L5R RPG - Rules Runs - Part I Basic combat
Greetings fellow L5R Roleplayers. As my campaign rolls ever
onwards I thought it would be useful to run through a couple of combat
examples. Apart from getting it in my own 'head' it also helps with some of the tactical
choices in what is a surprisingly nuanced system .
Anyway. For both fights we have two new characters. The
first is the beginner box's Akodo Masako in her more experienced guise. The
second is one of my home rolls - a Crane named Daidoji Katsuko
Character Details
Lion
Masako is very strong in the Earth and Water Rings with three in each and weak in both Fire and Air with only one. The Void Ring is at two - this is a good
protective ring structure.
Her reasonable Void Ring level of two also allows a potential maximum
of two void points which can be very helpful in combat.
Technique/skill wise 'Way of the Lion' is a very strong
ability that both reduces risk (from bleeding) and increases the speed at which
the character can deal with their opponent.
She also has purchased 'Striking as Earth': this is defensive kata that allows the user to spend an opportunity (whilst in Earth Stance) to reduce the damage of any successful strikes by the amount of opportunity spent until the start of the next round.
She also has purchased 'Striking as Earth': this is defensive kata that allows the user to spend an opportunity (whilst in Earth Stance) to reduce the damage of any successful strikes by the amount of opportunity spent until the start of the next round.
Indomitable Will is a bit more nuanced. As a GM I would not
allow a player to use Indomitable Will to re-roll Strike rolls ( how does
having an indomitable will allow you to 'fight' better) - It doesn't but at the
same time you could possibly use it when blocking a critical hit so it is still
relevant.
As an aside if you look at Hida Sugi from the beginner set
her 'large stature' advantage is possibly even stronger than the Way of the Lion.
That absolutely could be used every combat round and as it allows two re-rolls it can be very helpful indeed.
Crane
Stats wise Katsuko is strong in her water Ring (three points) but with average values for the air and earth rings (two). Void and fire rings are both weak at one and the single void ring means she
only has one void point. Her advantages are a high focus so that she is more 'alert'
than the Lion character. Her other advantage is that she is fitter with two
skill levels in 'Fitness'. This means that critical hits may be easier to block and it is easier to pass movement checks
Katsuko has three relevant kata/techniques/advantages. She also possess
Indomitable Will (with the same restrictions as Masako). Her other two are
house based and have interesting possibilities.
Iron Forest Style - A Kata that says that if the user is using a pole
arm and spends an opportunity point (not necessarily on a successful hit) then for each
opportunity point 'spent' an opponent finds moving when in range of the pole
arm very dangerous and must pass a TN4 fitness check to successfully carry out any movement closer to the defender.
Striking as Water - Another 'school' kata that says that if the
character spends an opportunity point they can reduce their opponents
protection by 1 point and that this lasts until the end of the opponent's next
turn.
The rules describe the order of rolling a check and the order in which dice are resolved. (pg 24&25) since opportunity is spent before success the opportunity effect occurs before the success dice so the opponents armour resistance will drop by one for this hit and will also apply in the next round.
Equipment
Both are using Katana's two handed and both are wearing
travelling clothes with an armour resistance two.
Katanas 'shiny'
Organisation
Both character start at range band one, this is the attack
range for the Katana. For this fight I will include basic rules asides in boxes
with red text. Some story description of the fight in boxes with blue text and the
technical description of the fight are in the style of this paragraph. It will be fairly verbose
to allow readers to see where the numbers are coming from…
Fight One: Katana vs
Katana
Initiative
The dust settled around the two Samurai as they stood in their preparatory stances. Masako was like a rock not moving whilst Katsuko smoothly rolled her katana as she shifted stances dynamically moving sideways in an attempt to seek an opening.
Masako decides to wait to see what the Crane will do and
goes for a steady and grounded earth stance. This is a TN (Target Number) 1 Tactics check where passing gives 1 plus the bonus successes so it basically matches the success rolls.
The rules often refer to the concept of bonus successes. These are successes above the target TN value so if you roll five successes on a TN1 then that is four bonus successes. Some checks auto include one for 'passing' and then add the bonus successes. Therefore for a TN1 check this basically means 'count all successes'. If the check increases (or decreases) then this does change. I.e roll the same on a TN3 check and it becomes 1+ 2 bonus successes so is a result of 3.
Masako has a decent Tactics skill value of two so gets three
black dice (for her ring value in earth) and two white (for her skill value in
Tactics). When showing the dice rolls the first 'row' is the initial roll with any explosive success appearing successively beneath the relevant roll. 'Kept' dice have the light yellow background.
A nice roll. Masako takes four success and two strife to add
to her focus of two for a total initiative of six.
Katsuko has chosen water stance which also gets her three
black and two white dice. Her roll is worse.
Meh. At least she passed but with no bonus successes. Her
base focus is a much better four though so with the success her initiative
increases to five. It is not enough though and the Lion bushi will go first.
Going first is very important to a fight as it puts your opponent on a back leg and allows you to control the tempo of the fight. This can be seen more clearly in fight two. If you fail a check then you lose the extra '1' for passing and just count your base value in the relevant check type (focus or vigilance).
Round One
Lion Turn
Earth is a useful early stance as it prevents nasty tricks
from your opponent, so Masako keeps in earth stance and strikes with three black
and two white dice.
Most combat checks are TN2 Melee checks (and the melee type depends on the weapon used). This is because it is hard to hit someone with a sword but not that hard (if you are willing to die yourself it becomes easier still. If you want to hit them AND stop them hitting you then things get more difficult). In this case both characters are fighting in melee (hand weapon) so that is the skill both are using. Both are evenly matched as both have a skill rank of two in that particular skill. This is not unusual as both are combat focused characters.
It is also useful to remember that succeeding at a combat check does not represent you hitting someone with a sword - it is a compound roll that represents you maneuvering and both sides attacking (and parrying) to try and generate an actual hit. The only time the weapon contacts the other person is when a critical hit occurs.
So that is two successes and a hit on a TN 2. Masako can use 'Way of the Lion' to change a strife
to an extra bonus success when she hits so that makes three successes. She
takes one strife (to three) and uses the two opportunity gained to force a critical
strike.
Weapon damage and abilities can be found on the relevant item page inside the core rulebook. The beginners game also list some of the more common weapons. Pay particular attention to base damage, range and deadliness.
The strike causes
base weapon damage: a Katana does four plus the one bonus success and minus two
for Katsuko's armour resistance meaning the Crane has to absorb three fatigue.
Which she does.
If the character has not reached their endurance total yet then this 'fatigue' is absorbed.It is not soaking up an 'attack' but more represents the effort the character has to used to protect themselves. Fighting for your life is inherently dangerous and tiring so it is more the characters emotional, physical and skill reserves. The longer a fight lasts the less able a person is to protect themselves until they are exhausted or outclassed and thus easier to hit.
Now the critical
gets dealt with. A critical basically represents actual contact between the
striking weapon and the body of the defender. Criticals use the weapons
deadliness as the start figure and for a Katana, used two handed, this is
seven.
Deadliness is usually 'just' the weapon deadliness but it can be pumped by the attacker spending opportunity (each opportunity spent increases the deadliness by one). The higher results on the critical hit table are more usually reached in duels or by receiving an undefendable critical hit whilst incapacitated or bleeding.
The defending
character then gets a chance to protect themselves against the hit. This is a
TN1 Fitness check using the current ring.
Therefore the Crane
player gets to roll three black and two white dice
A nice roll passing
the TN and reducing the attack by 1 + bonuses so by a total of three. This reduces the
Deadliness from seven to four dropping it down to a Flesh Wound. Because the Katana is
'Razor Edged' a flesh wound also causes bleeding. It's final impact is that any
TN's done by the Crane player while using this ring in the future are now increased by one.
Crane Turn
Katsuko really wants
the Lion player out of Earth stance so remains in water and strikes herself.
The TN is 3 because she is Lightly Wounded in Water but she still gets her full
three black and two white dice
She misses,
primarily due to the added TN from the injury. She selects an opportunity so that she
can apply 'Striking as Water' - this reduces her opponents armour resistance by
one for every opportunity spent until the end of the attackers next turn.
She then uses her
free movement action to move one range band to range band two and then uses her
free water action (which can be anything that does not involve a dice check) to
move a further range band to three
Masako thrust downwards forcing Katsuko into a furious parry that almost left her exposed. Her counter thrust was more easily handled and so Katsuko rapidly moved backwards using space to allow her to catch her breath and give her more time to manoeuvre.
End of Round Stats
CRANE
|
Fatigue
|
3/8 LW in water,
bleeding
|
Composure
|
0/10
|
LION
|
Fatigue
|
0/8
|
Composure
|
3/12
|
Round Two
Masako now has a
decision to make. Does she switch to water, move twice and then strike? Or does she
perhaps keep in earth and try and make her free movement action cover more than
one range band (which requires a TN2 fitness check) Since she is uninjured that check would only have four dice (she only has one point in her fitness
skill) so she decides against it. Instead she uses the first option and switches to water stance before running
forward for two range bands (a free movement action, then a free maneuver action ) before striking with three black and two white dice
Another excellent
result with four successes. One strife can be switched to another bonus success
with 'Way of the Lion' for five bonus successes with one strife gained (the single opportunity can cancel
two of the strife points when in water stance)
Opportunity use in fights is very important. Even if it is just used to reduce strife. Each ring handles it slightly differently so it pays to be aware of what you can and cannot spend opportunity on.
Ouch, so the strike does four base damage plus the three
bonus successes and minus two for the armour for five fatigue. Which the Crane 'just' manages to
absorb.
Crane Turn
Katsuko is in some
difficulty now and switches to air
stance. Her strike is therefore two black and two white dice
She only just
succeeds with two successes. Fortunately the 'Striking as Water' from the
previous turn is still in play so the strike is four (base weapon) + zero bonus successes - one armour protection
for three fatigue caused
End of Round Results
CRANE
|
Fatigue
|
8/8 LW in water,
bleeding
|
Composure
|
3/10
|
LION
|
Fatigue
|
3/8
|
Composure
|
3/12
|
Round Three
Lion Turn
Masako switches back
to her preferred Earth Stance and instantly strikes with three black and two
white dice against Katsukos new TN of 3 (when attacking someone in air stance your TN is increased by one)
Nice… So that is
three base successes. She can switch one strife to a bonus with the, oh so
useful, 'Way of the Lion' for four successes, two strife and two opportunity. She
uses the opportunity to force an extra critical strike.
For the strike
itself the damage is base weapon damage of four plus two bonus successes minus two armour
resistance for four fatigue caused. This introduces an interesting rule point as the rules state
you can still defend if your fatigue moves over your endurance so Katsuko will
not have a forced critical strike at this point. She instead spends her sole
void point to force a critical strike instead of taking the fatigue. The reason
she does this is that if she takes the damage then her fatigue will be twelve (and her endurance is eight) so she would gain the incapacitated condition. This
essentially takes her out of the fight so she is gambling on surviving two
criticals as opposed to losing automatically.
Both criticals now
get resolved. Both are at the weapons basic deadliness so she gets a TN1
fitness using the air ring (so two black and two white dice).
She takes the two
successes and reduces the critical from Permanent injury to a debilitating
gash. This is a serious wound that also causes bleeding (she already is bleeding so is
'meh' about that) A serious injury means that any further check using this ring has
+3 to the TN making it almost unusable
Unfortunately she
has to make a roll immediately to defend against the second
critical (caused by Masako spending two opportunity)
So TN 5
She has failed.
There are no good options here as if she received a second Debilitating gash
then it automatically becomes a permanent injury. If she takes any strife then
she gets extra fatigue and an undefendable critical hit at the strength of her
current fatigue. This would be a strength thirteen critical which is not defended against would result in 'Agonising
Death'. As it stands taking a Permanent Injury gives an ongoing problem (allowing
she lives) , adds bleeding regardless as to weapon 'razorness' plus adds the +3TN (if
not already active).
Crane Turn
She cannot keep in either of these rings so switches to earth stance and strikes with two black and two white dice.
Success, but only just. She does four damage minus two for the armour resistance (Striking as Water has expired) for two fatigue
End of Round Results
CRANE
|
Fatigue
|
8/8 LW in water +1, PI in air +3, bleeding
|
Composure
|
3/10
|
LION
|
Fatigue
|
5/8
|
Composure
|
3/12
|
Round Four
Masako feels in control of the fight as the Crane is obviously at the limits of her endurance so she keeps in Earth and strikes again.
Another solid hit. The strife can be 'switched' to a bonus success with the ever reliable 'Way of the Lion' which makes four successes and two bonus. Thus the strike does four weapon damage plus two bonus damage minus two armour resistance for four fatigue.
Katsuko cannot defend against this attack and does not have any remaining void points to force a critical instead of the damage so she becomes incapacitated. This fight is over and the Lion Bushi has easily won.
End of Round Results
CRANE
|
Fatigue
|
12/8 LW in water +1, PI in air +3, bleeding, incapacitated
|
Composure
|
3/10
|
LION
|
Fatigue
|
5/8
|
Composure
|
3/12
|
Masako effortlessly ran forward looping her katana round to strike low at Katsuko. Her own parry only just managed to stop serious injury but she was left exposed to Masako's follow and was left exposed to the deadly final strike.
Fight Two
The 'Way of the Lion' ability makes Lion bushi formidable
warriors. To try and see if we can even the odds (or break them) in the next fight Katsuko will be using a Naginata. This is a vicious pole arm with a blade on the end
(and was used memorably by the Crane Clan Champion in this story here)
All stats reset (as this is a test fight) and we again start with
initiative
Masako again keeps earth as her preferred and safest starter ring and
again has thee black and two white dice.
Another decent roll though slightly worse than before. The
opportunity is used to cancel the strife so that is two bonus successes.
Passing gives 1 + bonus successes so that will be three added to her base focus
of two making five.
Katsuko also uses her
preferred start stance of water and has three black and two white for this TN1
tactics check.
Meh, another bad roll. Perhaps she is distracted. Masako has a
formidable reputation after all. The one explosive success is enough to pass
though which adds one to her base focus of four.
The initiative is a draw! In case of draws the first
tie-breaker is honor and the character with the lower honor goes first and as
Masako has an honor of 60 and Katsuko of 55 Katsuko will go first. (If this is tied then
player character take precedence over npcs and beyond that GM choice)
Round One
Crane Turn
The Crane Player
moves first and stays in water while she skips back to range two with her free
movement action. This is done because her weapon has a base range of two
because it is long and requires space to wield. As it is also heavy and
cumbersome and she has moved and then struck her next TN will be increased by
one.
She therefore strikes on
a TN3 fitness check. She needs this attack to succeed to keep the Lion player
back so uses her void point early on the strike. Void points are used before you roll dice and not after you see the initial roll.... In practical terms this means
she rolls an extra black dice. She also gets to keep an extra dice so as she has a three in the
water ring she could potentially keep four dice as opposed to three.
It looks like the
void point gamble has paid off. She gets three successes - passing the test, one strife
and two opportunity. Now as Masako is in earth stance she cannot use this to
force an early critical strike (the way Masako did to her last fight) or for
that matter cause any conditions but she can still use her abilities. So she uses one
opportunity point to use 'Striking as Water' and to reduce Masako's armour protection
by one until the end of Katsuko's next round and uses the other opportunity point to
initiate 'Iron Forest Style' this means she starts spinning the Naginata in
such a way that any movement by the targeted character (more opportunity can
be spent to impact more opponents) is very dangerous and requires a TN 4 (Air 2
Water 5) to try and move. Since she is currently at range two Masako needs to
move to get into range to be able to strike.
The strike itself
uses the weapons base damage of six but adds no bonus successes then removes one
point of armour resistance (because Striking as Water is now active and as one opportunity was spent it reduces armour resistance by one) for a total of five
damage. Which Masako can absorb.
Already the use of a 'military' weapon as opposed to a 'personal' weapon is making a difference as the damage is much larger so it is more tiring to defend against.
Lion Turn
Masako wants to strike but now has to try and pass the spinning Naginata as she is now out of range of her Katana. If she stayed in her
favourite stance (Earth) she would get three black and one white dice (she has a single
skill point in fitness) to try and beat a high TN of 4. Not impossible but also
likely to fail, if she switched to her other strong ring (water) then she gets
the same dice but a TN of 5. If she went for the obvious choice (Air) It drops
to a TN2 but she only gets two dice (one black one white). More dice mean more
potential explosive successes so she keeps in earth and tries the TN4 for her
free move action
Not so good. The
player elects to use her indomitable will ability to basically 'ignore' the
spinning blades. This will allow her to re-roll two dice. As GM I decide that this is permitted but that any attack made against her next turn will have its Tn
lowered by 1 as she is essentially ignoring the Naginata in her eagerness to get forward. The Lion player is happy with this compromise and elects to
re-roll the white dice and the o/s black
The dice gods are
not happy and she fails again. This means she cannot move forward. Instead she
uses her primary action as a maneuver action and moves back to range three.
Clever. This means the Crane will have to move to use her Naginata and this
means the cumbersome addition will counteract the loss of TN caused by the
Indomitable Will. Alternately she could have used the Calming Breath action to
lower her fatigue to four.
End of Round Results
CRANE
|
Fatigue
|
0/8
|
Composure
|
1/10
|
LION
|
Fatigue
|
5/8
|
Composure
|
2/12
|
Round Two
Crane Turn
Katsuko keeps in
water and moves to range two and strikes. The TN is 2 (-1 for the 'Indomitable Will' useage and +1 for striking after movement with a cumbersome weapon). As before
three black and two white dice.
No opportunity gained this
time but at least the armour resistance loss from last turn is still around.
This means she
scored four successes with three strife.
The strike does six
damage (base weapon) plus two bonus successes then minus one for the (still reduced)
armour resistance causing seven fatigue. This would push Masako heavily over her
endurance and incapacitate her so she decides to spend a void point to take a critical
hit instead of the damage.
A Naginata has a
base deadliness of six so it is not as dangerous as a Katana.
The base fitness
check will be a three black and one white
And it fails. The
player makes a valiant effort to use 'Indomitable Will' but I see no reason why
having mental fortitude in the face of pressure means having a metal object
sliced into your body is any less damaging so say no.
The critical
therefore remains at a six. (There was no point taking the success as it would
just drop it to five and the same critical injury level but also add a strife).
This critical hit causes a Debilitating Gash which is a serious wound increasing further
TNs by three and, as the Naginata is also Razor edged, inflicting the bleeding
condition.
Katsuko then uses
her free movement action to move back to range band three. Since Masako will
likely use water next turn this will not stop an attack but it will stop masako
moving to range one , striking, then moving to range zero. If that was done then it would force Katsuko
to move twice to even hit back and thus increase the TN by one due to
cumbersome AND if the Lion's next strike succeeds then the water ring might be
compromised with a critical hit TN dis-advantage making Water potentially highly unattractive.
Lion Turn
The Earth ring is
now essentially useless so Masako can either stand and try and recover or
switch to water and attack. This she does moving to range one with two
actions. She then strikes with water at TN 2 and three black and two white dice
Water stance allows a free extra manoeuvre action. You can also pass a TN2 fitness check to try and increase the distance covered by the free movement action.
Just at the right
time the dice come through. She gains five successes. One strife can be switched
for six successes (Way of the Lion as usual) with three strife taken. The stress is building..
The strike does base
damage four plus three bonus success to seven minus two armour resistance to
five. It's her first hit though so Katsuko defends against it.
End of Round Results
CRANE
|
Fatigue
|
5/8
|
Composure
|
3/10
|
LION
|
Fatigue
|
5/8 SW in Earth,
bleeding
|
Composure
|
5/12
|
The fight started fast. Katsuko was quicker to re-act and slammed her Naginata forward in a vicious cut that Masako only just managed to parry putting all her strength into blocking. Left temporarily out of stance by the Crane's attack this allowed Katsuko to skip back out of range forcing Matsuko to move quickly to re-engage. Her response was effective but parried with the shaft of the Naginata.
Round Three
Crane Turn
Katsuko elects to
remain in water and moves back to range band two with her free move action. She
then strikes at TN3 (plus one for the 'strike after movement when using a cumbersome weapon') with three black and two white dice
The attack fails
with the cumbersome addition making the key difference. She gets two opportunity
though. She cannot use this to inflict a critical as she needs to succeed at the
attack for that so instead re-applies
both 'Iron Forest Style' and 'Striking as Water'. Much to the annoyance of the Lion player.
Lion turn
Masako remains in
water for her free movement elects to try and pass the TN4 fitness check again
She fails - she is
obviously very nervous of the Naginata. Rather than take the TN loss that using
Indomitable Will would cause - after all re-rolling two dice would need four
explosive successes to pass so she accepts the result and instead uses her main action as 'Calming Breath' to reduce
her fatigue from five to four.
End of Round Results
CRANE
|
Fatigue
|
5/8
|
Composure
|
5/10
|
LION
|
Fatigue
|
4/8 SW in Earth,
bleeding
|
Composure
|
5/12
|
Round Four
Crane Turn
Katsuko remains in
water and strikes. As she has not moved this is a TN2
So she gains three
successes and three strife and an opportunity which she uses to re-apply Iron
Forest Style…
The strike does six
basic plus one bonus success to seven minus one for the armour resistance
(still reduced by one from the previous
turn) for six fatigue. Masako cannot absorb this so rather than be incapacitated
uses her final void point to avoid the fatigue and take the critical instead.
As before this is a
Deadliness six weapon and the test is a TN1 fitness with three black and one
white dice
A lucky roll. She
passes with one bonus and so drops the Deadliness from six to four which means
this is (only) a light wound which increases her water roll Tns by 1 and causes
bleeding (again). The opportunity is important as she can cancel the strife with it which
means she will not take a bleeding attack at deadliness five (her 'then' fatigue value) which would have increased the injury to a much worse debilitating gash.
Lion Turn
Masako has to try
and get past the Katsuko's deadly defence and as the water TN would now be 6 (base
5 +1 lightly wounded), and using earth would be 7! (base 4 +3 for being seriously wounded in the ring).
This makes air a valid choice so she attempts a TN 2 with one black and one
white..
Oh. Now this
provides an interesting choice. If she takes the success and the explosive then
she has to take a strife. This would cause an extra fatigue from bleeding and a
deadliness six critical. She has to choose which dice to 'keep' before rolling
explosive successes. If that explosive provides an opportunity then she can
cancel the strife but an opportunity/strife or anything else would cause the
same. If she tried indomitable she would
have to re-roll the explosive which might fail!
She keeps both and
rolls….
Triple meh. She cannot take the second
explosive without an even worse bleed. Plus she would need two explosives + an opportunity to cancel the strife. So the result is that she passes the TN and moves
to range one. She then takes one extra fatigue from the bleeding pushing her to
five (ever strife taken whilst bleeding increases fatigue by one) and then a five deadliness undefendable critical which causes her to have
a debilitating gash in air as well, seriously wounding her in that ring and adding plus
three to all further tn's
Rather than strike
with a TN5 and only three dice (one black two white) she uses calming breath
and drops the fatigue by one down to four.
End of Round Results
CRANE
|
Fatigue
|
5/8
|
Composure
|
8/10
|
LION
|
Fatigue
|
4/8 SW in Earth,
bleeding, LW in water, SW in Air
|
Composure
|
5/12
|
Round Five
Crane Turn
Masako had moved
into range one so Katsuko has to move again. She was also in air so the TN of any
attack would be four which is an unattractive proposition.
What she is doing
has been working so she decides to keep in water, moves back with her free action to band
two and strikes at TN 4
Rather than search
for the hit by keeping the explosive (which would cause her to 'lose' her opportunity rolls) she misses
and re-applies both 'Striking as Water' and 'Iron Forest Style' and enjoys the expression on the Lion players face.
Lion Turn
Masako is in serious
trouble now. This would seem a good time to leave the fight but she is Samurai and will not turn her back even though her risk of losing is high so she keeps in air stance and tries to move with a TN3 fitness (TN2
+1 for being lightly wounded in air) into range with one black and one white
dice
She fails. She also
cannot use calming breath as her fatigue is now less than half her endurance
total. Even a guard action would be hard to achieve in air..She instead waits
and hopes the Crane misses and/or gets no opportunity.
End of Round Results
CRANE
|
Fatigue
|
5/8
|
Composure
|
8/10
|
LION
|
Fatigue
|
4/8 SW in Earth,
bleeding, LW in water, SW in Air
|
Composure
|
5/12
|
Round Six
Crane Turn
Katsuko is in range
again but the TN is still 3 as Masako is in Air stance. She strikes with three
black and two white dice
The Lion has 'some' hope as taking the hit means Katsuko cannot keep the opportunity. The hit
'might' be enough though. It does six damage with zero bonus successes but
reduces by a single point of armour resistance as the 'Striking as Water' from
the last round still applied. Without this Masako could have soaked up the hit
and struck back herself. As it stands this pushes her to nine fatigue which
pushes her over her endurance total. She is now incapacitated.
Lion Turn
Masako switches to
water and uses calming breath as her free water action. This reduces her
fatigue to eight thus removing her incapacitated status. She then uses her
default movement action to move forward to range band one and then strikes with
a TN of 3 (she is lightly wounded in water so +1 TN) and three black and two
white dice. If she had not used water then she could not have carried out all three actions.
Unfortunately the
roll is bad, any strife would incapacitate her (again) so she takes a fail.
End of Round Results
CRANE
|
Fatigue
|
5/8
|
Composure
|
3/10
|
LION
|
Fatigue
|
8/8 SW in Earth,
bleeding, LW in water, SW in Air
|
Composure
|
5/12
|
As Masako returned to attack range Katsuko slashed the Naginata cutting a jagged gash into the Lion Bushi's arm. The Daidoji then started spinning her Naginata in a fast defensive screen keeping her opponent from re-engaging. The Lion would not over commit though and calmed her thoughts and waited.
Round Seven
Crane Turn
Katsuko free moves
back to band two and strikes against a TN of 3 (TN2 base +1 for striking after
movement with a cumbersome weapon)
She elects to not
take the opportunity and instead takes the guaranteed strike. She gets five
successes and two strife (making her compromised). That causes six base
+ two bonus minus two armour resistance (the 'Striking as Water' has expired) for
six fatigue.
Compromising in fights is neither good nor bad and is nothing to be particularly worried about. If you unmask then your next round has a minus one TN - representing your mind clearing so your attack is easier but any attacks against you also have their TN dropped by one - representing a momentary lapse in your defence caused by the unmask. Strife is more dangerous when bleeding.
Masako has no void
points to force a critical so is incapacitated and with no chance of quickly
removing the points. Like a mirror of the last battle she is now at the mercy of the
Daidoji warrior.
As Masako endeavoured to advance Katsuko saw her opening and smoothly sliced the Naginata into Masako's already wounded leg. With a scream the Lion collapsed forward onto the ground defenceless.
Conclusion
Hopefully this has cleared some issues with skirmish type
fights in the 5th edition. Both characters attempted to use their 'best' rings and had
little reason to switch. The other rings can be equally helpful. A high fire
ring can overwhelm a character's base endurance really quickly, an air ring can
help a character defend easier against damage and the void ring is often the
best ring (when bleeding) to do anything at all.
The other differentiating factor is armour. If both characters
has been wearing lacquered armour then the fight would have taken much longer
as each would be taking 0-2 damage if hit as opposed to 2-5.
Other important giveaways are that character can use their
skills and techniques to make combats both more deadly and more survivable. As
can be seen in a 'simple' fight slugging it out with Katana's at close range
and the Lion player's 'Way of the Lion' was enough (with some good dice) to stomp
on the Crane. When that Crane used a longer ranged weapon supported by her own
useful technique then the Masako's entire approach was stymied resulting in a slightly longer (but still easy) victory for the Crane.
The combat system is, as hopefully can be seen, highly nuanced and is a good representation of a deadly sword fight that gives a high degree of agency to a characters actions and abilities. To my mind it is a much more fluid and realistic system than a simple 'count' until endurance is overwhelmed. It can also be very fast - especially when no armour is involved.
Finally it also allows potentially more story telling options in both the fight itself and in the results. As an example if a player character is incapacitated by some Ronin then they might be killed or perhaps captured and ransomed. Shadowlands opponents might drag their victim with them as dinner or back to their base. It therefore provides opportunities for moving the story in interesting ways in multiple directions. That adds both risk to any conflict and choice. Fleeing is also a possibility (or surrender) but the damage to a Samurai's honor and glory would be huge - would it be worth the risk? that would be up to the player and his opinion of his characters honor and motivation. Either choice and even how the fight is fought tells us a huge amount about who that character 'is' as opposed to what the character thinks, or says he/she is. Cool..
Finally it also allows potentially more story telling options in both the fight itself and in the results. As an example if a player character is incapacitated by some Ronin then they might be killed or perhaps captured and ransomed. Shadowlands opponents might drag their victim with them as dinner or back to their base. It therefore provides opportunities for moving the story in interesting ways in multiple directions. That adds both risk to any conflict and choice. Fleeing is also a possibility (or surrender) but the damage to a Samurai's honor and glory would be huge - would it be worth the risk? that would be up to the player and his opinion of his characters honor and motivation. Either choice and even how the fight is fought tells us a huge amount about who that character 'is' as opposed to what the character thinks, or says he/she is. Cool..
Narrative
It does depend on players but I am big fan of narrating fights. So instead of 'six bonus successes and two opportunity to force a crit' perhaps, ' I attack to the left with a feint drawing her off guard, this allowed me to swing round cutting into her left side - I have six bonus successes and am using two opp for the crit'. This makes the fight more of a story and less of a roll this..
Moving On
I may produce another couple of these run throughs. One on a
duel to the death and the other (perhaps) a bout with two fully armoured
characters. Thanks for reading. If you have any queries on some of the rules listed then feel free to comment. If any of the rules listed are incorrect then please pm me so I can correct..again......
Credits
Plenty of people have helped out by pointing out problems with the original article. This new version probably has just as many but different. Anyway I just wanted to give a shout out to all those who helped
L5R RPG Facebook forum: Janek Sielicki, Themis Dimou, Mathieu Johnson, David Robotham
FFG Forums Frenwax
Discord Asahina Masami, Kitsuki Daisuke and duffrey
Hopefully I've spelt the names correctly.
Credits
Plenty of people have helped out by pointing out problems with the original article. This new version probably has just as many but different. Anyway I just wanted to give a shout out to all those who helped
L5R RPG Facebook forum: Janek Sielicki, Themis Dimou, Mathieu Johnson, David Robotham
FFG Forums Frenwax
Discord Asahina Masami, Kitsuki Daisuke and duffrey
Hopefully I've spelt the names correctly.
Nice article. Thank you.
ReplyDeleteThank you, can't await the article for the Duel :-)
ReplyDeleteIt seems to me that you have forgotten that using the "Way of the Lion" requires the character to take a fatigue for every strife that is converted into a bonus success. I think that would have had a big impact on the first fight.
ReplyDeleteThanks for doing this. I learned a lot from reading it.
Good catch!
DeleteThis is great! Thank you!
ReplyDeleteHey, so first off, I love the effort! I like the narration and I like that you thought to add a narrative TN adjustment to using the advantage, that's very cool. Unfortunately, there's a few mistakes in your examples.
ReplyDeleteBleeding does not care about strife you *take*, it only cares about Strife *symbols* on the dice. This is a crucial distinction, because it means that neither the generic opportunity nor Way of the Lion protect against it.
The opportunity lets you remove 1 strife that you just gained *from this check*. So for one, you don't negate the symbol (and aren't protected from Bleeding) and second, you can never reduce your strife total with this opportunity, only prevent it from rising further.
Way of the Lion also doesn't switch out any symbols. At the end of the check, after you've resolved all the symbols (and dealt with Bleeding) you can remove strife from yourself and add bonus successes at the cost of taking on more fatigue (as has been pointed out).
Bleeding also only causes critical hits once you're Incapacitated, since it deals damage. Damage causes Fatigue - unless you are Incapacitated and it becomes a crit instead. So your characters never really were at risk of criticals from Bleeding. (It generally only happens when resisting a crit while Incapacitated or when rolling with Void in the hope of using two opps to ignore Incapacitated.)
You are also a bit inconsistent with the language you use when someone is nearly incapacitated. They can Defend as long as they are not incapacitated, even at 8/8 a character can Defend and take on any amount of extra fatigue. It just means it's harder for them to push it back down below their limit. Going from 9/8 and Incapacitated to 8/8 without the condition takes a single calming breath. Doing so from 15/8 is significantly harder...
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