Harrier with Koku to burn, do you really want to spend 1 koku of your 5 starting Koku on each crime scene? Or do you intend to try and retrieve every weapon?
Knives are expensive, and have a poorer range that ninjitsu weapons.
Knives are an option, to be sure, but if you have to resort to theft, which may compromise your real missions, its an option a proffessional assassin wouldn't resort to.
Monday, September 27, 2010
Creating Spirit Characters: The Quick and Easy

Creating Spirit Characters
The Quick and Easy
by Dace
So before we begin I would like to state that when I sit down to come up with rules I tend to err on the side of what makes for a fun story. So a lot of my suggestions are in fact based on the idea of creating what I feel is a good story.
The Spirit rules found in Enemies of the Empire create a brief and quick way of making a Spirit character for the purpose of NPC building. This doesn't work so well for PC's.
Now allowing a Spirit character into the game does present some intresting problems. Some GM's may find them out right disruptive. Spirits have an alien mind set from the average Rokugani, being compled to respond more based on the nature of the realm they come from and their spirit nature than that of a samurai. Concepts like honor and bushido do not always come to them.
Other things that a GM must consider is that such characters have no lords. And if things get too sticky for them could merely disappear into the spirit realm they came from. Certain combitnations of spirit powers and schools must also be watched since the powers themselves were never tested against the schools.
With all that in mind let us begin.
The basic spirit character is built by using the base animal and then adding the to it the spirit quality and basic spirit powers based on the spirit itself. Most of these base animal traits can be found either in Enemies of the Empire or the Core Rule book.
Start off using the base stats given as the basic spirit of that character. Example, I'm building a Ryu spirit to interact with some PC's in my game. I anticpate heavy use of the character and therefore will build it as a basic character. We will call him Hiei.
Hiei basic starting stats will be the same as all Ryu (found on page 254 of EotE).

Hiei
Air 4
Awareness 6
Earth 3
Fire 4
Intelligence 5
Water 3
Perception 4
It's intitatve will of course be recalculated based on the school, but I would keep it's Reduction. No matter the form after all it will still have those qualities. Though I would only allow it it's claw damage when Hiei is fighting in dragon form. It's claw damage and armor TN would only apply when in dragon form.
Now the Ryu have a couple of extra abilities. Shapeshifter, Swift, Spirit and Soul of a Dragon. The Shapeshifting ability will be put to good use when it comes time to chose which powers it has. As a GM I would only apply the Soul of a Dragon ability when Hiei is serving in the capacity of the Celestial Heavens. This is one of the reasons why the book notes that such characters can be disruptive
The next step is now to chose which spirit ablities the character will have. Since Hiei intends to interact as a mortal human Humanity is a must. Mimic also makes a good choice for a guy who intends to help guide other characters. Showing up in the guise of someone the characters might trust or just observing them with a new face from time to time. And finally a Panthers Move.
Three minor ablities require three minor penalties. So we'll go with Can't drink alcohol, Must always dress in colors of your natural form and You can't answer questions in a straight forward manner.
Now comes the tricky part, a school. Now for the more powerful creatures I believe in making them True Ronin in point spending. Even if we are choosing a great clan school, say Hiei wants to pretend to be an Asako monk, I do not believe that spirit characters who start out with an initially strong set of abilities should have more points during character generation.
So in general if it has several abilities on it's own, or will pick up many abilities (like the Kitsune) I recommend using the True Ronin CP. If it has only a handful of abilities, around 2, then I say go with the clan ronin. If it only has one ablity (epically one that will be taken up with the Humanity trait) then I would say go the full 45 CP that any starting character gets. Tsuru, Saru and Tanuki spirits spring to mind as spirits deserving of the standard character package.
Now as for schools. Such characters don't get a Family bonus, but they would get the School bonus. Most will have decent traits to start with anyway from their animal. I recommend keeping the same set of basic rings and traits no matter the form. Far less confusing that way.
School selection should be done based on background. A spirit who just walked out of the woods three weeks ago is best suited for Monk and Ronin schools. A spirit who has studied a clan however may be able to pick up or trick someone into teaching them techniques. I would require such characters however to have at least three ranks in Lore (Clan). A spirit that is trying to be an Asako should have some working knowledge of how the Phoenix and Asako work.
And there you have it. The quick and easy of making Spirit PC's.
Wednesday, August 11, 2010

Playtester Approved Stance Declaration Systems
Compiled by Cooper
What follows is a collection of stance declaration systems that were used by the playtesters throughout the two year process of trying to break 4E. You may notice some models that do not seem to match the final text of the rules, this is not terribly surprising, as game design is an iterative process and the L5R Dev Team has taken the opinions of its playtesters seriously. Even so, I can assure you that each and every one of these methods was used and proved to be a fun and viable way to pick stances in combat.
Simultaneous Declaration – Pre-Initiative
Since the rules do not provide an order for stance declaration, most play-testers came up with approaches that allowed for simultaneous declaration before initiative is known. As this seems to be the closest to the “rule book position,” I will start there.
“He Who Shouts Loudest”
First round declarations get muddy with me, often they end up not getting done until the actual action is take, but in most cases the PCs act first, and some movements is required, so it has little impact on the play.
That's how I do with my non-PT chaps now its released anyway. I can't recall any 'but I was in full-defense' style retractions.
-Muchitsujo
How It Works: Everyone shouts out their stance as soon as the combat begins.
Where It Does Work: High-trust free form play groups that just want the combat to start
Where It Doesn't Work: Highly organized groups, low trust groups, PvP groups
Who It Favors: Nobody (though it can favor the person to speak up last)
“Clockwise Declaration”
Our group stopped, chose our stances, announced them around the table in order, then played.
- NotAEGTodd
How It Works: Before initiative is rolled, the GM goes around the room asking each player what their stance is.
Where It Does Work: Organized high-trust play groups that want to get into the fight quickly
Where It Doesn't Work: Free form groups, low-trust groups, min-maxers, PvP groups
Who It Favors: The person to the right of the GM (addressed by sometimes going counter-clockwise)
“Blind Declaration”
I had each player write down their stance on a bit of paper and pass it to me/put it face down in front of them and THEN roll initiative.
This could be formalized by having 'Stance Cards' like Cooper is making up, or by using CCG cards with differing force (stances being 1-5), or by placing a 6 sided die down and covering it with a cup (stances being 1-5), or with a pack of playing cards. 1-5 are stances, or 10-Ace are stances... Packs of cards are like $1 each.
- Togashi Shinjitsu
How It Works: Before initiative is rolled, each player records what stance they want to assume. Stances are then revealed after the initiative roll.
Where It Does Work: In-person games
Where It Doesn't Work: PbP Games, disorganized games, games with indecisive players, games played without scratch paper or accessories
Who it Favors: Nobody
“The Battle Plan”
One of my favorite GMs would walk out of the room and give us a couple of minutes to plan out our group strategy without him. When he returned we'd either have a consensus of who was doing what, or we'd get caught flat footed and nobody would be prepared.
- Cooper
How It Works: The GM gives the players a fixed amount of time to come to a consensus. Once the time is up the GM gathers the stances from each group involved. If a group has no answer or if there are disputes within the group, they are flat footed and suffer penalties of the GMs choosing (e.g. being stuck in Attack Stance without the ability to make an attack).
Where It Does Work: Groups with a good team dynamic, PbP games
Where It Doesn't Work: One on one PvP, groups that want to start fights quickly
Who it Favors: The PCs if they get along well - the GM if they don't
"GM Discretion"
Related to first round stance declaration, I'm just going to put in a statement that they are declared prior to the Initiative roll in an order determined by the GM. Give them the wiggle room to do it the way they want.
-Shawn Carman
How It Works: Before initiative is rolled the GM asks each player what stance they assume. The GM can have a pattern or not as they see fit.
Where It Does Work: Games where players trust the GM to be fair
Where It Doesn't Work: High tension PvP scenarios, games where the players don't trust the GM to be fair
Who It Favors: Assuming a fair GM, nobody.
Ordered Declaration – Pre-Initiative
There are two common characteristics to all of these methods. First, they require an additional roll or calculation in order to determine who reveals their stance first, and second, all stances are considered in-character knowledge. Because of these two characteristics, combats in a game using ordered pre-initiative stance declarations are likely to get off to a slower start.
“Enemies First”
If players are worried that the GM is "cheating" by always picking the best counter-stances to their choices, he can always declare NPC stances first.
- Cooper
How It Works: Before Initiative is rolled, the GM tells the players what stances each of the enemies has assumed. The GM then uses any of the strategies above for determining the order of PC stance declaration.
Where It Does Work: Games where the GM is willing to give the PCs an edge over NPCs
Where It Doesn't Work: PvP groups
Who It Favors: The PCs
“Tactician Reads the Field”
If you need a good way to pick who declares their stance first, why not use a Battle/Perception or Battle/Awareness roll? Lowest roll declares first.
It would be a good way to make the Battle skill relevant in a Skirmish.
-Cooper
How It Works: Before Phase 1 of a skirmish, everyone makes a Battle (Skirmish) roll using a Trait determined by the play group. Whoever has the lowest roll must declare their stance first.
Where It Does Work: A group that thinks the Battle Skill should play a bigger role in PC combat
Where It Doesn't Work: Any group that wants the combat to start quickly.
Who It Favors: Well rounded characters
“The Best Defense is a Good Offense”
Battle isn't the only skill you can use to determine order of stance declaration. It could really be any Skill/Trait combination that the Players and GM agree is important. Defense, Athletics, and Iaijutsu all seem like they could be valid choices as well.
-Cooper
How It Works: See Above, change the skill.
Where It Does Work: In groups that think the chosen Skill is underpowered
Where It Doesn't Work: Groups that want combat to start quickly, groups that can't agree on what skill should let you react to others' stances.
Who It Favors: Depends on the skill chosen. Defense will favor defensive builds, Iaijutsu will favor duelists, Athletics will favor well rounded builds.
Ordered Declaration – Post Initiative
Once you know the initiative order it becomes a lot easier to know what the “best” stance is. As such, post initiative stance declarations are best for tempering the value of a high initiative.
“Initiative Order”
I would do it in Initiative order for my games!
-Brian Yoon
How It Works: After Initiative is rolled, the fastest character declares his or her stance. Proceed down the list until you have a stance from everyone. Then the fastest character acts.
Where It Does Work: Games that want to decrease the impact of Initiative on the outcome of a skirmish.
Where It Doesn't Work: Games where players want Initiative to play a larger roll in combat, games with sticklers for "RAW"
Who It Favors: No one really. Low initiative characters can see high initiative character's stances before declaring stance. High initiative characters can see low initiative character's stances before declaring actions.
"Defense by Default"
For simplicity's sake, I would suggest that, until a character has a chance to change his stance at the beginning of his turn, all characters are assumed to be in the Defense stance by default. Or, Full Defense by default, but only Defense by default if ambushed.
- Otaku Mike
How It Works: Skip stance declaration and go immediately into the initiative order. Everyone is considered to be in the Defense (or Full Defense) stance until their Turn. When it reaches your turn you may change stance, even though it is still the first round.
Where It Does Work: Games that want to get into the fight fast
Where It Doesn't Work: Games with sticklers for "RAW"
Who It Favors: Those with high Initiative OR high Defenses. "Attack/Damage" builds have the hardest first round, but they're usually stronger in the following rounds, so it balances.
“Reverse Initiative”
As for me, I'm an old White Wolf fan. When it comes to combat I handled as I would if I were playing a WoD game. Players declare their actions and their stances in reversed order.
-Dace
I was always liked of the 2E approach of lowest initiative declares first. And since declarations are now limited to stances rather than full actions, you actually fix the 2E loophole of being unable to attack if someone else in the party kills your target first.
-Cooper
How It Works: After Initiative is rolled, the slowest character declares his or her stance. Proceed up the list until you reach the fastest character. Once everyone has a stance, the fastest character may take his Turn.
Where It Does Work: High Earth-multiplier games, games where combat should be decided by Initiative
Where It Doesn't Work: Games that feel initiative is already too powerful, games with sticklers for "RAW"
Who It Favors: High Initiative characters
“Tactician Reads the Field Perfectly”
How It Works: This is handled exactly like Tactician Reads the Field (described above), only you know the initiative order before you start declaring stances. This gives characters with high Battle Skill a huge advantage over those without.
Where It Does Work: Groups that REALLY think Battle is under valued in 4E
Who It Doesn't Work: Just about everywhere else
Who It Favors: Characters with high Perception or Awareness and characters with high Battle skill.
Other Considerations
“Dramatic Declarations”
Sometimes stances are declared before combat is even close.
GM:"You are walking through a dark alley in a dangerous part of town"
PC:"Yeah? I am SO in defence stance right now!"
Then..
GM:"You hear the rattling sound of a wooden bucket rolling down the street ahead"
PC:"Full defence time. I inch forward ever so slowly, expecting to be attacked at any moment"
-Togashi Shinjitsu
How It Works: If the characters have a legitimate reason to expect violence and preemptively declare that they are assuming a stance, they will begin combat in that stance. If the GM feels the players should get some sort of benefit in exchange for "broadcasting" their stance before Phase 1, they can be allowed to change stance once it reaches their Turn even if it's the first round.
Where It Does Work: Play groups that feel the written rules come second to dramatic narrative
Where It Doesn't Work: Groups with a stickers for "RAW"
Who It Favors: Those interested in telling a good story
“Stealth is Sneaky”
How It Works: If you are hidden from your opponent(s) you do not need to declare a stance until your Turn.
Where It Does Work: Groups that do not feel there is enough of an advantage for ambushes and sneak attacks.
Where It Doesn't Work: Groups that think that -10 initiative is enough of a penalty for being surprised.
Who It Favors: Stealthy and dishonorable characters
A Final Word
A fairly big deal has been made out of the fact that a character built for high Initiative in one system will not have a high initiative in another. This is both true and entirely beside the point. Unless you intend to use the exact same character in two different games, run by two different GMs, using two different initiative systems, it will never come up. If you wish to move a character from one game to another in a casual game environment, your new GM will probably let you re-tool the character. If you are instead using the game within a "persistent world" or "league" environment, it's a safe bet that the governing body of your league will set out guidelines as to which initiative system that league considers most appropriate.
Thursday, July 8, 2010
Using Maho

Using Maho in your Game
By
Dace
I recall when we first took a look at the maho rules during the early parts of playtesting. Like many people who read them now, we were concerned that they may in fact be over powered. But Design assured us that that was the point. Maho in 4th Edition was meant to represent a stronger, darker and scarier thing.
And in that regard I believe the design goal has succeeded. Maho is scary. There are of course concerns that using maho may unbalance a game. The side bar on page 267 gives a way to balance maho in regards to it's use with PC Spider characters. Those same methods can also work for NPC's. What follows are a few more suggestions on how to use maho in a game with out turning it into a party killer.
First a few simple House Rules that can make surviving an encounter with a maho-tsukai easier. First and foremost is allowing fingers of Jade to act as protection. For every finger of Jade a character possesses increases the TN of a maho spell targeting them by 5. A GM may also consider allowing the Advantage Magical Resistance to work with maho. Combined with Jade protection these two alone should help to increase surviving an encounter with a maho-tsukai.
In addition to the above house rules a GM should also remember that a maho-tsukai can not wound more than one victim per round. This can be handled in one of two ways.
The first is that the maho-tsukai be allowed to wound his first victim at the end of the round he completes the spell on. Treating the action as a part of the spell's chant.
The second is to require the maho-tsukai to wound his victim at his action in the round following the completion of his spell. This method treats the act of attacking as a normal complex action. This only allows for one attempt at spilling blood to power a spell per round, unless of course the maho-tsukai in question is allowed to make the attack as a simple action.
When dealing with willing cultist ready to lay down their lives for the maho-tsukai the GM may wish to roll initiatives. This gives your players a chance to restrain and otherwise remove the cultist as a threat for powering the spell. Do note that the act of killing them by the PC's won't count towards powering the spell.
There are of course non mechanical concerns as well. You wouldn't toss your PC's at a Rank 5 Hida if they were rank 1 characters so why toss them at a maho-tsukai who has spells that can kill the entire party?
Careful spell selection is key to using a maho-tsukai. A maho-tsukai should only cast Touch of Death, for instance, if you're seeking to destroy the party, or you truly think they can handle it. Such of spell of course is likely best used when the party itself is close to the spell's Mastery Level of 5.
In some cases the spell's themselves should be treated as plot points. Summon Oni is a great spell for an arrogant maho-tsukai who thinks he can control what he brings forth. The point of the encounter would then shift from trying to kill the maho-tsukai to dealing with the summoned Oni. Other good plot spells are Summon Undead Champion and Essence of Undeath which can lay the ground work for the evenings encounter.
A more subtle balancing factor is taint and shadowland powers. When deciding what maho spells you're going to give your prospective holy terror of Jigoku you should bear in mind how much taint he has and what shadowland powers and mutations he might have. Shadowland powers can go a long way to making a maho-tsukai more challenging with out arming them with spells that you feel might bring an abrupt end to your campaign.
However the most balancing effect for a maho-tsukai is to consider his personality of the maho-tsukai. I have found when designing an NPC villain for a game that I can make him as powerful as I want, so long as I give him the right personality to fit the kind of threat I want him to be.

If I make a maho-tsukai who is most likely to go off the deep end and kill everyone in the village then I will probably limit his maho spell selection to useful spells but ones that won't ruin my campaign when the inevitable happens.
On the flip side a smart calculating maho-tsukai may have Touch of Death, since he is more inclined to wait till the right moment and the right person to use it on. Villains who show some restraint are villains more inclined to have the patience to learn the more powerful spells. They also live the longest.
The last piece of advice I can give with dealing with maho is don't be afraid to fudge a few rolls in favor of the players. GM's are people and sometimes we overestimate the resourcefulness of the party. If it seems like the maho-tsukai is on the cusp of destroying your adventuring samurai then pull back from the brink. Have him fail that crucial role. Or maybe he remembers he left the iron on somewhere.
Time and experience will of course help you better judge what is and isn't to much for your players where maho is concerned.
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