General comments

60 posts / 0 new
Last post
HMK
HMK's picture
Offline
Last seen: 1 hour 13 min ago
Joined: 16/06/2016 - 12:00
Points: 0

Don´t know if this should really go under profiles or general comment. But the upgrade cards...

I think the eye patch for jung really really needs to be limited to 2 ki profiles! Otherwise, it will always go on a korusea, and that´s just boring. I think the significant change in how much rice you gain for "upgrading" to an eye patch is fine. If it is limited to 2 ki, you get to make a choice that matters, do i want to save rice and be fine with being a crappy shot and expose myself a bit more to enemy ranged attacks or not? But making a korusea (or will it even affect 2 korusea?) cost only 6 rice is a gimme. That´s 2 free bounty cards for a guy that you rarley uses for ranged attacks anyway and isn´t to important to worry if he can´t benefit from cover.  

On the other hand, the peg leg became next to useless in this edition. I can´t find a single profile i´m giving up the ability to run and charge for a measly 1 rice. No way josé. Maybe if this upgrade unlike the eye patch wasn´t limited to 2 ki profiles i would possibly consider it for a kohanin or something,.. Also instead of being excluded for profiles with lightfooted, i would have them lose that trait with a peg leg.

 

Early
Offline
Last seen: 6 days 9 hours ago
Joined: 04/02/2019 - 12:06
Points: 0

A question regarding fear. Is it correct that a "Fear (5)" model is immune to another "Fear (5)" model, but is as susceptable to a Fear (6) Model as any other model without "Fear (X)"? This seem quite weird to me.

Axiam
Axiam's picture
Offline
Last seen: 4 days 21 hours ago
Joined: 13/03/2016 - 22:37
Points: 280

According to the current rules, yes. Fear 3, 4, and 5 models are not immune to fear and so can be frightened of scarier monsters than themselves.

Axiam

HMK
HMK's picture
Offline
Last seen: 1 hour 13 min ago
Joined: 16/06/2016 - 12:00
Points: 0

One thing that has come up with the new mechanic is that quite often, re-rolls in melee has no inpact on the outcome. I'm thinking in particular of martial prowes vs things like parry or brutal. Let's say i roll 3 dice in attack and my opponent rolls 3 in defence with parry. If he gets 6 on any die and avoids any die being 1 there is no way of catching up as before, you could always get lucky with prowes for an additional 6. Specially if that could avoid any special defence like throw, push, sidestep or whatever to trigger. I find it less of an issue with prowes to your own defensive dice since even before, unless the outcome ment a lot to the game, a low sucesslevel against you might be more worth it then trying to get that lucky re-roll or even make your result worse. I hope you understand what i'm trying to say here. Anyway, the mechanic in general works fine and the good far outweighs the bad. But with parry, rolling 3 or more dice in defense, the odds are a bit to favoured for that model. Now, i don't think this is breaking the game, but i do think this might re-evaluate a bit what a skill is worth. Prowess is in my mind still good to have, but not as valueble in risen sun as it was in new dawn while parry and to some externt brutal, altough very very good before, got even more value. New skills like adept and kata also affects martial Prowess. If you roll 6 on any of your dice with kata, prowes becomes redundant. I'm thinking feint and dodge might be better skills than prowes in this edition. So i don't know if this has been raised during play testing before, but i just wanted to say it. My solution would be some rice adjustments according to those traits. I belive samurai might be suffering a bit from this, i would also be very restrictive of combining parry with things like throw defence, it's just to easy to pull of with no drawback.

HMK
HMK's picture
Offline
Last seen: 1 hour 13 min ago
Joined: 16/06/2016 - 12:00
Points: 0

About animals. I don't know, is it really the intent that everybody with that description can't participate in anything but zones in risen sun? I think it is fine for the cheap ones, but the expensive models becomes almost unplayable, even more so if the rest of the warband is only high rc profiles. Particulary Karapan suffers...but also nian in alphas becomes very dificult to justify, even with yushua. And I'm sure there are others too. The bakemono riders got animal in their description too. Big snake in ito maybe (i havn't looked at it's rules while writing this) ? I think this rule is problematic, i would prefer a text with this model may not perform scenario actions for those not intended to be insignificant as well (with the drawbacks that comes with that trait).. Or maybe simpler,this model may perform scenario actions for those that should be able to, otherwise pricy animals might need a massive reduction in rice to be playable. It is a scenario first game after all.

Axiam
Axiam's picture
Offline
Last seen: 4 days 21 hours ago
Joined: 13/03/2016 - 22:37
Points: 280

Please be aware that descriptions are not the same as traits, animal as a restrictive trait will appear with the other traits. Riders do not have animal as a trait.

Axiam

HMK
HMK's picture
Offline
Last seen: 1 hour 13 min ago
Joined: 16/06/2016 - 12:00
Points: 0

That might be the case, but that is incredibly easy to misinterpret and lead to confusion. And with the talk of limited space for text and what not, it seems a very bad way of doing things.

GCT Master Enos
GCT Master Enos's picture
Offline
Last seen: 22 hours 52 min ago
Joined: 05/10/2012 - 00:46
Points: 1280

The Animal trait is to be re-named something more generic when we think of it.
We need to consider non-animals who may need the trait.

Grand Master of Bushido (Smog Con '14)

Sgnappa
Offline
Last seen: 8 hours 45 min ago
Joined: 27/11/2017 - 15:55
Points: 0

After some other games, other considerations on the Ito.

 

 

I don’t own yet neither Taiesi or Yuui, but I would compare them to Chiyo – everyone there costs 13 Rice. I found Taisei and Yuui easier to use and the 2 Ki stat is very strong – better against fear, disguise, and better use their feats and boosts. In a Blessed theme where Chiyo and Temple Bushi could shine (by having Vengeance), I could choose the 2 nagas or a JMG to guard my Shisai. In a Lords of Izu theme, Chiyo (and Temple Bushi) could be very strong against poisoned enemies but you have better options, like Jirou (2 Ki) and JMG to fight fear, Hitoshi to get a “simple” infantry and useful model.

12+ Rice implies they cannot benefit of Jirou Inspiration as well in that theme.

 

So 12 Rice is really too much for me.

 

I would like to feel them as “fluff” models, fighters that you can encounter when you fight a “pure” Ito clan – they goes out their temple only in some special situations: there are other Ashigaru for fighting other battles, they are an elite among other Bushi.

 

My suggestion is: drop the cost to 10 Rice (maybe 11-12 for Chiyo since SSD and Cloudwalk is really good tactical skills). 10-11 Rice implies that can benefit from Jirous Inspirations. Maybe Temple Bushi could have SSD as well since he is an Elite fighter, Hitoshi for 10 Rice has it. DROP VENGEANCE.

So if you play in a non-themed list, they should be less than average infantry, and I guess you have better options: this is good, because they don’t fight regulare battles, but their presence are required only where more of the clan goes to war.

Give them some “special effects” in the themed list: for example, they can get Vengeance against poisoned models in the Blessed theme, so you WANT to include them. In the Izu theme something else: a trait like light-footed (adding a really different option from other fighters) or something singular like Sharp, Endurance, or maybe Vengeance against some kind of enemies to feel more their elite status. (I suggest really strong effects, because they are paragonable to Vengeance). Maybe something that add more tactical skills like SSD and SSA that make the enemy feels them like vipers.

 

 

Returning to Lords of Izu theme...

Leadership is a very good effect, on a “tank” like Satoshi feels like a commander on his troops – even when hi troops are guys like Masunagi.

Ignoring Tough on Poison should be normal, and not themed to me.

The 2 BoO points to get some venom are a little wasted, you really don’t rely on a venom strategy in this list.

 

To me, i would preserve the Leadership effect; i would give some “military” effects like having more pass tokens, and to feel better the poison theme I would allow a 0 cost for Poisoned Blades for example. So you play a list with 3 free poisoned blades that feels like Ito, great leadership, a good strategy option and - if there are modifier for Temple Bushi – light armoured elite troops as well. Feels more like an organized force to me, than having a the little poison effect.

 

 

 

 

Finally, something I don’t get is the damage: Mizuki or Jirou has a staff that gives them +0 damage, and Naoko has +0 dmg by using her “scary hands”. Even the sharp Katana on Kaihime, Temple Bushi, Saburo, the spear of Haruki has +0 damage. I think that Katanas would be the “normal” weapon and +0 dmg is ok, but a Staff should do less damage like -1, and Akimoto Drum Sticks -2 (killing people with Drum Sticks, really?). If Akimoto would fight, I think he has to be able to bite her opponents, he is a deadly giant Cobra after all.

 

 

 

 

Pages