Skirmish Test

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Jan 10, 2019 7:25 am
Tookie_Clothespin says:
Whistler says:
OOC:
@Qralloq: You should be rolling 4d6, your water ring + tactics and keeping up to the water ring value so in this case 3. I am happy if you want to keep your first roll and roll and additional 3d6. Just dont forget to reroll the explosive success. Once everyone has their number of successes, can you please add your focus to it and we'll have the initative numbers.
OOC:
Correct me if I’m wrong but a skill die is d12. So you roll x d6 for ring and y d12 for skill ranks, then keep dice up to your ring. So if Qralloq has water 3 and tactics 1, it’s 3d6 + 1d12, keep 3.

Further, right now it looks like the bandits have a fire ring of 5 and I’m scared... ;-) (though seems like they’re keeping 3)
OOC:
I am rereading a bunch of stuff at the moment. Sorry guys, I learn mechanics best by doing, which is another reason we are doing this. So where did we all end up in initiative?
Jan 10, 2019 8:24 am
Don't worry about it mate, we're all learning here so it's understandable that some things will take a bit to get our heads around especially as it doesn't use a standard dice mechanic

Minato’s Initiative is 5
Last edited January 10, 2019 8:24 am
Jan 10, 2019 3:37 pm
OOC:
all good! We’re all learning. One thing that seems pretty important in general is PCs knowing the TN of the check. So on that note: was the target number for the tactics check is 1? Since I only got one success I’d pass the check but with no bonus successes. And since we are being surprised not initiating combat we’d use vigilance rather than focus. So if that’s all correct...
Iuchi Odayaka is at initiative 3.
Last edited January 10, 2019 3:38 pm
Jan 10, 2019 5:26 pm
Tookie_Clothespin says:
OOC:
all good! We’re all learning. One thing that seems pretty important in general is PCs knowing the TN of the check. So on that note: was the target number for the tactics check is 1? Since I only got one success I’d pass the check but with no bonus successes. And since we are being surprised not initiating combat we’d use vigilance rather than focus. So if that’s all correct...
Iuchi Odayaka is at initiative 3.
OOC:
it was for initative so it’s a TN 1 Check - from page 262 of the rulebook:

For a skirmish, the Initiative check is a TN 1 Tactics check to gain a read on the battlefield conditions and enemy
Jan 12, 2019 4:14 am
Just waiting for Qralloq to confirm his initiative.
Jan 12, 2019 4:28 am
Sorry. Had 3 successes and a Strife
Jan 12, 2019 8:19 am
You add your Focus to the successes to determine your initiative score

From page 250 (Determine Initiative Values):

A character's initiative value is based on their state of preparedness when the conflict began.

$ If the character was ready for the conflict, their base initiative value is their focus attribute.
$ If the character was unprepared (such as when surprised), their base initiative value is their vigilance attribute.

Then, if the character succeeded on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
Jan 12, 2019 8:33 am
Just realised that I get to reroll some dice on initiative checks due to my Quick Reflexes distinction....reroll Ed in my original post but doesn’t change anything about my initiative though as I didn’t get any more successes
Jan 12, 2019 10:37 am
Ah, got ya. Kashita had Focus 4, so Initiative is 7 = 4 +1 +2 bonus successes
Jan 12, 2019 6:37 pm
Quote:
Then, if the character succeeded on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
OOC:
This is the part I missed, +1 for succeeding. So the check is essentially focus or vigilance + successes. I think I can remember that.

In that case, Iuchi is at a 4 initiative. Still last I think.

My core book arrived last night! Quite a beauty. I’ll be pouring over it all weekend..
Last edited January 12, 2019 7:36 pm
Jan 15, 2019 5:32 am
OOC:
Okay so we have our initiative order, sorry for the delay:

Bandit 1: 8
Bandit 3: 8
Bandit 4: 8
Kashita: 7
Bandit 2: 7
Minato: 5
Iuchi: 4
Two of the bandits leap nimbly down from the overhead rocks and begin to charge before you. Caught off guard, the bandits close the gap before you can ready yourself and attack Kashita and Minato. The bandit that engaged Kashita brought his katana down in a deadly arc before she managed to have her weapon drawn. At the last moment, she managed to step out of the blade's arc but still managed to receive a vicious cut to her abdomen. A whistling noise filled her ears and she looked up just in time to see an arrow coming towards her. Unable to react in time, it caught her in the ribs. The pain was almost unbearable as it sank into her flesh, catching her ribs and coming to a stop but she gritted her teeth and drew her weapon to face her attackers. Meanwhile, Minato was likewise caught unawares and a bloody gash on her face was her reward.
OOC:
It looks like the rolls went a little wonky, so I'll use the first rolls for each bandit.

Bandit 1 Results: 2 Successes, an Opportunity and a Strife. Total Success = 3. This means he will deal 6 wounds to Kashita but since you are wearing Lacquered Armor that drops to 2.

Bandit 3 Results: 3 Successes, 2 Strife, an Opportunity and a Blank. Total Success = 5 Success. He deals 7 wounds to Minato but that will drop to 4 thanks to your Ashigaru Armour.

Bandit 4 Results: 3 Explosive Success, 3 Strife, 2 Blanks, 2 Opportunity. Total Success = 6 Success. I am going to say that they are using a Yumi Bow, firing a Willow Leaf arrow, so they will deal another 9 damage to Kashita. Your armour drops it to 5, giving you a total of 7 Wounds.
OOC:
Wound Ratings:

Kashita: 7 wounds - Permanent Injury: The strike leaves the character permanently injured, bearing a scar that will impact them the rest of their life. The character suffers the Bleeding condition, then chooses one scar of the following disadvantages for the ring they used for their check to resist: Air (Maimed Visage or Nerve Damage), Earth (Damaged Organ or Fractured Spine), Fire (Lost Fingers or Maimed Arm), Water (Lost Eye or Lost Foot), Void (Lost Memories).
Minato: 4 wounds - Flesh Wound: The hit sinks into the character’s flesh, slicing shallowly or creating a vicious contusion. The character suffers the Lightly Wounded condition for the ring they used for their check to resist. If the attack had the Razor-Edged quality, the character also suffers the Bleeding condition.
Iuchi: 0 wounds
OOC:
Good to see L5R is still as deadly as all get out, Kashita you were the focus of the assault since you were the most reactive to the attack and you're up. Also guys it took me about an hour or so of flicking to put this together and I encourage you all to check my work so to speak. Pretty sure I have everything right.

Rolls

Bandit 1 Attack Roll - (5d6)

(22552) = 16

Bandit 4 Attack Roll - (5d6)

(13616) = 17

Bandit 1 Attack Roll: - (5d6)

(34541) = 17

Bandit 3 Attack Roll: - (5d6)

(14533) = 16

Bandit 4 Attack Roll: - (5d6)

(33636) = 21

Bandit 4 Explosive Success Reroll - (2d6)

(61) = 7

Bandit 4 Explosive Success Reroll - (1d6)

(2) = 2

Jan 15, 2019 6:39 am
Whistler says:
OOC:
Wound Ratings:

Kashita: 7 wounds - Permanent Injury: The strike leaves the character permanently injured, bearing a scar that will impact them the rest of their life. The character suffers the Bleeding condition, then chooses one scar of the following disadvantages for the ring they used for their check to resist: Air (Maimed Visage or Nerve Damage), Earth (Damaged Organ or Fractured Spine), Fire (Lost Fingers or Maimed Arm), Water (Lost Eye or Lost Foot), Void (Lost Memories).
Minato: 4 wounds - Flesh Wound: The hit sinks into the character’s flesh, slicing shallowly or creating a vicious contusion. The character suffers the Lightly Wounded condition for the ring they used for their check to resist. If the attack had the Razor-Edged quality, the character also suffers the Bleeding condition.
Iuchi: 0 wounds
OOC:
Looks like these are coming from the crit table. I think, per Harm and Healing on page 268, damage not reduced to 0 by armor accrues as fatigue until it equals or exceeds Endurance, at which point the character is considered 'Incapacitated' and only then do Criticals start accruing (per deadliness ratings of weapon with effects from that table). Crits can happen other ways too (abilities etc).

Still deadly... but not as many one-round kills.
Jan 15, 2019 6:53 am
OOC:
Yep, I was trying to work out how they fit in. Seem right to me, go ahead and alter it accordingly.
Jan 15, 2019 7:49 am
OOC:
initiative and damage seem to be the farthest removed from my experience with other RPGs. Initiative is similar to SWRPG in concept, but the whole damage system is a bit of an exercise to grok. But I think I get what they were going for, and I think I like it.
Last edited January 15, 2019 7:49 am
Jan 15, 2019 7:50 am
OOC:
I am still at the grok phase :P
Jan 15, 2019 10:04 am
OOC:
Yeah we're all still learning here :)
Minato reels back as the blow slices across him before smiling and slamming his Wakasashi into his opponents blade, trapping it before unleashing a furious assault with his Katana.
OOC:
So I took 7 damage which reduced by 3 for my armour so I take 4 wounds which are 'soaked' by my fatigue. As I am still on more that 0 Fatigue I do not take a critical injury (just clarifying that for my own benefit more than anything).

In response to the attack I am using my Way of the Dragon school ability to Trap my opponents weapon (see below) which reduces my TN to attack back by 1.

Sticking with Fire Stance and using a Strike Action with my Katana. My dice pool is 3 ring dice (Fire) and 1 Skill Dice (Martial Arts Melee)

First Edit: will be keeping at least the dice with the Explosive Success so rolling another dice for that....

Second Edit: so I get the following results

Ring Dice
1 - Blank
4 - Success & Strife
6 - Explosive Success & Strife
Skill Dice
10 - Success and Opportunity
Explosive Success Dice
2 - Opportunity & Strife

I'll keep everything other than the Blank which give me 3 Success, 3 Strife and 2 Opportunity. To hit my opponent I need to beat TN 1 which is done so damage is 9 (4 for weapon + 2 bonus successes + 3 Strife (Fire Stance)) and I'll use the 2 Opportunities to do a Severity 5 Critical to my opponent (as per the Strike Action)
[ +- ] Way of the Dragon School Ability
Derived Attributes
Endurance - (Earth + Fire) x 2: 10
Fatigue: 4
Composure - (Earth + Water) x 2: 10
Strife: 3
Conditions: None

Focus - (Air + Fire): 4
Vigilance - (Air + Water) / 2: 2
Void Points - Maximum: 1 Current: 1
Last edited January 15, 2019 5:35 pm

Rolls

Fire/MA Melee Test - (1d6, 1d6, 1d6, 1d12)

1d6 : (1) = 1

1d6 : (4) = 4

1d6 : (6) = 6

1d12 : (10) = 10

Die for Explosive Success - (1d6)

(2) = 2

Jan 15, 2019 7:01 pm
OOC:
Little behind today, Ill post early this evening
Jan 16, 2019 12:59 am
Okay 7 fatigue after armor, but Kashita has 8 Endurance, so shields it (I.e., gains 7 fatigue, but no critical)

Okay her counter attack Water Ring 3, Martial Arts Melee 1

Result: 2 OPP, 2 SUCC, 2 Strife

Base Yari damage is 5. TN for Strike Action is 2 (of 252) so no bonus success. Not sure why we would add the ring rearing.
Last edited January 16, 2019 1:17 am

Rolls

Roll - (3d6, 1d12)

3d6 : (324) = 9

1d12 : (8) = 8

Jan 16, 2019 1:20 am
Okay, that was painful. The book couldn't be less intuitive for resolving a simple attack.
Jan 16, 2019 6:03 am
Qralloq says:
Base Yari damage is 5. TN for Strike Action is 2 (of 252) so no bonus success. Not sure why we would add the ring rearing.
Each round you get to choose the stance you are in which translates to the ring you use to act that round. As Minato was being hyper aggressive on his attack I used Fire but if I’d wanted to take a more defensive approach I may have used Earth. Depending on the rain you gain a certain mechanical benefit for the round as follows:

Rings
Air: Stance: +1 TN of Attack and Scheme checks Targetting you (+2 at rank 4+)
Earth: Stance: Others cannot spend 'Opportunity' to inflict Critical Strikes or conditions on you
Fire: Stance: If you succeed, +1 bonus success per 'Strife' symbol
Water: Stance: Perform a second action on your turn tht does not require a check or share a type with your first action
Void: Stance: You do not receive Strife from 'Strife' symbols on checks.

As you used Water you get to take another action this round other than Strike but because I used Fire I was adding successes for each strife I rolled which translated as extra bonus successes for damage
Qralloq says:
Okay, that was painful. The book couldn't be less intuitive for resolving a simple attack.
Yeah, definitely could use a few more example of how things are supposed to flow in all of the scene types
Last edited January 16, 2019 6:05 am
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