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TouMu
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I like the original design of Warband Composition.

Although 50 Rice is mini, but it's really good and easy to play and carry.

70 Rice or 100 Rice are too much, and I don't want Bushido become "Huge", and will lose sprit of it.

Ret-Aenion
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Hi TouMu,
As mentioned on Facebook as well, the rice cost of all models will also roughly double.
Some models may become cheaper and others more expensive, but in the end you will keep playing with the same amount of models in a 100 rice game as you do in a 50 rice game

Sora9785
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What was the Reading to Dumbledore the extra +1 from additional 6‘s?

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Reason to dump, I hate autocorrect

Sgnappa
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Here some of my considerations after a first read… Only opinions, something I could wish from a new edition, small things like ebnormous change. I put it there, I don’t know how much this draft could be changed before viewing the new profiles...

 

 

 

 

About generic rules:

 

Tactical Roll: I often found my opponent – and lately myself – in a situation where we are in the second turn, starting with 5 models we find 3 vs 2 models, and the guy with 2 models like to do something absolutely heroic (or desperate) to fight back. But he loses the tactic: since the previous turn are very bloody, the models are ready to engage and fight each other, and this roll gives him no chance to try.

A suggestion: why not allow the player with less model having a bonus to Tactical Roll, by trading his Pass tokens with a bonus on tactical Roll? Sometimes it’s good to wait what the enemy does, some others it’s better to go aggressive.

To me, a kind of bonus like this can really gives more narrative and heroicism to the game.

 

Activation Counters: since the words Tired and Exausthed may be confusionary, the counters (supposing you may put more than activation counters) would be better; but I don’t really like it: more and more counters… And so on, the “Exausthed” term is already used, a really good mechanic wich doing more than 2 activations it’s the exception could be more confusionary. I suppose the BB has only one Activation Counter, but it’s only them.

 

Opposed test: I don’t read about the benefit of 6’s, how you suppose to reach a different on 10 on a melee? Just using Traits? Unfortunately a result of 0-1 do almost nothing to a guy like today, I was hoping to see a more violent game ^^

 

Ranged: I’m really grateful to see that ranged attack, now, are a little more deadly. Unless you roll very high, a ranged attack do almost nothing today; but isn’t more simple to give a +0 modifier for Medium Size (which is the average) and start from a 3-4-5 difficulty instead of -1 at 4-5-6?

 

 

About Traits and Special

 

Agile/Evasive: i found Agile more readable instead of “auto-disengage”, but I found quite difficult to see the difference at a first glance. Maybe it could be simpler saying “Agile: …….. and has the Evasive Trait”.

 

Poison/Bleed: a good semplification. I continue to find it a little hard to use, but now are more simple and effective to understand.

 

Brutal: has a great impact on the game, often better than having more dices, and now where you only 2x use support dices it’s really great because not only gives you more chances to hit an enemy but you even do more damage. I’d like to see it only works after you hit an enemy: having brutal/2 implies that you hit on a +1 in a finalt result roll that is 4 vs 5. Instead, I’d like to see you do more damage like the word suggest, and not give more chance to hit an enemy, like adding wounds – similarly to the toughness trait.

 

ForceBack Attack: this kind of special attack does no damage, but leaves the attacker near to the defender and gives at the opponent the chance to wounds him. I suppose doing half damage (like sweep) or prevent the enemy to fight back (like grapple) would give more use of this.

 

CounterStrike Defence: unless other defences, this is triggered only if the enemy position one or more dice in attack. I don’t really see a great use of this because when someone is attacking you, it’s quite hard to trigger that defence – he wants to do something; and if the enemy don’t attack you lose this opportunity. Maybe this skill would do something when you are not attacked, like counter with a 0 success level.

 

Armour(X): instead of giving a Trait, I’d like to see it in a spot like weapons, because it’s part as equipment like that.

 

Dodge, Parry, Tough, Indomitable, Sharp ecc.: often the models has the Trait X/1, only a little part has 2+ on that traits. The less the effects are quantified, the simple is the game. I’d like to give only a “1” by default if only one model or two has more than that; the models that have more than 1 could be written on special effects.

 

Bodyguard: I’d like to switch the model even the target it’s not in LOS (maybe the enemy should be), and ignoring fear test

 

Dread, Courage, Bravery, Terror: every effect do something on a single roll that has only two outcomes: success or failure, not like melee rolls that could really change outcome from a modifier or a re-roll. They are quite synonimous and I think could lead to misunderstanding: are this necessary?

 

 

Ret-Aenion
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A quick note:

Model size is now based on the size of the base.
I.e.:
30 mm base = Small
40 mm base = Medium
50 mm base = Large

This means that humans are now Small sized targets, not Medium. This may feel counterintuitive but does make sense once you get used to it

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Does this mean that small things like bakemono now all become tiny, or that there now is no difference between human and bakemono sized models?

Meavar

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My first impression about the stats is:
Jung pirates lost many kaizuko traits.
all fishmen/crabmen/butos are no longer commanded by yuri... kinda sad :(

i will invest some time soon to test the new rules and the new models/stats

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heyho.

I had some time today.
soo first of all I would suggest to make a discussion topic for each faction.

as a dedicated Jung pirate I will have a focus on them first.
I love theorycrafting, that said Im not the best in this topic and suck as a player :D

After reading the Jung sections some questions / things came to my mind.
I will post them in no particular order.

1. Sharks + Bleed
The bleed mechanics for arata is great! With more than Ryota dishing out bleed markers, this makes arata finally worth thinking about, because the impet. just weakens him/ makes him tricky to play around.
now bleed interactions are worth looking at =)

2. hibiki and minato both captains..
It is sad to miss lists with both of them.
It would be great to have a captains summon as a teamlist!! (question 4. will follow this comment^^)

3. the kaizoku - trait
all fishman, butos etc lost the kaizoku keyword.. that makes yuji and mari a lot weaker.

4. captain themes - vanilla
will there be the option to play the Jung pirates vanilla, so without a crew theme and thus no reglulations about the crew composition.?

5.the captains... cant command or order?!
Mari is the only one with command.
Minato and Hibiki cant command their crew.. while there is no other Captain allowed in the theme, it looks a bit strange that a "captain" can command.
to top this, minato cant command, but yuji can command AND ORDER.
I know that hibiki and minato are not used to their full potential if they just order around. From a persepective of fluff, it looks strange. Specially that mari can command, but not order, but her 2nd had, who is not her 2nd hand any more (yuji) can command and order.

6. Kancho
What the hell is a Kancho? If I google Kancho japanese.. .. well japanese butt-pranks are found.. quite strange :D I mean naruto did it, but the captain of a crew is called a butt-prankster!?^^

7. Fear
Bumping the Buto up to Fear 4 makes it a bit more relevant. nice for STS  ;)
Tetsuso Fear 6 and the other kanimiman/samemiman fear 5.. will be a tough opponent.
that said only hibiki kann use them all, mari just the fishman (waves = natural enviorment of fish, not crabs. nice detail^^)

8. Yori
still cant find any use of his passive that increases the value of fire tokens.
right now.. nothing brings fire to the jung pirates?

9: Kami of reflection
i have not used this model before, maybe this question is totally stupid or already solved - then im sorry.
does the kami ki-feat works on ki feats of the own crew?
for example yuji uses order kaizoku, can this ki feat redirected to minato (or does the "valid" part prohibits this?)
as an extend - can this feat used at least to make one of the orders useable all over the board, because the range inhibition is cancled?

10. eye patch
totally cool idea!! +2 on range numbers is hard, no cover at all.. for -2 rice.. holy.. in the new 100 rice game mode for tournaments... this upgrade is NOT worth at all.
+2 on the rangenumber is a fucking huge deal and only worth if you think about not using the range attack (with reload 2 in most cases). I rarely use them on jung pirates because onetrick pony shot, then normal.. is often better. with cover, low range... the activation is often better spend active attack than firing one bullet dealing.. no dmg at all...
so yes the eye patch with +2 on the target number for -2 (of 100!) rice cost is okay.. but does not do much.
1 or 2 rice out of 35, 42, or 50 was a good deal.
out of 100? ... not worth much.
As I can see most rice costs nearly doubled..
but eye patch comes with no benefit from cover.. that is not worth -2 rice out of 100!
STS and ryu bring nasty amounts of range attacks and no cover for... making a range aspect unplayable, with nearly no rice saving. it is just a bad deal.
with the rules +2 targetnumber and no cover  a rice cost at -4 up to -7 would be a fair deal.

11. peg leg
-1 rice cost in a doubled rice crew is not worth
it should be at least -2 or -3.

12. doubled rice costs
On the first look I can see that events and upgrades of anykind are now more useable, because they are cheap and they will bring more surprise and tactical deepness into the game.
that is a good thing, but  i think some upgrades need more adjusted rice costs.

13. tora
without the profile of tora it is hard to see the impact of the hibiki crew.

thats it for now.
I am keen  to start STS soon and i already have Minimotos ..and some itos.
I will have a look at these profiles/themes etc in a week, when i have a week off ;)

I hope this post helps =)

with kind regards
Flo =)

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A kancho is the captain of an armed ship - usually a military one, but pirate ships would count.

A sencho is the captain of an unarmed ship.

you don’t have to use any of the themes and play with multiple captains - that does a lot to change how the kaizoku work too.

Mari is still incredibly powerful.  She’s the scenario captain for the faction.  Yuji was always Minato’s juhin, not Mari’s.

The Jung aren’t a disciplined military force, they’re pirates (and sometimes samurai), so they don’t have much access to traits such as Command and Order.  The captains are more like cults of personality than strict military leaders.

No the Kami of Reflection doesn’t work on Yuji’s Order trait.  That’s a trait, not a Ki feat, even if he gains it from a Ki feat.

Fear as a whole has become a lot more potent, making traits such as Steadfast and Leadership incredibly valuable.  Nearly every faction has a way to cope with Fear now.  For Jung I use the No Quarter enhancement and superior numbers - Mari is also my primary kancho so I get Leadership too.

As for Eye Patch and Peg Leg, they’re quite easy to put on models so that they have a very small effect on the model’s gameplay - look at how many warbands currently use Peg Leg just to get more Rice in there, and how little Peg Leg comes into play.

Yori’s Thrown Sake will eventually have something to apply to, just not before Risen Sun.

Kaizoku as a type was too widespread.  Pretty much every model in the faction ended up as a kaizoku.  Now kaizoku are pretty much just normal (no sea creature parts) people of low birth.

The Juhin generally try to cover specific weaknesses or shortcomings of their kancho.  Hikbiki... just needs someone to let him know how awesome he is occasionally.

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As for Eye Patch and Peg Leg, they’re quite easy to put on models so that they have a very small effect on the model’s gameplay - look at how many warbands currently use Peg Leg just to get more Rice in there, and how little Peg Leg comes into play

 

But the eypatch gets you hit on without cover and makes your shots worth nothing... even point blank... for 2% rice saving.. it is not worth considering.
for me, peg leg ok often is an auto include to upgrade one kaizoku to a named one. great.
but eye patch... i cant see any miniature i would use it on.

even with the additonal handcanon for 2 rice and eye patch -2 with +2 to hit..for 2 rice.. the no cover at all makes it a bad combination for 0 rice cost in the end.
i will stay on my point that the eye patch is useless right now and has too many downsides to think about it.
-2 rice is not enough to lose all ranged attacks (because mid range and cover nearly all the time is the key (so 5+2=7, with patch 9?!...)
and do not benefit from cover.. for 2 rice? ...not worth thinking about.
 

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I would like to give to designer a BIG WARNING about the big change in the TEST and OPPOSED TEST mechanics. Not sure if it's an improvement.

As a cult of yourei player i saw the FEAR test become too strong vs 1KI profile. Even a normal kirai with fear 5 is very difficult to engage, while a simple KI.1 war cry (6) model can engage a terror/dread 1 fear 6 ikyrio.

I smell that something is not working in test and opposed test change but i would also say that the new profile and many other changes feels ok.

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Yeah, i voiced my concern for this over at the facebook page as well. It's just not against fear that ki1 will have troubles, against opposed test they are even worse off. Somebody did the math, and it was a huge change in favour against ki1. Now i don't mind streamlining the test mechanic so that it works the same way regardless of test, but something has got to be tweaked. My suggestion is that ki1 can chose wheter to generate 1 KI or to have KI stat 2 but gain no ki each turn and see if that works out. Also, having a stat like ki3 needs probobly mean having a significant bump in rice cost. Maybe also not have access to further boost or they will almost auto win against KI 1, but almost also against KI 2. Apart from this i really like what i have read so far. It looks like fun.

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Regarding the Ki1 difficulty against Fear, I would say trust that the same math was done by the designer a long while back, and no small amount of testing has already taken place. It places more emphasis on Traits like Leadership, Steadfast, and boostable Ki. You need to plan for it a little more than in New Dawn. The math is scary, for sure, but try it out.

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I still however believe this needs to be adressed considering that i myself was already anxious to bring ki 1 models in new dawn due to their inability to stand up against opposed test and to some extent fear. And now they got a whole lot worse against that. Once again, i believe that making the test go about in a similar way isn´t necessary a bad thing, specially when you´re new to the game. I sure know we played just about every rule wrong in the begining, haha. So don´t take this as a negative, i think the new edition looks like fun. That doesn´t mean you can´t look at what implications this particular change has and what can be made to help those profiles that will struggle. I´m just spitballing some ideas here and you may or may not consider them. Like i said, maybe give low ki minis the option to gain a bump in their ki stat rather than generating ki. Another idea, perhaps more in line with having models with leadership etc, is making the inspire trait also allow for raising the ki stat. I do see a problem with that tough, as that can be abused to make ki stat 2 (or maybe even 3) profiles with good feats become a nightmare in opposed tests, so maybe limit that to a maximum of ki stat 2. Another option is maybe to just have less profiles with low ki stat to begin with and make their feats more expensive. All in all, this hasn´t got to be a huge problem, but i would find it a pity if a lot of nice models ends up with nobody playing them. Even in a rather uncompetitive enviroment, handicapping yourself to much isn´t a wholle lot of fun.

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Not sure if it was playtested a lot like u said. The profile are full or typo error and some event/cards seem really overpowered for their price.

I would like if the new test/opposed test will be deeply tested before the chages become official.

Anyway we're going to do more and more testing as much as possible.

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I just want to add that we played 1 year with tons of error. We just realize some week ago that ki and opposed test does not work like melee test. This happen mainly because there's not an example of those kind of test in the rules but just a melee exchange example. So just after i read the rulebook with integrated errata included (after tons of games) i realize how test really work.

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Like skydancer said, we played wrong the Ki test for a lot of time, by adding support dices as well.

 

While having Ki 2+ is better against fear having an average +1 to the result, it's simply better because no one has any way to increase Ki stat easily. Opposed Ki test, for example, are really strong having a +1 Ki, in fact we don't really desire to include models with leadership.

But as I see fear is a very powerful trait: you risk an activation to trying a melee against a fearsome one, have -1 MS and go defensive. If you are engaged by a fearsome one you lose activation as well, and risk to go -1 MS and defensive as well. And even if you manage to kill your opponent, you cannot recover the frightened state until end turn, this means that you cannot engage another fearsome model - even if he have less fear than the model you just killed! - and you are not sure if this condition goes on even the next turn.

 

The only thing I would suggest is to go more deep: for example, by do something against the level of success / failure: if you fail by 1, you go defensive but keep your dices, if you fail by 2 lose -1 MS and 3 you cannot engage other enemies. as well. Having tons of debuffs if you fail and nothing if you success is something that in Bushido are mitigated, only fear works so much in  that way.

 

About the frightened state in the end turn, I'd like change how it works: you have to remember the most fear that your model has tested in a turn, yes you can realize it by remembering how the turn was but I'll try to explain another solution:

If you are engaged with fearsome models, you have to test every single fear of them to lose the frightened state, or keep it in the next turn. If a cumulative solution like the one above is used, you get the worst condition - for example if you success against one and lose against the other, you are frightened as well.

 

This would allow models to try to dispath fearsome guys asap, maybe some ally go help a frightened one or you disengage to recover your model from fear in the end turn: if you are not engaged, you haven't to check anymore.

 

 

 

The end about Ki 1 models: we are not talking about great personality or heroic fighters, often Ki 1 models are average guys that fight against demons, zombies and unbeliavable horrors: losing their nerves is something you can expect. Using enanchements or good leaders, as well as support models it's something you might consider to keep them fighting.

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Want to add that measuring distance imo remove a lot OF FUN from the game. Made the game more predictable and remove a lot of suspance and tension.

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pre-measurment are allowed in free games, but in tournament rules they aren't. So if you want, you can play with tournament (and scenario) rules.

 

The only thing I'd like is allowing instant ki or buff after a measure is done; this allow a player to mitigate the effect of misjudging a distance by using his ki... I'd like this would be a player's choice and not only a player's skill ^^

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I've a question : could the new draft rules changing before the final release?

I ask this because going to playtest new profile if the rules are not set in stone are a bit difficult.

Firse we need to be sure the core rules (other than wording) are set in stone then we can give feedback about new profile.

I think that the change in the opp/targhet test need to be confirmed or changed before we could give some feedback about profile.

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The rules are fixed unless something terrible comes up that didn't during the Retainer playtest period.
You can assume all rules and profiles are fixed unless you find something broken.
 

Grand Master of Bushido (Smog Con '14)

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Hi Jason, is there an official place for notifying card corrections, as opposed to opinions about cards? For example, Katsumi still refers to gaining unblockable strike on Ten Uchi rather than gaining 'unblockable' on his weapon.

Also, is Master Po supposed to have the 3ki 'unblockable' weapon feat as opposed to it being 4ki like on Katsumi? Just wondering if it is a typo or if the ability was intentional.

Thanks!
Adam.

Axiam

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You can list them here, I will go through this thread before the next update.

Grand Master of Bushido (Smog Con '14)

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So we'll play a game where kenzo and masunagi ito had to roll 6 and rerolled into antoher 6 to engage ikyrio but any model with war cry (6) don't had to roll?

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Or you can take Beneath the Skin on Kenzo and ignore the fear.

Every faction has ways to deal with Fear.  ANY model with Steadfast could simply walk up to Ikiryo.  I could use a Goshi in a warband with a Kenta to do it.

Nor are the Ito famed for their bravery in battle.  Masunagi has rather famously been failing Fear tests for years.

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Don't get me wrong, i play cult of yurei and the improvement in the power of fear is insane at the point my friend that play tengu lose the will to play. For his ki1 pieces now try to engage rokuro or a normal zombie is a coin toss even with leadership.

Watching how powerfull fear become and at the same time see pieces that cost few rice with war cry roam around and engage without problem any pieces with fear even with terror or dread made the game feeling sooo broken...

Generally speacking the difference in ki 1 and 2 is HUGE. While on melee test generally u have same dice or 2 dice vs 3 dice, opposed test with supporting dice outcome are not scripted.

But now ki 2 vs ki 1 is statistically a BIG difference.

So let me know what to tell to my friend that feel FEAR so powerfull, give them tips to counter it with tengu and ito. Hope there's more than one viable option other than use just 2ki model.

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While i still believe that you might have to take a look at the opposed tests, i do not agree that fear is that much of a problem. In fact, fear is probobly about the same i figure (at least as before the rather recent change to leadership) as long as a ki1 mini isn't caught totaly unsupported and alone. And perhaps they should fail that test every now and then anyway. Ki 2 all on their own is only slightly worse against fear than before as they now need their supporting dice to not be a 1. So while fear indeed got a little more potent, it is far from game breaking as there are ways around it in my mind.

I glanced at ito and tengu, there are leadership options on profiles and special cards to help out. War cry is the same now as before against all miniatures in the game but ikiryo in the way that it allows you to engage models with fear, so don't really see how that is all that bad to be honest. 

If I'm going to criticue something is that a lot of feats and what not got their names changed for no apparent reason other than what feels like to screw with my mind, but steadfast retained its name and got a huge change to how it works. Its way to easy to miss something like that just because of old habits. 

Anyway, my only game with the new rules was enjoyable and made me want more. 

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Atrus and I have been deeply analyzing the upcomnig rising sun, and we are utterly delighted with the changes. I may get into detail soon but, initially, these are the points we consider best tailored:

- Reduction of chance in many upgrades/events by removing dice rolls

- Further reduction of chance in the new mechanic of oppossed and target tests. Also helps to value every atribute.

- Fluff. Traits, ki feats and unique effects generally fit much better in each model's archetypes. The game has recovered part of the original feel where each character had a unique combination of powers or an ability not seen anywhere else  (we always loved strange mechanics that where seen visually on the board)

- Simplified special cards, specially the generic ones. There were too much of them that didn't have a clear impact in the game. Now they are well assorted and cover most needs without overlapping each other.

- Named characters. Generic x2 model were too widespread. Simplifying and focusing on named characters makes each warband more special. We also liked what you did fusing the different faction ronin into single profiles that show a little of each version.

- Reworked fear. Ki2 characters now have approximately similar chances than before to overcome fear. Ki3 characters will have an easy time and Ki1 characters will suffer. It greatly cleanses the metagame (which we weren't fond of) of weakling hordes. Now players will have to consider including less but more powerful models to fight against heavy fear warbands.

- Improved traits and mechanics. Now they are more intuitive and are resolved naturally. Split attack is so much easier to teach to new players now. Cloudwalk's wording simplifies previous Leap and Fly.

 

Keep up the good work, and we are eager to see the next revised risen sun rulebook.

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On the subject of fear, I assume fear tests occur prior to disguise tests (where both could apply) as the fear test proccs on declaration of targeting the fear causing disguised model and the disguise test occurs after checking the attack /feat is in range?

Axiam

GCT Master Enos
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Much of the fear changes are intentional,  Dread will be changed.

I am looking at other fear immunity gained by having fear.

 

 

Opposed Ki likewise intentional but please do test to see if its too much.  In actual play so far it has been good 

Grand Master of Bushido (Smog Con '14)

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Random act of unkindness, hillareious name and looks like a fun event. However, what happens if diseased or bleed is chosen? Does it gain a token and if so, what value?

Hakkor
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The new ruling says that when various traits would trigger, the controler of the model chooses the order in which they are resolved. I'd assume this change fixes many simultaneous effect situations like the one you mentioned

skydancer
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After 5 game of testing between Yurei, ITO and Tengu i'd some general suggestion :

1) removing themed list would improve a lot the balance. Some are too strong, other pretty useless. Balance of single model change a lot if in a themed list or not.

2) Ki test. Not sure the new system is good.  But didn't testet enought. Actually test vs ki1 seem to strong. If you're scared about swarming list, reduce the cost of high value miniature.

3) I would rewrite the manual in technical way (and exemple is Advanced Squad Leader wargame manual.)

The less you write, the better. Now we have many repetition and unnecessary wording.

4) I would remove generic card. Some card like Vial of Raijin Breath or Kintoki’s Salt are totally overpowered if used on some model. Balance them considering all the possibility it could be combined is very hard. Having just themed card would help a lot balance them.

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Which themes would you say are too strong, and which ones are pretty useless?  And how are they too strong/useless?

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About Yurei : 

Imo both theme are really strong. (honestly i think Nightmares of Jigoku is strongher because of Burakumin gain Bodyguard)

My opponent (ITO and Tengu) say Death and Decay are too strong because of the Risen. Also autowin on turn 4 let you take decisive move on end of turn 3. (let's say throw rokuro on ran into enemy line sure to activate him first). I generally play this list or similar variation.

Kato (a monster now)

Gengo

2x Kairai Militia

Armored Kirai (wanna switch this with Shichiro as soon as it's painted)

Rokuro

6 models (7 when i summon the marionette)

With this list i could summon Armored kirai (non named) when one of my burakunin die (swapping a 9 or 10 model with a 12rice model even throught cult skill) or an enemy model die. If out of range i summon a risen anyway and even if prone and exausted my opponent need to spend an activation to kill him.

I've almost any frontline model with at least fear 5 so my opponente waste some activation against fear and some against risen.

About Ito : 

The lord of Itzu was always a bad design and also the new one is very weak vs The Blessed.

In Lord of Itzu u got 2 useless poison (no synergie with the model in the list), even the bonus that poison ignore tough doesn't seem to fit in the theme. Let's talk about the free leadership. This is an autoexclusion for Satoshi from this theme. (where he's generally included) For 3 point u get itzunagi ito (a monster with split attack, he can win game alone) and he benefit from free leadership.

I would change the list in this way :

- One samurai get tactician (1). (no useless stacking for satoshi, nice tradeoff between satoshi and itzunagi or other leadershipless samurai)

- Strategic Reserve : At the start of 3rd and 4th and 5th and any following turn for every friendly unnamed model with KI1 that was removed from play roll a dice and add the number of current turn. If the result is 9+ that model come back following the scenario setup rules. (the model is tired)

(this need huge playtest but something like this could be intresting, prob need to insert some limit)

- Devotion : Ashigaru gain self sacrifice (3'') : samurai

About TENGU

Tengu generally got nerfed with this new rules. It was a good choice about design, but i think that also increase their rice cost was too much. I'll don't go in deep with every profile but about their them list : 

Naigubu cannot be included in any theme if i'm not wrong.

Both theme seem weak than Cult or Ito counterpart (Blessed at least).

To Shepherds of the White Mesa : it could be added that also ki feat cannot be used vs tribesman on the first turn. (this is due to fog, camo or other background reason?)

About Cards

Some card like i said are very strooooong. 

Vial of Raijin Breath or Kintoki’s Salt on Itzunagi ITO are gamebreacking. He become a monster that can charge at 14" with cloudwalk with strong. But also any killer model can become devastating. (Can't imagine a Rashka with Cloudwalk and +2mov what can do) But many other seem too strong. Card are fine if add some help for some rice but i don't like them being soo powerfull.

I could give feedback on single profile, but for the moment i want to limit to general design feedback.

Rashka

 

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About makibishi. Is it somehow even possible to pass a move challenge (9) that i am missing? And if not, wouldn't it be far better to just write that models without cloudwalk or intangible can't declare run or charge trough the makibishi terrain element? And even if there somehow is a way for one or two profiles in the game to go to (9), lets say trough adept, isn't that just a rule that is so rarely ever going to trigger that it would be better to just leave it out of the game?

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After a couple games, I’ll write a little feedback here (I play with Skydancer upon here, we already have discuss something)

 

I play against the Cult – Kato, Rokuro and some Kairai in the themed list. I tried to play a 70 PA list with 4 models in the Lords of Izu theme, not supposing to win the game but only to try some profiles.

 

About my games

1) Kato

He is a monster. In that theme I see no chances unless you have a dedicated list to fight him. Having fear 6, 3 Ki and Renged Defence/2 means you have no strategy but you can only rely on luck to get him out.

If you play a Fearless or very brave model you have to send against him by Vial of Raijin Breath, says that you concentrate lot of rices in a single model; even in that way the Cult has more model against you so your opponent really dictate the first turn of the battle.

Leaving Kato without Ranged Defence or maybe less Fear wouldn’t change his gameplay (he can hide near a Kairai to get cover, and once you have engaged him you want to kill him anyway) but he becomes a grat opponent not something that seems so “invicible”.

 

Something the player who plays Kato finds a little too strong is to get an Armoured Kairai comes up whenever a model is killed near him.

 

I found that thing not too strong itself, but adding every tought this means that in a game you have no more than a single chance to deal with him, and if you fail you can be killed after that, losing your killer model and having an armoured Kairai agains. If this happens, it seems to me that you have almost lose your game.

And this is not a Marionette game, when he get 3 control tokens he has won after all, but you can deal with this by running away from the puppet or attacking it to reduce his power.

 

 

2) Rokuro

The traitor is a really good profile on his card. He have some flaws after all: only one Ki, no ranged defence, so it seems balanced after all.

But he has Fear and Light Footed.

In a slow clan Light Footed is pure gold, having also Mov 5 when you play in numeric advantage says “I go wherever I want and I choose who fight”. No less, he has fear (why he has Fear 6 and other flying Tengu only 5?), so if he decide to fight a 1 Ki model he can kill him easily.

Even in the previous rules Rokuro was the card that change the fate of the battles, everytime I see him in play. Maybe he doesn’t do so well, maybe he was killed, but he always have somehow a decisive role in the game.

 

3) The Kairai Theme

I know this is a really difficult theme to balance. Without the forward deployment Karai the army was too slow to win an objective game; it crates great atmosphere to see Risen come up everytime something would be killed.

But.

On the turn 4 he gets a really strong advantage: ouch.

Having a Kairai comes up whenever the opponent lose a model – and the cult are already in a numeric advantage – left you with nothing to do but struggle to arrive in the end game.

To me, I’d like ther is a cap on the Risen you can get this way and maybe works only on your OR your opponent models.

Fight against it really seems a desperate battle against Kato – and losing the scenario anyway.

 

From the Ito part:

1) Istunagi

Itsu is now a melee monster, even more than before. Having CounteAttack/0 and a stronger Split Attack really makes him shine, Split Attack is a monster ability if combined with someone that get Brutal if he fight really aggressively AND Indomitable – losing only 1 die after all.

It’s really fun to use due to his feats and tecniques, the only thing I see it’s that it cost only 25 Rice: it’s a lot of points, but adding Resistance, Ranged Defence and Fearless he seems to be almost invincible if you don’t have luck, but a bad roll happens when you fight and he have to fight. To me, Istu shadows Satoshi for sure. Only 3 points of difference, but Itsu is a Fearless killer and Satoshi is an expensive tank. The only advantage for Satoshi is having Leadership (but in lords of Izu Istu can get it) so can be played as an expensive leader in a *not Ito themed* list, but if you have 3 more points Itsu can save you the day.

 

2) Temple Bushi

the adding on Vengeance is a great touch.

 

3) Takeji & Jade Mamba Guard

JMG seems a solid profile, unless you take a look into Takeji. For only one point more, he has 2 Ki, Resistance, Courage, powerful Attack, Rend… yes he lose the abilty to use bodyguard when he is engaged – but he is really a guy that shaines. I don’t get if he costs too less or is the JMG that costs too much.

 

4) Sakura

Way better. Now she do one thing, and she doing it well, with her improved feat and the change on Ki test.

 

5) Satsuki

Continue to be a great profile to me.

 

6) Temple Bushi & Chyio

TB is good. Chyio gets SSD and CloudWalk for only 2 points more… but he always have only 1 Ki. don’t know if she worths 14 Rice.

 

After that, I play a couple of games against Tengu. It seems that the Descension has downgrade a bit (maybe the Ito are stronger than before with +1 Mov), but…

1) Nuniq

Losing LightFooted is something that makes a good piece becomes a “meh” piece. She’s good because he has LightFooted before, not only her feats or traits, because she can run on your back, taking an objective or engage a crucial model. Now she doesn’t.

 

 

 

 

 

 

 

 

 

Generic Rules

1) Damage

I continue to see the Damage Roll a little too rely on luck. I see that armors goes down a bit, and for Ito having 5 wounds makes them a little more fragile – but having more Mov worths it all, and it’s embrace better the snake theme.

But Ranged Attacks and combats really don’t get you kill anything if your opponent don’t want it; even if you concentrate your force to kill a crucial model asap you simply cannot do it.

I’d like to see a more deadly combats, where fighters really risk to be killed by an arrow or engage a fight with more risk. I know that in Bushido losing a model is a huge loss, but somethimes this happens for a really good roll instead of a good strategy, and you lose your game because of it. You can lose a model in that way, but often you cannot go aggressive to fight back again, due to numbers of fighters and activations.

 

2) ForceBack Attack

I don’t get how this is supposed to be useful (on JMG, for specifically).

You have to ATTACK with success an enemy, renounce to damage him, getting his damage as well just to move back 1” without the chance to knock down anything.

Theorically, you can win a game by pushing him away from an Objective or an Area, or trying to get out on a outnumbering fight (but you are already outnumbered), or also get a model away from your support.

But to me, it seems something you may try only in a desperate situation, and if you fail you would lose the game – saying that it ain’t easy to accomplish. If you are trying to push someone, you are not engaged if you success (so can save you to get outnumbered), don’t get the damage since that (so you can lose your damage roll but don’t suffer one as well).

 

3) Themed Factions

In a tournament game, the opportunity to have Strategic Deployment or Ordered for Battle themes gives you the opportunity to fight different enemies with different strategies.

For the Ito, I see that Lords of Izu are not as strong as The Blessed are; only because some models can be recruited in one or another limits to have more good Samurais fighters for the Izu, some support models as strong as Shisais are and the other way, you get Kenzo for The Blessed that is a good fighter – not as well as Itsu but sure a strong one.

Themed Factions limits your choices (almost theorically) but rely too much on the profiles that already hit the shop, and gives you too strong advantages in some ways.

 

In a casual game, where you have two opponents with their models, you would often knows how they fight and sometimes bad match up would come up. I dislike themed factions esplecially for this: playing them in a casual game could lead to unbalanced games too often to me.

 

4) 1 Ki models

To me, I see 2 ki profiles from 12 to 15 Rice

Haruki (15), Taisei (13), Saburo (14), Takeji (14), Yuui (13), Jirou (12), Kaihime (15).

All this models fith well and have Ki 2: it means more energy to activate their feats or boosts, more courage, more willpower against other feats.

When I see some “good models” with only 1 ki:

Chyio (14), Jade Mamba Guard (13), Akimoto (11), Hitoshi (10), Temple Bushi (12)

 

So, If I have 14 points to spend, why spend them on Chiyo when I can get Takej, Yuui, Saburo and so on? Only If I need someone with Cloudwalk… or why a Temple Bushi (12) if I have a couple of points free, when I can get Saburo with Fear and Faint, Takeji that is a really better profile, or Yuui?

 

I get the logic that Bushido wouldn’be a swarming game but a tactical game, but in that way I see only a couple of points that – in a 70 Rice game- don’t make a real difference in the number of models in play.

 

5) Pass Tokens & Tactical Roll

I confirm what I thinked about them.

In the first turn, pass are not so good. Yes you can wait somthing, but your opponent has already more models than you so he dictate with more ease the flow of the battle.

Advancing with turns, it’s almost useless to have a couple of pass tokens – if you have less models, you have to hit him and hit hard as soon as possibile.

Tactical Roll it’s something you cannot really control: even if you have Tactical you cannot rely on the trait, you can lose tactica. Losing the tactic is something that often makes you suffer your enemies choices instead of affirming yours. I often lose the tactical roll (bad luck happens) and I often struggle to get the initiative, and losing it the next turn as well.

 

Pass Tokens would be useful only a couple of turn (when no only one) in a game. Tactical roll is simply too luck dependent. Why not do something about it? Maybe a numeric inferiore force is easier to command, so drop the pass Token Logic to give a bonus to Tatical Roll by the model difference. Or give 2 Pass Tokens for every model, so your force can really awaits for the enemy to advance and gets a little advantage in the first turn, and discard 2 pass Tokens to get a +1 Tatical Roll in the others.

So in the very first turn – even if you lose the tactic – you can really wait for something to happen without exposing. In the others, you can have a really great bonus that you opponent must consider.

 

6) Fear

I already say what I think of Fear. it’s a mechanic based on your success of failures, and in Rising Sun there are lot of traits that influence that roll.

In a Ranged Attack, the level of success can determine the difference from life to death.

In a Fear test, you get tons of nasty effects in a failure, and nothing in a success.

 

Based on your level of success, I think that Fear would gives different states:

1 - Hesitating: you cannot engage the model you are trying to engage, but you suffer no more effects (this happens only when you are the active model that trying to get a fearsome enemy)

2 – Frightened: you go Defensive, and you are Hesitating as well.

3 – Terrorized: you go Frightened and lose -1 MS.

 

This allows a Brave fighter to decide if he wants to reroll his test or not. Maybe you get a Terrorized result for a bad roll, but you decide to re-roll and go Hesitating, losing your activatrion. But the enemy has Terror, decide you to roll again, and you go Frightened. Such a method gives more benefit to Courage – that determine a different level of success – and gives players the tactical choice to use or not a re-roll, by risking a worst effect trying to do better.

 

After all, I think that that Frightened or Terrorized models would remain in the same state as long as the fearsome model engaes them; but lose any effects if they are not engaged anymore. So all the combat effects thate disengage you (SSD, ForceBack Attack, Push and so on) get more depth because you can use them to recover your model from trembling against the feared one.

 

And, something that would be good is to get a courage bonus if you want to engage an enemy that is already engaged by your friendly fighters: like outnumbering one, attacking with more models gives you the opportunity to get a better roll – giving the game a more heroic efforts to get down a horrible demon.

 

7) Cards

As he said, some cards are really strong upon other. To us, Vial of Raijin breath is something you ALWAYS put on your killer guy, just because it's allows you to get a great boos to movement and drop it on the support model in the backlines.

There are other cards as well, the only thing I dislike is that are some cards that are really strong against some one that are not; often that costs 1-3 Rice so there are no great difference. Say that a card that gives me 3 BoO points when a model die due to venom, against the poisoned blade that gives poison 1/1 for the entire game...

But Vial of Raijin Breath,  Kintoki's Salt and Hotaji's Coin comes up to our attention since they gives you really great benefits that would change the way you can play a model.

Maybe it would be good to have less cards, but every one of them gives you a significative advantage.

 

 

 

Sgnappa
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Ok I forgot one thing ^^

8) Ranged Defence

Itsunagi and Kato have both Ranged Defence/2.

I could imagine that Itsu has the best reflexes for a fighter, so he can cut arrows in middle air or dodge stuff throwed to him. I don't imagine Kato do the same thing, but maybe the spirit around him covers him a cloud.

But, Itsunagi is almost naked; ranged defence not only gives him more chances to dodge a shot but he reduce the damage as well. But an arrow is always an arrow: why don't give him the opportunity to dodge the shot if he already sees the shooter (and not if the shot surprised him) based upon his actually MS or something like this? For example, if he are unengaged and targeget by an enemy shot he can dodge or cut it by a Melee check over the ranged attack check, that means if he is engaged or surprised you can shoot down him: he's a human, after all.

For Kato, why not get a +2 Cover by an Instant Ki Feat instead giving him Ranged Defence? a 1-2 Ki feat dropped before the shot allows an enemy to take down some Kairai dropping his Ki and after that try to kill him with a shot; or shot at him in the beginning to makes him lose some Ki for survival giving the chance to kill the Kairai or retarding the coming of the Marionette.

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Itsunagi has ranged defense as well as most monks. It's not only the chances of defelcting an arrow, but avoiding a fatal strike; thus, less daamge taken.

Kato now has the permanent benefits of 2 of his 3 options in the previous trait (fear  ranged defense), at the cost of losing the Ki stealing option, which was a no brainer in every game unless the other options were a matter of life or death. So he is now buffed, but can no longer steal Ki from enemies, only from allies.

I also think that creating armored kairais from thin air (as well as Bakemonos being able to summon Boomers) is a huge change in the game economy.

The marionette, though, being able to land 4 control markers on ANY model no matter how strong it is, feels overwelming. With the new rules, Samurai and Oni have little chance resisting the little puppet.

skydancer
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This is a great game, every profile have their ability and strategy that combine with other pieces. Imo themed list and generic cards just add a lot of useless stuff that could be game breacking in some way. Or made some profile not worth picking. (Satoshi leadership is useless in lord of itzu, Chyo cloudwald particularity is not worth compared to generic card that give ANY model +2 mov and cloudwalk)

Honestly i would leave them out of the game for the moment (including only themed cards), at least at the beginning and i would balance model profile for every faction.

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But if you intend to have themes at all they need to be included from the beginning. They do very important things to how lists are build so balancing models without considering how they will actually be used and in what combinations is not really something you can do.

As for the themes themselves, I think they are very important actually. They allow you to do interesting things with subsections of models.

And speaking as a Jung player, that faction is literally build around its themes.
I think the Docks theme could use a bit of polish. I think it's second benefit needs to be redone. Getting a little extra ki if you are behind on VP isn't very interesting or good(imo). Combined with a captain who does the least for his list in terms of being able to win games and I think it could do with some scenario help. The other two themes however are interesting, and I can actually see good reasons to play both of them as well as the two Ronin themes. The utility of each will depend on your plan and your build. And perhaps more importantly each will provide meaningful different lists in a way you just wouldn't get without the themes.

Just like the models they will need testing and tweaking, but that's part of what the pkaytest period is for.

As for the upgrade/Ronin cards, what attention needs to be paid to those. Personally my main worry is the Rice Bail Barricade. At 1 rice that seems like an auto-include.

Vial of Raijin Breath, is good. I used it a bunch in the current edition and it doesn't seem to have changed. Charging have changed so maybe it's better than it used to be. Personally I've found it more useful for doing scenario actions than to load up a killing and strike out far ahead. It frequently just ends badly.

But yeah, if there are things that you think are too powerful playtest it. And then playtest it some more.

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Checked this far!

Grand Master of Bushido (Smog Con '14)

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I recognize that this probably goes outside the scope of what you were looking for with this playtest, but I talked about the changes in this edition with one of my local minis playing friends, specifically with an eye to the things that kept us from adopting Bushido as one of our main games.  The core issue we have is that while the unit cards contain a huge amount of information, they don’t convey it to the player very well at all.

Keyword Soup - This is how we described the experience of looking at a Bushido unit’s card.  When you read a card, you’re presented with a giant list of model traits, with no explanation or context for what they do.  As a point of comparison, it’s important to mention that other games that use cards, such as Warmachine, Malifaux, or even Magic the Gathering will include the rules text of all but the most basic abilities.  On the other hand, the only things that Bushido includes are truly unique effects, such as Ki Feats. Readability could be improved greatly by splitting abilities into “common” and “uncommon” tiers and including the text for uncommon abilities on unit cards.

Synonym Overuse - Too many traits in this game have roughly synonymous names.  Fear, Terror, and Dread are all different abilities. Similarly, you also have Command, Leadership, and Order, two of which do similar things, but the other (Leadership) is a completely different mechanic, despite all three having the same set of parameters (meaning you aren’t even getting context clues to help you remember which is which).  Courage and Bravery, Brutal and Ruthless, Aware and Sixth Sense; you get the idea. This also gets us to the next point.

No Consistent Naming - I find a lot of the skills in Bushido to be poorly named.  They convey very little information about how they interact mechanically, and similar skills do not have (structurally) similar names, meaning the player has no hints via parallelism.

To pick apart a specific example, let’s look at a specific set of abilities for opposed Ki tests:

  • Resistance (X): ​​This model modifies the result by X when it participates in an Opposed Ki test and is not the Activating model.

  • Willpower (X): ​​This model modifies the result by X when calculating its final result in Opposed Ki tests when it is the Activating model.

To illustrate what I was saying about structure and parallelism, I might suggest replacing Resistance with “Defensive Ki Power” and Willpower with “Offensive Ki Power”.  This then sets a pattern for other skill names, with “Offensive” and “Defensive” indicating that the model is the active model or not, and “Power” indicating that the final skill test result is what is being modified.  And to give an example of how this naming scheme could be extended to other traits, Brutal could be renamed to “Attack Power” to indicate that it adds X to the result of the attack roll in a melee/ranged test, with neither “Offensive” nor “Defensive” as a prefix because it’s always effective regardless of which model is active.  I’m not going to generate a complete table of new skill names, but I think you can see the sorts of naming patterns I’m getting at.

Significant Redundancy - There are lots of traits that do very similar things, but in subtly different ways.  I can’t say any of them are truly “redundant” in that there’s no actual duplicated rules text, but there are still a ton of abilities with high degrees of conceptual overlap.  For example, there are ways to reroll dice, add or discard dice, add or subtract from test results, etc. and then all of those permuted over each of attack, defense, ki, fear, or any other kind of check.  I fully expect this to be a very controversial suggestion, but I think a significant number of these abilities could be folded together. Yes, there would be a loss of granularity, but the improvements to the flow of the game would be worthwhile.

Thanks for taking the time to consider this feedback.  As I said at the outset, I understand that this is probably a bit more sweeping of a set of changes than you were looking for at this point in the playtest.  However, I think that this sort of consideration would help make the game much more approachable and easier to internalize.

 
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I second a lot of what Toadchild says above. I'd kind of dropped playing Bushido because of the huge amount of crossreferencing necessary to understand what's going on. Certainly if you have everything memorized it's easier, but keeping track of everything, including the huge amount of extremely similar keywords, is a lot of overhead.

It creates a really high barrier to entry, because every single model has a plethora of keywords and special rules, so sitting down for a casual game with or against an unfamiliar model or list results in a lot of time being spent referencing, crossreferencing, and re-referencing the book, which slows down play more than it should for a skirmish-size game.

From a user experience design standpoint, it should be clear what a model does in general terms at a glance. What's it good at? Is it a specialist? Is it a generalist? Is it offensive? Defensive? Is it superlative in some way? Without an encyclopaedic knowledge of all of the keywords and "standard" unit special abilities, as well as an equally thorough knowledge of how one keyword compares to another, similar keyword, it's very hard to make that kind of judgement call. The difficulty in gauging relative power at a glance has a cooling effect on picking up new models, and creates more situations in which a player may have a surprise bad experience due to some obscure rules interaction.

As mentioned above, there's a ton of information on the cards, but it's not conveyed well. Take for example Katsumi's card. He's got Ten Uchi and Precision Strike. These are "special abilities" that both read simply "This model gains Unblockable Strike" or "This model gains Armour Piercing" until the current action is resolved. Both abilities are "quick-referenced" on the front of the card, showing me the cost, and have text on the back of the card telling me that all it does is grant a different, unlisted ability. The costs and requirements are listed on both sides.

It would be a much better experience to simply call his abilities "Unblockable Strike" and "Armour Piercing", with the same costs associated with them, and then on the back of the card explain what Unblockable Strike and Armour Piercing do. That way, a simple glance at Katsumi's card would give a lot more information about what it can do, without having to sort through all the coded card text.

In general, the experience of interacting with the cards is not great, because it requires a lot of not just vocabulary memorization, but syntax memorization. There's very little helpful iconography, and what is there is extremely difficult to read (red etchings on red wax), and takes up a ton of visual real estate. The new card art helps with this, and is a very good move, but there's still a LOT of visual space taken up for very common abilities.

In general, I think the game would be much improved by treating the character cards as informational, and not reference guides. As Toadchild mentioned, the cards *contain* a lot of information, but they don't *convey* it well, and this makes the experience of playing the game a lot slower and more ponderous and inaccessible than it needs to be.

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Wording could be improved.

But don't made this game more streamlined. The complexity and the little difference between similar ability is what make this game great.

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The 'keyword soup' put me off too, initially, but I wonder how much can be done to address this without dumbing-down the ruleset.

To break abilities into 'common' and 'uncommon' is pretty much what you already have with Traits and Ki-Feats, with Unique Effects then occupying a 'rare' slot. If one were to subdivide further, this would either take up even more precious space on the cards, or require the use of colours. The latter is plausible, with several colours being available before bumping into colour-blindness problems, but which traits fit where? I could see colourisation for offensive vs. defensive Traits, plus Deployment Traits, working well.

The pattern you suggest for Trait-naming is a solid idea, until available card space enters the equation. Traits have been renamed partly to be shorter, thereby saving space on the cards, and also to be clearer -  Iron Mind and Strong Mind confuse me to this day. I will certainly concede that clarity could be given more space, but everything is a compromise. Cards do need to look good as well as convey information, and the latter is absolutely their primary role, but one can't remove all style and flavour from them to gain more space.

Writing the Traits' descriptions out on the cards severely limits the number of Traits a model can have, but this is being done with the starter sets from now on to aid onboarding. One could perhaps do it if all cards were tarot-sized, but I doubt that is what anyone really wants and models like Ekusa would probably still hit a space wall.

Feats which temporarily confer a single Trait do seem like wasted space at first, but this is due to the hierarchy of Bushido's ability system. Traits and Feats are both consistent across all models. Ideally, this means that I know what 'Hail of Steel' does, and that it is more potent than 'Strafe', as it confers the same Trait with a different value and Ki cost. I can see an argument for dropping the name from these Ki Feats and simply replacing it with the Trait name, value and duration. This harms consistency to an extent, but could work.

Bushido is, by its very nature, a complex game. This is the niche it occupies in the industry, and I think it would be suicide to move outside of that niche, so I would be very much against reducing significantly the number of Traits and Ki Feats.

A solution I would love to see is an app which summarises the Traits and Specials available to the models in your Warband. I'm slowly working through creating Battlescribe repositories which could eventually do this. They are only cost and list validation so far, and I'll only start on rules once this edition is set in stone (don't want to muddy the testing waters by accidentally contradicting the PDFs!). Not a perfect solution, but should be very helpful.

Ret-dgraz
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"Bushido is, by its very nature, a complex game. This is the niche it occupies in the industry, and I think it would be suicide to move outside of that niche, so I would be very much against reducing significantly the number of Traits and Ki Feats."

Too bad that argument didn't help with the premeasure decision.

Some days it's just not worth chewing through the restraints.

Sgnappa
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To me, it's good that bushido have an huge amount of traits and feats that can really personalize a model with a unique feeling even into gameplay, especially for the "active" abilities that a player can decide to use or not.

There are also some things I don't like because I found that not so much intuitive. For example:

1) When you can "measure" a skill, like Melee Skill or Ki, you give an "Attribute" that every model have. Even guys that don't shoot at all, in any mean, have the Ranged Attack Skill. Every model with a weapon has the weapon stats listed on the card, for Example Temple Bushi has Katana (+0) with no other effects as well. Having a card without this effects - to me - means that the model has no weapon, so fight with bare hands or doesn't fight at all. Doing half damage as written in New Dawn it's absolutely not intuitive, since it's not the "default" treatment of damage. Having a Melee Icon with "Bare Hands (x/2)" would really gets the player into this with no doubts, maybe you would search if you round up or down but you get that the effect with a simple gaze.

This would be applied to Armour Trait (if you don't have RS, you can write that you have Armor Equipment of 0), Courage (allowing a Ki 1 fighter to be braver than a Ki 3 coward witch), even to weapon attributes like Armour Piercing (Example: a Katana with Dmg+1 and ArmourPiercing/1 would list as "Katana: +1/1"; a Knife with dmg 0 and AP 0 is "Knife +0/0").

2) Like I already said, somentimes guys have a number listed after their trait. Dodge/X, Brutal/X, Spirit/X for example. But that doesn't always mean the same thing: sometimes it's a re-roll on one dice, sometimes a buff (or debuff) to the final test result. It's not a real barrier, but for the most of the models this X is equal to 1. So, why bother write it? If you have Dodge, you have dodge/1. for every other dodge you have (maybe other effects) you can stack it or not, but it would be the same for every trait: if can stack/not stack something, you should apply the same to everything. After that, Saying that the Trait could be better read if you want to re-roll dices or increase the result. For example, you may say "Dodge/X" that means that is a re-roll, and "Brutal/+X" if you increase the result.

On the other hand, I don't really like that something you can measure should be listed as a peculiar trait of a mode: so Dodge should be only Dodge, and on the unique effect of the card you can say that you can use it two times, for example.

3) Following the (2) point, having a Trait with the X/Y values. Adept, Bodyguard, and something like Believer that have no less than three variables (model type, distance and ki reduction!).

To streamline this, I would give every trait that cover a distance a different value that is standard for everyone. For example, Bodyguard in Rising Sun has three distance: BtB, 2" or 3". I know that even 1" is important, but it's better (to me) giving a 3" range for everyone and giving BtB on unique effects of some models.

4) Multiple Effects of a not-level of success test: in a word, Fear test. Having Terror, Dread, Bravery, Courage ecc. it's have tons of skills that change a single 1/0 test. It's too much to me, SteadFast and Leadership give a different behavior to models, while the other Traits only change a single Success/Failure test. To me, preserve only some of them - for example you can use Courage instead of Leadership, giving the bonus to other as well or specifing that is  a "Personal" bonus to a model.

5) Overlapping like Adept and Mantra. You can use the Adept effect to cover the Mantra trait, why having another?

6) Multiple effect traits: sometimes is good - like the Trait "Kami" means you cannot be channeled,leeched or healed (it would be a Trait as well), has a different use of wounds (a unique effect), and has other traits (Immune/Poison, Immune/Fire, Immune/ecc.). So "Kami" should be a particulare type of model, and it is; on the other hand, are every Kami Fearless? So put other skills.

On the other, something like "Scout". It influences both deployment and tactical roll, two completely different effects of the game. Giving the Trait "Scout" may influence the Tactical Roll as well, but another Trait (like "Vanguard" or "Forward Deploy") influences your deployment. When you read a Trait, it has always a single effect so it become easily recognizable.

Sgnappa
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Adding a thing:

 

In our first games we tend to forget some Traits that would be mandatory to use but not at advantage for the player (Akimoto Impetuos trait, to say it). Some traits like Slow, Cowardly or Impetuos is something you you have to remember, or the battle may lead an unbalanced result; why not group this traits under "downside traits" in some way, like writing them in red or grouping in a sublist? In this way even your opponent may recognize easily at a first glance and remember you to use them.

yenohoney