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Legend of the Five Rings RPG Beta Announced
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<blockquote data-quote="aramis erak" data-source="post: 7253841" data-attributes="member: 6779310"><p>I got a CGen session with half a session of play.</p><p></p><p>Note: I'm using a mat for dice conversion - roll the dice, and put them on the symbol with the correct number. This is slower than stickered dice, but faster than straight table lookup, and doesn't require nearly as much cash-out-of-pocket.</p><p></p><p>The Strife mechanic is good so far.</p><p>The dice are great so far.</p><p></p><p>The odds of success on the D6 are 6/12, and on the d12 are 7/12</p><p>The odds of success without strife are 2/12 on the d6, and 4/12 on the d12.</p><p>Odds of explosion are 1/6 with strife allowed on either; none and 1/12 for no strife allowed.</p><p></p><p>It's pretty dynamic, and a bit fiddly, but it works better than the SW engine for what it's doing.</p><p></p><p>Difficulties are BLOODY HARD... </p><p></p><p>My players chose to keep fewer dice several times to avoid strife.</p><p></p><p>Strife recovery at end of scene is fixed, not rolled - a nice change from FFG-SW. </p><p></p><p>The approaches need to be divorced from the skill groups, but once that is done, pick a relevant approach, find the attribute, pick a suitable skill, and roll.</p><p></p><p>They've incorporated bits of several games mechanics, not just WFRP3, FFG-SW, and L5R 1e-4e... I see bits of Fireborn, as well. The approaches system is a reasonable adoption of Fireborn's method of selecting attributes for tasks. (Fireborn is an older FFG RPG)</p></blockquote><p></p>
[QUOTE="aramis erak, post: 7253841, member: 6779310"] I got a CGen session with half a session of play. Note: I'm using a mat for dice conversion - roll the dice, and put them on the symbol with the correct number. This is slower than stickered dice, but faster than straight table lookup, and doesn't require nearly as much cash-out-of-pocket. The Strife mechanic is good so far. The dice are great so far. The odds of success on the D6 are 6/12, and on the d12 are 7/12 The odds of success without strife are 2/12 on the d6, and 4/12 on the d12. Odds of explosion are 1/6 with strife allowed on either; none and 1/12 for no strife allowed. It's pretty dynamic, and a bit fiddly, but it works better than the SW engine for what it's doing. Difficulties are BLOODY HARD... My players chose to keep fewer dice several times to avoid strife. Strife recovery at end of scene is fixed, not rolled - a nice change from FFG-SW. The approaches need to be divorced from the skill groups, but once that is done, pick a relevant approach, find the attribute, pick a suitable skill, and roll. They've incorporated bits of several games mechanics, not just WFRP3, FFG-SW, and L5R 1e-4e... I see bits of Fireborn, as well. The approaches system is a reasonable adoption of Fireborn's method of selecting attributes for tasks. (Fireborn is an older FFG RPG) [/QUOTE]
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