Association de Jeux à Saint Germain en Laye (78)
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Association de Jeux à Saint Germain en Laye (78)

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 Questions sur les règles

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selvagor

selvagor


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Date d'inscription : 08/01/2011
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MessageSujet: Questions sur les règles   Questions sur les règles EmptyMer 16 Mar - 13:43

C'est ici qu'il faut poser vos questions.
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raph'toutcourt

raph'toutcourt


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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptySam 9 Avr - 17:41

missa avoir pleins de questions pour quelques details de regles, et surtout concernant la fin du dernier/debut du prochain scenar où j'avais pleins de petits projets pour mon perso (concernant certains pnj qu'on reverra pas de sitot en fait...)
est-ce qu'on peut les post ici, où pour ça tu preferes le mp ?
(ou tout simplement la prochaine partie, tout depend de si vous jouez ce soir ou pas...)
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selvagor

selvagor


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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyDim 10 Avr - 21:32

Par mp si c'est "secret" oui ici, comme ça t'arrange.
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raph'toutcourt

raph'toutcourt


Messages : 264
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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyLun 11 Avr - 15:06

ok, bah je regarde ça dans la semaine.. (au fait du coup, vous avez continué le scenar ou pas finalement ..?)
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selvagor

selvagor


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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyLun 11 Avr - 15:33

Oui on a continué et tu es... mort et tout le monde est déjà rang 5 ! Razz Non on a rien fait et puis la campagne va vraiment commencer alors je vais pas commencer sans le maximum de joueur.

Niveau règle je vais faire quelque modifications pour simplifier un peu le jeu.

Les bonus liés aux compétences :
Normalement les compétences débloquent des bonus au rang 3, 5 ou 7. Mais pas tout le temps et tous les bonus sont différents. Comme je n'ai pas envie de les apprendre par cœur ni d'aller chercher dans le bouquin et qu'en plus certaine compétence n'en ont pas, on va simplifier :
- avoir 3 dans une compétence donne un augmentation gratuite
- avoir 5 dans une compétence donne un augmentation gratuite
- avoir 7 dans une compétence donne un augmentation gratuite
- avoir 10 dans une compétence donne deux augmentations gratuites
Et bien entendu, tout ça se cumule.

Le nombre d'augmentation maximale sera limité par le rang de la compétence (alors qu'avant c'est le vide). Donc pour faire deux augmentations en kenjutsu par exemple, il faut au moins avoir 2 en kenjutsu. Pour les jets de dé sans compétence, on prendra toujours le vide.

Sinon vous avez tous 8 points d'expérience et même en cadeau une compétence rang 1 parmi ces compétences que vous n'avez pas :
-Connaissance : Droit
-Enquête
-Tantojutsu
-Etiquette
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raph'toutcourt

raph'toutcourt


Messages : 264
Date d'inscription : 26/09/2010
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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyLun 11 Avr - 17:23

oh.. zut, je commençais tout juste à l'apprecier ce perso.. bon et bah pour mon prochain, je vais jouer un KAMI !! =D quoi ?! comment ça on peut pas, nameho keskesékéssa ?!
selvagor a écrit:
Pour les jets de dé sans compétence, on prendra toujours le vide.
euh, càd ? c'est quoi un jet sans competence..? t'aurais un exemple ?

sinon, dernier point, enquete c'est pareil qu'investigation ?
et si je veux augmenter une carac de 2 à 3, ça coute 2(x4)=8 xp c'est bien ça ?
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selvagor

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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyLun 11 Avr - 17:52

Citation :
euh, càd ? c'est quoi un jet sans compétence..? t'aurais un exemple ?
Par exemple un jet de perception pur, tu ne lance que perception et ne garde que perception. Ou un jet de force. Mais bon en général sur ces jets, on ne fais pas souvent d'augmentation, on recherche juste la réussite.

Citation :
sinon, dernier point, enquête c'est pareil qu'investigation ?
Oui, c'est pareil.

Citation :
et si je veux augmenter une carac de 2 à 3, ça coute 2(x4)=8 xp c'est bien ça ?
Non, il faut toujours prendre en compte le futur niveau.
-Compétence: nouveau rang expérience (passer de 2 à 3 coûte 3exp)
-Trait/Carac: nouveau rang * 4 expérience (passer de 2 à 3 coûte 3*4=12exp)
-Vide: nouveau rang * 6 expérience (passer de 2 à 3 coûte 3*6=18exp)

Sinon je peux t'autoriser à jouer un kami, genre kami de la terre au fonds des latrines. Twisted Evil
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raph'toutcourt

raph'toutcourt


Messages : 264
Date d'inscription : 26/09/2010
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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyLun 11 Avr - 18:27

selvagor a écrit:
Pour les jets de dé sans compétence, on prendra toujours le vide.

dommage qu'on ai pas fait ça plus tot, c'est ma meilleur carac...

et enquete, c'est sur l'intuition tandis que le droit est sur l'intelligence n'est-ce pas ?
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selvagor

selvagor


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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyLun 11 Avr - 20:49

Pour les jets de dé sans compétence, on prendra toujours le vide = Le nombre d'augmentation max sera déterminé par le vide. Après tu lances toujours les dés de la carac ou de l'aneau correspondant, pas forcement celui du vide mais celui en question. Ca c'est les règles de base donc ça n'aurait rien changé.

Enquete : trouver des indices, des choses ou personnes cachées c'est perception. Interroger quelqu'un c'est avec intuition. Après ça peut etre intelligence plus rarement pour ce qui est des connaissance.

Connaissance : droit, c'est intelligence. Après ça peut etre un autre trait, ça dépend de la situation.

Le trait choisi dépend de ce que tu veux faire avec la compétence.
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raph'toutcourt

raph'toutcourt


Messages : 264
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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyMar 5 Juil - 13:57

au fait, pour l'experience.. je me gardais de coté les 8 pts d'xp que tu nous a accordé pour l'avantage qui donne acces au competences - tu me diras quand tu considereras que j'y ai acces (on pourrait convenir que chaque prochain jet de connaissance reussi reussi me la 'debloque' qu'en penses tu ?) puisque je m'interesse à tout depuis le debut et que Sunji-sempai s'est proposé de me briefer la dessus.. =)

sinon, aurais tu un pdf des competences ? j'ai deja quelques idees, mais ça m'aiderais pas mal ^^
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selvagor

selvagor


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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyMer 6 Juil - 13:04

Voici une liste des compétences :

HIGH SKILLS :

ACTING (AWARENESS)
SUB-TYPES: Social Skill, Acting is considered a Perform Skill
for the purposes of effects that target Perform Skills
EMPHASES: Clan, Gender, Profession
DESCRIPTION: This is a measure of an individual’s ability to convincingly pass himself off as someone else, whether assuming a role in a play or attempting to infi ltrate the fortress of his lord’s enemy. It also represents a character’s knowledge of the primary theater styles in Rokugan: Kabuki, a fl amboyant, highaction style; and Noh, a more subdued, stylistic manner of play.
The TN to disguise yourself is 15. This assumes that you are taking on the role of a non-specifi c individual who shares the same Clan affi liation, gender, and profession (bushi, courtier, or shugenja). Each of these basic features that are changed increase the total TN of the Skill Roll by +5 (for example, a male Scorpion bushi attempting to impersonate a female Crane courtier would have a base TN of 30). Attempting to
imitate a specifi c individual is signifi cantly more diffi cult, and increases the TN by a total of +15 in addition to any other increases because of Clan, gender, or profession. You may also Raise on your roll to make your disguise harder to see through. A character who is trying to see through your disguise must roll Investigation / Perception against a TN of 15, +5 for each Raise you made.


ARTISAN (AWARENESS)
SUB-TYPES: Macro-skill (includes Bonsai, Gardening, Ikebana
(fl ower arranging), Origami (paper folding), Painting, Poetry,
Sculpture, and Tattooing, among others)
EMPHASES: Varies by sub-skill
DESCRIPTION: This is a catch-all that represents a character’s
talent in one of the many recognized noble arts in Rokugani
society. In addition to being soldiers and priests, samurai are
the epitome of culture, and as such an occupation as an artisan
is regarded by many Clans as a noble and honorable
pursuit. Artisan Skill Rolls are used to create works of art, and
generally have variable TNs as decided by the GM.

CALLIGRAPHY (INTELLIGENCE)
SUB-TYPES: Calligraphy is considered an Artisan Skill for the
purposes of effects that target Artisan Skills
EMPHASES: Cipher, High Rokugani
DESCRIPTION: Calligraphy is considered an art form by many,
and is typically used not only among shugenja, who use advanced
ciphers and scripts to protect their mystical secrets,
but also by artisans and courtiers, who use it to impress others
as part of their complex schemes to gain favor in court. Training
in calligraphy is not necessary as part of literacy, as all
samurai are literate, but it does allow one to show refi nement
and sophistication.
If you possess the Cipher Emphasis, you are assumed to
know one cipher commonly used by your Clan. Ciphers can be
very diffi cult to break, with varying TNs depending upon their
commonality of use and means of creation. Typically, the TN
to break a cipher is the result of the Calligraphy (Cipher) / Intelligence
roll used to create it. The High Rokugani Emphasis
is used to make use of the ancient, fl orid, and sophisticated
style of language used in the Imperial Court.

COURTIER (AWARENESS)
SUB-TYPES: Social Skill
EMPHASES: Gossip, Manipulation, Rhetoric
DESCRIPTION: The essential skill of any Rokugani court, this is
a measure of a character’s ability to participate in the deadly
political games that are so prevalent in the Empire’s highest
social echelons. Courtiers have their own style of warfare, and
are able to maneuver one another into disadvantageous positions
through their skill with words.
Essentially, Courtier is the “social offense” Skill. Sociallyadept
characters that are on the offensive against their opponents
use Courtier, often with the Manipulation or Rhetoric
Emphases, to outmaneuver their opponents, infl uence their
views and opinions, steer conversations in a desired direction,
win arguments, or deliver cunning put-downs. Courtier can
also be used to obtain or spread rumors about someone, using
the Gossip Emphasis. This can be more diffi cult depending
upon the target’s Glory, with a suggested TN of 10 plus the
target’s Glory x5, minus your Glory x5. GMs can have players
Raise on the roll to conceal that they are the source of the
gossip, and it should be noted that attempting to spread malicious
rumors about someone with higher Status is generally
unwise and can easily lead to a death sentence in Rokugan.


DIVINATION (INTELLIGENCE)
SUB-TYPES: None
EMPHASES: Astrology, Kawaru
DESCRIPTION: Some individuals possess the ability to glimpse
the strands of fate and destiny that make up the universe, and
can gain some glimmer of insight into the future as a result.
This sometimes involves studying the stars and their placement
via astrology, but most often comes from use of kawaru,
small stones, sticks, and coins with a variety of hexagram
symbols engraved upon them. Kawaru are typically thrown
into a bowl or other receptacle and then examined to determine
the patterns.
You may attempt a divination once per day. The TN for this
Skill Roll is 15, although depending upon the circumstances
the GM may dictate a higher TN. If the roll is failed, a second
roll may be attempted immediately if you expend a Void
Point. (As usual, the TN for the second roll is increased by
+10.) The results of divination attempts are notoriously vague,
but should give some indistinct inkling of what is to come
in the immediate future (i.e. “you see diffi cult times ahead,”
“an old enemy returns soon,” “a shadow will fall over your
father’s house,” etc).


ETIQUETTE (AWARENESS)
SUB-TYPES: Social Skill
EMPHASES: Bureaucracy, Conversation, Courtesy
DESCRIPTION: In a rigid hierarchical society such as the Emerald
Empire, knowledge of appropriate conduct is essential for all
but the most jaded and uncouth bushi. In many ways a proper
code of etiquette is a defense for samurai, who can use their
knowledge of how one should behave in a court setting as a
shield against the manipulation of others. It can also allow
them to avoid embarrassing faux pas by ensuring that they
know to whom any particular concern should be addressed in
the vast and often confusing Imperial bureaucracy, as well as
the lesser bureaucracies maintained by the Great Clans.
Etiquette is essentially the “social defense” Skill of honorable
characters in Rokugan’s courts. When someone tries to
tempt, manipulate, or otherwise infl uence you (typically with
skills like Courtier or Temptation), Etiquette is usually used in
the ensuing Contested Roll, most often with the Courtesy Emphasis.
Courtesy also allows you to offer an opinion without
risking offense (at a TN chosen by the GM) or to remember
important social mores that might otherwise be forgotten (TN
of anywhere from 5 to 20, depending on obscurity). The Bureaucracy
Emphasis is used when trying to maneuver through
government channels appropriately, such as trying to arrange
a meeting with someone of high Status (the Imperial bureaucracy
is notoriously diffi cult to navigate). Conversation allows
you to determine an appropriate, non-offensive topic for
discussion (TN 15+).

GAMES (VARIOUS)
SUB-TYPES: Macro-skill (includes: Fortunes & Winds (Awareness),
Go (Intelligence), Kemari (Agility), Letters (Awareness),
Sadane (Awareness), Shogi (Intelligence), etc.)
EMPHASES: Varies by sub-skill
DESCRIPTION: Games are an important diversion for the normally
somber samurai caste of Rokugan. Although some clans
generally prefer direct physical activities such as wrestling
or other competitive pursuits, virtually everyone in the Empire
plays a game of one form or another on a regular basis.
Some popular games include: kemari, which involves one or
more participants kicking a small ball to keep it off of the
ground; go, a strategic game that uses colored stones placed
on a game board; letters, in which two or more individuals
correspond with one another, using elaborately written letters
as a sort of strategic back-and-forth; shogi, a chess-like
strategic game; and sadane, a game of trading impromptu
criticism of an agreed subject. Games Skill Rolls are typically
Contested Rolls made between two individuals, each attempting
to defeat the other at the game in question.

INVESTIGATION (PERCEPTION)
SUB-TYPES: None
EMPHASES: Interrogation, Notice, Search
DESCRIPTION: One of the most prestigious appointments a samurai
can receive is that of magistrate, an offi cial tasked with
enforcing the laws within his lord’s domain. As magistrates,
samurai must often determine what has taken place under
mysterious circumstances, and search out who is to blame for
violating the word of their daimyo. Those with a keen eye and
a sharp mind are often promoted to higher positions, serving
their family, clan, or even the Empire as a whole.
Investigation represents your ability to assess your surroundings
and gather information based on physical clues.
It can also represent an ability to gather information from
others over a longer period of time, hours or even days, in
order to piece together different bits of information into a
cohesive picture. Unlike other Intelligence or Perception Skill
Rolls, Investigation can be re-rolled if you fail the initial roll.
The second roll may not be made for at least an hour, however,
and suffers a +15 increase to TN.

Investigation is most frequently used to locate something
(or someone) hidden or concealed. If this is a person in hiding,
a Contested Roll will be used, pitting the character’s
Investigation (Notice or Search Emphasis according to the
circumstances) against the target’s Stealth. The Interrogation
Emphasis can be used to try to fi gure out if someone is lying,
typically in a Contested Roll against the target’s Sincerity.



LORE (INTELLIGENCE)
SUB-TYPES: Macro-skill (includes Anatomy*, Architecture, Bushido,
Great Clan (choose one), Elements, Gaijin Culture (choose
one), Ghosts, Heraldry, History, Maho*, Nature, Nonhuman
Culture (choose one), Omens, Shadowlands*, Shugenja, Spirit
Realms, Theology, Underworld*, War, and almost anything else)
[Sub-skills marked with a * are considered Low Skills]
EMPHASES: Varies by individual sub-skill
DESCRIPTION: Many among the samurai caste are called to pursue
the role of the scholar in order to better serve their lord,
or for their own purposes. Although this is most common
among shugenja, it is not unusual for a courtier or a bushi
to study some subject or another that catches their interest.
History and heraldry are among the most common and useful,
but literally any subject can be taken up. Lore Skill Rolls are
made to determine if a character possesses certain information
regarding the subject area (i.e., a bushi character might
make a Lore: Shugenja Skill Roll to see if he could determine
the purpose of a ritual being conducted).

MEDICINE (INTELLIGENCE)
SUB-TYPES: None
EMPHASES: Antidotes, Disease, Herbalism, Non-Humans,
Wound Treatment
DESCRIPTION: War is the purpose of all samurai, and war often
results in those who are wounded but not slain. A wounded
samurai is a burden on his lord, unable to perform his duties
and yet still requiring resources. Those who practice medicine
have the sacred task of ensuring that a samurai recovers from
his wounds and can rise again to serve once more.
Medicine can be used to treat many different injuries and ailments,
including some spiritual ones. Specifi c diseases may be
treated with the Disease Emphasis, although the TN for treatment
will vary depending upon the disease in question. The same applies
to poisons and the Antidote Emphasis. Non-human races
may be treated using the Non-human Emphasis, but it must be
purchased separately for each race (i.e. Nezumi Medicine, Naga
Medicine, Zokujin Medicine, etc.). When you treat Wounds
that an ally has suffered from damage, a successful Medicine
(Wound Treatment) / Intelligence roll (TN 15) will remove one
die (1k1) of Wounds from the victim. Each successful Raise on
this roll allows an additional die to be rolled, but no more than
one die is ever kept on such a roll. An injured individual may
only benefi t from a single Medicine Skill Roll per day, and each
such roll made requires the use of a Medicine Kit, which allows
for ten Medicine Skill Rolls before being consumed.

MEDITATION (VOID)
SUB-TYPES: None
EMPHASES: Fasting, Void Recovery
DESCRIPTION: A dutiful samurai is a spiritual soul. In order to
fully embrace the code of Bushido, all samurai are expected
to study the Tao of Shinsei and meditate upon its wisdom. In
practice, of course, this is rarely the case among many martial
families, but a surprising number of soldiers can often be found
meditating in a shrine or temple to prepare themselves for war.
Meditation is the simplest means other than resting that
you can recover spent Void Points. A Meditation (Void Recovery)
/ Void roll versus TN 20 allows you to recover one Void
Point with a half hour of uninterrupted meditation. The Fasting
Emphasis allows you to make a Meditation / Stamina roll
(TN 15 + 5 per day of fasting) to ignore the effects of going
without food and water.

PERFORM (VARIES)
SUB-TYPES: Macro-skill (includes Biwa (Agility), Dance (Agility),
Drums (Agility), Flute (Agility), Oratory (Awareness),
Puppeteer (Agility), Samisen (Agility), Song (Awareness), Storytelling
(Awareness), etc.), Social Skill
EMPHASES: Varies by sub-skill
DESCRIPTION: While not as numerous as other artisans, performers are still considered by many Clans to fulfi ll a vital aspect of maintaining Rokugan’s culture. Musicians, orators, poets, and even actors are lauded in the highest circles of court because of the entertainment they provide. Many bushi have a different opinion on the value of a performer, but even they must admit that nothing rouses the spirits for war like a play wherein the actions of their ancestors are memorialized and the actions of their enemies demonized. Performers are not merely entertainment, but a form of living memory that all samurai enjoy, even if some of them do not always respect those who provide it. Perform Skill Rolls are made to complete a performance successfully.
The TN for such a roll generally depends upon the mood of the audience and is determined by the GM.

SINCERITY (AWARENESS)
SUB-TYPES: Social Skill
EMPHASES: Honesty, Deceit* (Emphases marked with a * are
considered Low Skills)
DESCRIPTION: Many in the Empire have a curious stance on the notion of lying; in many courts, it is not considered dishonorable to lie so long as the individual speaking genuinely
appears to believe what he says is the truth. This is a skill that many have honed in order to defend themselves from the predation of more skilled opponents in court. Even bushi attending court as yojimbo often practice such things, to ensure that they are not viable targets of their charges’ enemies. This can also be used to avoid offering insult.
Honesty is used when you must speak the truth in a convincing manner, while Deceit is used when you must tell a lie and appear to tell the truth (“I assure you, magistrate, I was meditating in the shrine well after sunset last night”).
Sincerity can also be employed to tell the truth in a very cautious manner to avoid giving insult (when a morbidly obese governor asks a samurai if he is not the greatest warrior in the Empire, the samurai cautiously responds with “All other warriors would surely vanish within your mighty shadow”). Rolls made with Sincerity can be opposed with Investigation by those who doubt the truth of the speaker’s words.

SPELLCRAFT (INTELLIGENCE)
SUB-TYPES: Use of the Importune Emphasis when interacting
with kami spirits is considered use of a Social Skill
EMPHASES: Importune, Spell Research
DESCRIPTION: The path of the shugenja begins with the innate ability to speak to the kami, but it continues with a life of rigorous study and devotion to research. Although non-shugenja can take up this craft, the essential understanding of how the invocation of the kami works makes it primarily the domain of shugenja. This research also allows scholarly shugenja to create new prayers that others can use, and allows them to entreat certain types of kami to perform tasks for them.
The Spell Research Emphasis allows you to formulate new spells. This typically requires a Spellcraft (Spell Research) / Intelligence roll with a TN equal to 10 plus the new spell’s Mastery Level x10. This requires a number of weeks of uninterrupted study equal to the new spell’s Mastery Level. New spells should be submitted to the GM for consultation and
approval before they are used.
The Importune Emphasis is used in the manner of a Social Skill when using the Commune spell to converse with a spirit, and especially when trying to persuade that spirit to be helpful. More information on this can be found in the description of the Commune spell later in this chapter.

TEA CEREMONY (VOID)
SUB-TYPES: None
EMPHASES: None
DESCRIPTION: The tea ceremony is an ancient and sacred tradition that was created in the Empire’s earliest days, ostensibly by Lady Doji herself. It is a ritual that is handed down from parent to child, often with as much weight and attention as the passing down of a family blade from one to another. In a formal tea ceremony, the individual conducting the ritual formally sets the table, prepares the tea, and pours it for all participants, who then consume it in unison, all in complete silence. The ceremony has great spiritual signifi cance, and helps clear the mind for those involved.

When conducting a tea ceremony, you must make a Tea Ceremony / Void roll (TN 15 + 5 for each participant after the second). The ceremony is intended for two people, but you may conduct it alone if desired, or up to fi ve people total may be included. If the Skill Roll is successful, all participants regain a spent Void Point. The ceremony takes thirty minutes to complete successfully, and requires a quiet location to be conducted.
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selvagor


Messages : 100
Date d'inscription : 08/01/2011
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Questions sur les règles Empty
MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyMer 6 Juil - 13:05

BUGEI SKILLS:
ATHLETICS (STRENGTH)
SUB-TYPES: None
EMPHASES: Climbing, Running, Swimming, Throwing
DESCRIPTION: The training that every bushi student receives includes
vigorous physical conditioning. For some, this results
in a lifelong enjoyment of athletics. Like many who pursue a
martial lifestyle, some bushi spend their off duty hours engaging
in competitions with one another, or simply pitting
themselves against challenges designed to test the limits of
their physical abilities.
Athletics covers many areas normally governed by Trait
Rolls. If you have a background in Athletics, however, you
can perform these activities, principally climbing, running,
and swimming, with considerably more ease than most. Athletics
can also increase your capacity for movement, even
when restricted by heavy armor and the like. The Throwing
Emphasis allows you to throw items with greater accuracy,
including certain weapons such as knives or even the wakizashi
(see the Equipment section for more information on which
weapons can be thrown). Using Athletics to throw a weapon
offensively is considered an attack roll.
Athletics Skill Rolls to climb, run, or swim use Strength,
whereas the Throwing Emphasis requires Agility.

BATTLE (PERCEPTION)
SUB-TYPES: None
EMPHASES: Mass Combat, Skirmish
DESCRIPTION: A samurai’s calling is to war, whether on the
battlefi eld with steel in hand, in the courts confounding the
enemies of one’s lord, or behind the lines, summoning the
kami to punish the sins of one’s enemies. The study of war is
highly regarded among all divisions of the samurai caste, and
many lengthy debates can be enjoyed both in court and in the
temples over tactics, strategy, maneuvers, and the like.
The principle use of the Battle Skill is in the Mass Battle
System found in the Book of Water.

DEFENSE (REFLEXES)
SUB-TYPES: None
EMPHASES: None
DESCRIPTION: A warrior who cannot defend himself is of little
use, for he will serve his lord but once in battle before he
falls and must be replaced. The Rokugani understanding of
battle does not permit things such as parries and ripostes, but
instead involves positioning one’s blade and body so that the
katana and armor defl ect incoming blows.
Defense is an essential Skill necessary to adopt the Defense
and Full Defense Stances, both of which increase your Armor
TN and make you more diffi cult to hit in a skirmish or a duel.
More information on this application of Defense can be found
in the Book of Earth.

HORSEMANSHIP (AGILITY)
SUB-TYPES: None
EMPHASES: Gaijin Riding Horse, Rokugani Pony, Utaku Steed
DESCRIPTION: The ability to use a mount is essential to participation
in cavalry units, and to swift travel through the
Empire. It is a utilitarian skill, taught in most bushi schools
in the Empire without having any real degree of prestige attached
(save among the ranks of the Unicorn Clan, who consider
an inability to ride roughly equivalent to a crippling
physical disability). In general, all samurai can ride a horse
at normal speed on level ground without the need for a Skill
roll – the Skill only comes into play when riding a horse in
diffi cult or stressful situations (bad terrain, thunderstorm,
combat, etc.).
Individual types of horses react differently to various circumstances,
and some can be much harder to control under
stressful situations such as combat. Statistics for the common
horses found in Rokugan are located in the Book of the
Void, including typical TNs for controlling them in different
circumstances.

HUNTING (PERCEPTION)
SUB-TYPES: None
EMPHASES: Survival, Tracking, Trailblazing
DESCRIPTION: Hunting is a sport favored by warriors, even
though game is rarely if ever consumed by members of the
samurai caste. The types of game hunted in Rokugan can be
quite dangerous, however, and as a result there is a great deal
of survival knowledge associated with the sport of hunting.
Hunting is never done with a samurai’s daisho; it is typically
performed either with bow and arrow or, in the case of particularly
large game, spears.
The Survival Emphasis allows you to forage for sustenance
and shelter in the wilderness, with a TN varying
upon the severity of the conditions (the forest is simpler
than the mountains, which are simpler than the desert, etc.).
The Tracking Emphasis allows you to locate and follow the
tracks of prey through rural environments, although repeated
Skill Rolls are necessary for longer trails. Trailblazing
allows you to forge a trail through the wilderness that others
can follow, making better time and requiring less work in
order to follow it.

IAIJUTSU (REFLEXES)
SUB-TYPES: None.
EMPHASES: Assessment, Focus
DESCRIPTION: Iaijutsu is the formal dueling system of Rokugan,
an ancient and venerated tradition that even the most irreverent
bushi would never imagine slandering. When two parties
are in dispute, and the matter cannot be resolved in any other
manner, a duel is often the result, and the form of a duel is
almost always iaijutsu. The winner of the duel is proven correct,
and the defeated party is proven to be wrong. There can
be no contestation of a duel’s outcome, barring dishonorable
conduct on the part of the winner during the duel.
JIUJUTSU (AGILITY)
SUB-TYPES: None
EMPHASES: Grappling, Improvised Weapons, Martial Arts
DESCRIPTION: The art of unarmed combat is something that all
bushi appreciate, although not all pursue it in the dojo. Many
rely upon the weapon-based techniques they learn from their
sensei to defend them even without their weapons, and while
this can be marginally effective, the actual study of unarmed
combat is much more useful. Monks in particular devote a
great amount of time to the art of hand-to-hand combat, believing
they both hone the body and unify it with the mind.
Jiujutsu can be used as a Weapon Skill, rolling Jiujitsu /
Agility against an opponent’s Armor TN to hit and rolling a
number of dice equal to your Strength, keeping one for damage
(so if you had Strength 3, you would roll 3k1 damage
for an unarmed attack). Jiujutsu is also used for initiating
and maintaining Grapples, which are explained in the Book of
Earth. The Improvised Weapons Emphasis allows you to use
almost anything you can get your hands on to increase your
capacity to infl ict damage. The GM is the fi nal arbiter of what
damage a particular improvised weapon infl icts, but generally
it should grant additional rolled or kept dice, but not both.

WEAPONS (VARIOUS)
SUB-TYPES: Macro-skill (Includes all the Weapon Skills listed
below as well as any other weapon not covered by one of the
pre-existing listed Skills, such as Weapon: Crossbow, used by
some tribes of Yobanjin in the mountains north of Rokugan).
EMPHASES: Varies by sub-skill
DESCRIPTION: Weapons are the lifeblood of any true bushi, for
while they are trained to make war with their hands if nothing
else is available, the true strength of the samurai caste
has ever been in its steel. The vast majority of weapons commonly
found in the hands of samurai are covered elsewhere,
but anything can suitably be used as a weapon assuming its
construction is adequate to the task. A small number of gaijin
weapons have found their way to Rokugan, and while they
are socially unacceptable, most samurai can at least recognize
that they may have some tactical value.

CHAIN WEAPONS (AGILITY)
SUB-TYPES: Weapon Skill
EMPHASES: Kusarigama, Kyoketsu-shogi, Manrikikusari
DESCRIPTION: Chain weapons are considered unconventional by
most traditional bushi, but they have become accepted as legitimate
weapons because of the complexity and effectiveness
of their use. Generally, chain weapons see a higher degree of
use among the Mantis Clan, who favor exotic and unconventional
weapons, but see only periodic use among other Great
Clans, and typically then only by small groups of specialized
warriors.

HEAVY WEAPONS (AGILITY)
SUB-TYPES: Weapon Skill
EMPHASES: Dai Tsuchi, Masakari, Ono, Tetsubo
DESCRIPTION: Training in the use of heavy weapons, a skill
known as tsubojutsu, is the hallmark of bushi in service to the
Crab Clan. While the dojo of virtually all Great Clans address
the use of heavy weapons during training, they are seldom
seen in use in the ranks of any army other than the Crab. For
the sons of Hida, however, the sheer power of these weapons
is an essential component in their defense of the Great Wall,
where the use of weapons such as the tetsubo and ono allow
them to defeat formidable enemies that a katana would not
be able to harm.

KENJUTSU (AGILITY)
SUB-TYPES: Weapon Skill
EMPHASES: Katana, Ninja-to, No-dachi, Parangu, Scimitar,
Wakizashi
DESCRIPTION: Kenjutsu is the path of the sword, the essential
training in use of the katana and other blades that all bushi
receive as part of their training. Almost without exception,
the principle weapon training that all bushi receive centers
around the katana, the signature weapon of the samurai
caste and the representation of a warrior’s soul. All dojo offer
weapon training in other areas for those interested in learning,
but only the katana is considered mandatory, save perhaps
for the bow in some areas.

KNIVES (AGILITY)
SUB-TYPES: Weapon Skill
EMPHASES: Aiguchi, Jitte, Kama, Sai, Tanto
DESCRIPTION: The art of wielding a knife, or tantojutsu, is not
typically considered a priority at most bushi dojo. The katana
is the principle weapon of the samurai, of course, and
even if one chooses to take up another weapon instead, there
are many more effective, more lethal weapons than a simple
knife. Yet despite this, virtually every bushi in the Empire is
trained in the use of the knife, and carries one at all times.
Bushi are imminently practical warriors, after all.


KYUJUTSU (AGILITY)
SUB-TYPES: Weapon Skill
EMPHASES: Dai-kyu, Han-kyu, Yumi
DESCRIPTION: The art of the bow is an accepted part of all
bushi’s training, save perhaps for a handful of esoteric warriors
who place misguided principle above practicality. To all
others, the value of the bow in striking at an enemy who is
not within range is obvious. Indeed, the way of the samurai
has sometimes been called the Way of the Horse and Bow.
The Rokugani form of archery does not rely upon aiming,
however; rather, the practitioners are taught to assess their
target, then draw and fi re as a smooth, fl uid motion, the bow
held near the waist at all times. As the saying goes, the arrow
knows the way. A character making a ranged attack who is
fi ring at someone within melee range suffers a penalty of -10
to the total of his attack roll.

NINJUTSU (AGILITY)
SUB-TYPES: Weapon Skill, considered a Low Skill
EMPHASES: Blowgun, Shuriken, Tsubute
DESCRIPTION: A disgraceful practice, ninjutsu is the art of using
specialized weapons created specifi cally for use by the deadly
assassins and shadow warriors known as ninja. No honorable
warrior would ever humiliate himself and his ancestors by
demonstrating knowledge of such a shameful nature, and indeed
many samurai, when confronted with the bizarre implements
of the ninja, have diffi culty fathoming their use altogether,
other than as crude and relatively ineffective weapons.

POLEARMS (AGILITY)
SUB-TYPES: Weapon Skill
EMPHASES: Bisento, Nagamaki, Naginata, Sasumata, Sodegarami
DESCRIPTION: Long-reaching weapons with considerable power
and versatility, polearms are essentially a stopgap between
heavy weapons and the traditional katana. They consist of
bladed weapons mounted atop sturdy poles of wood or metal,
granting a warrior skilled in their use the ability to keep his
opponents at bay while taking a terrible toll on them at the
same time. The practice of using polearms is sometimes referred
to as umayarijutsu.

SPEARS (AGILITY)
SUB-TYPES: Weapon Skill
EMPHASES: Mai Chong, Kumade, Lance, Nage-yari, Yari
DESCRIPTION: Yarijutsu, the art of the spear, is a longstanding
tradition in many bushi families, most notably the Daidoji
family of the Crane Clan. Unlike polearms, which are primarily
slashing weapons, spears are typically designed for puncturing
or thrusting, and can be an extremely effective weapon
against cavalry.

STAVES (AGILITY)
SUB-TYPES: Weapon Skill
EMPHASES: Bo, Jo, Machi-kanshisha, Nunchaku, Sang Kauw,
Tonfa
DESCRIPTION: Seldom seen among the ranks of most respectable
bushi families, the practice of using staves (also known
as bojutsu) is more common among monks and even some
peasants, given that a walking stick cannot reasonably be
assumed to be a weapon. Staves are excellent for delivering
brute force to stun or incapacitate an opponent, but
their blunt nature can make killing an opponent diffi cult
and messy work without proper training. Also staves have
tremendous trouble overcoming armor, which diffuses their
impact very effectively. Armor bonuses to the Armor TN are
doubled against attacks made with a staff.

WAR FAN (AGILITY)
SUB-TYPES: Weapon Skill
EMPHASES: None
DESCRIPTION: War fans, or tessen, are tools that serve a number
of purposes, not the least of which is as weapons. They
were originally created for the purpose of sending signals to
different units on the battlefi eld, and were specifi cally made
from metal because paper fans were so ill suited to the unpredictability
of battlefi eld conditions. While they continue to serve such
a purpose, as well as the various purposes of the
traditional paper fan, some groups have made excellent use of
these metal fans as weapons as well, particularly among the
Lion Clan and a group of ronin called the Tessen, who make
Toshi Ranbo their home.
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selvagor

selvagor


Messages : 100
Date d'inscription : 08/01/2011
Age : 43

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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyMer 6 Juil - 13:06

MERCHANT SKILLS

ANIMAL HANDLING (AWARENESS)
SUB-TYPES: None
EMPHASES: By animal (Dogs, Horses, and Falcons are the most
common)
DESCRIPTION: Animals play a vital role in a number of samurai
endeavors, including recreation, transportation, or the actual
waging of war. Horses and falcons are the animals most commonly
trained by samurai, but a number of others exist: the
Lion Clan uses trained warcats in battle, the Unicorn use war
dogs, and many families use trained pigeons to carry correspondence.
The diffi culty to domesticate and train an animal for use
varies widely depending upon the animal in question. An assortment
of animals can be found in the bestiary in the Book
of Void, along with some guidelines on what they can do
when trained.

COMMERCE (INTELLIGENCE)
SUB-TYPES: None
EMPHASES: Appraisal, Mathematics
DESCRIPTION: Occupations that involve money are distasteful
to the samurai caste. They are not inherently dishonorable, of
course, for it is absolutely necessary for a samurai to oversee
such activities to ensure that his Clan and family are adequately
provided for, but it is defi nitely considered something
of a social stigma to deal in commerce. The actual day to day
trading and conducting of business is typically left to merchant
vassals, but it is not unheard of for samurai to have training
in such matters. These individuals are typically referred to as
“merchant patrons.”
The Appraisal Emphasis allows you to quickly determine the
approximate value of an object in any given market. The value
will vary depending upon the quality of the object’s construction,
how exotic or unusual it is, and how practically it can
be put to use. More exotic or rare objects are not only more
expensive, but also are signifi cantly more diffi cult to appraise
properly. The Mathematics Emphasis is typically used to calculate
things like taxes and tariffs, but can obviously be used in a
number of non-business applications as well.

CRAFT (VARIES)
SUB-TYPES: Macro-skill (includes Armorsmithing#, Blacksmithing,
Bowyer#, Brewing, Carpentry, Cartography, Cobbling,
Cooking, Farming, Fishing, Masonry, Mining, Poison*,
Pottery, Shipbuilding, Tailoring, Weaponsmithing#, Weaving,
etc.) [Note: sub-skills marked with a * are considered Low
Skills; sub-skills marked with a # are considered High Skills]
EMPHASES: Varies by sub-skill
DESCRIPTION: If artisans are tasked with producing items that
are considered abstract and beautiful by the people of the
Empire, then craftsmen have a duty to create things of practical
value. Blacksmiths, armorsmiths, cartwrights, carpenters,
and shipwrights are all craftsmen. Fishermen and farmers
are as well, although they do not produce an item but
rather the food that is the lifeblood of the Empire. While
crafting is not as honorable and noble a profession as being
an artist, it is still highly valued and looked upon without
stigma.

ENGINEERING (INTELLIGENCE)
SUB-TYPES: Engineering is considered a Craft Skill for the purposes
of effects that target Craft Skills.
EMPHASES: Construction, Siege
DESCRIPTION: Far more complex than a simple crafting skill,
engineering is a rare gift among the people of Rokugan, even
the samurai who rule over it. It involves an understanding of
how things are constructed and, as a result, how they can best
be deconstructed. The siege engineers of the Kaiu family are
the unquestioned masters of this, but there are others among
other clans who have such gifts as well.
The Construction Emphasis specializes in making plans for
others to follow, building things from a simple tower to an
elaborate palace. The Siege Emphasis is the exact opposite
of this, and tells you best how such things can be destroyed
in battle.

SAILING (AGILITY OR INTELLIGENCE)
SUB-TYPES: Sailing is considered a Craft Skill for the purposes
of effects that target Craft Skills.
EMPHASES: Knot-work, Navigation
DESCRIPTION: Rokugan has a vast coastline, and there is a tremendous
amount of activity on the sea during the majority
of the year. Trade vessels and fi shing vessels make their way
across the shallow waters along the coast during spring, summer,
and fall, and the hardier ships belonging to the Mantis
Clan make the long voyage to and from the Islands of Silk &
Spice even during the depths of winter.
The Navigation Emphasis can be used to determine your
approximate location using the stars, and determine in what
direction a specifi c destination lies (assuming you already
know where the destination is and simply want to know
where it is relative to you). Navigation can be used on land,
but the TN is increased by +10 when doing so. The Knot-work
Emphasis is used in working with the ropes and cloths aboard
a Rokugani sailing vessel.

LOW SKILLS
The use of Low Skills generally results in loss of Honor, as
per the Honor table found in the Book of Earth, although the
GM can make exceptions when he judges the skill is being
employed in an honorable fashion.

FORGERY (AGILITY)
SUB-TYPES: Forgery is considered a Craft Skill for effects that
target Craft Skills.
EMPHASES: By type of item being forged (Artwork, Documents,
Personal Seals, etc.)
DESCRIPTION: Documentation is very important in Rokugan,
from information on an individual’s illustrious lineage to
travel papers issued by magistrates, and even the offi cial Imperial
Decrees of the Emperor himself. Those with an eye for
detail, a steady hand, and a distinct lack of honor can take
advantage of this system by falsifying such papers, either for
their own use or to sell to others.
When a forgery is created, the result of your Forgery /
Agility Skill Roll should be noted. This is the TN for others
to detect the forgery using an Investigation / Perception Skill
Roll.

INTIMIDATION (AWARENESS)
SUB-TYPES: Social Skill
EMPHASES: Bullying, Control, Torture
DESCRIPTION: The manipulation of others through the use of threats,
both stated and implied, is an oft-employed tool for those
who have left their honor behind. Even bushi who
are generally honorable but have a strong sense
of pragmatism will occasionally abandon
decorum and threaten those who refuse to cooperate.
It is a shameful act, but one that many
are willing to commit (and promptly forget) in
order to ensure the successful completion of their duty.
The Bullying Emphasis is the simplest form
of Intimidation, and involves the immediate short-term
threat of violence to get another to perform a specifi
c act. Control, on the other hand, indicates a longer-term
attempt to shape another’s behavior to your will, and is often
used by courtiers to manipulate lower-ranking, weaker-willed
individuals. Torture, which is never a subject for polite conversation,
is used by hinin working for magistrates in order to
elicit confessions and information from criminals. No proper
samurai will dirty his soul by torturing in person.
Intimidation is usually a Contested Roll, resisted with Etiquette
(Courtesy) / Willpower. The GM may require a different
Skill or Trait to resist the Intimidation attempt if it seems
more appropriate to the situation. Regardless, the resisting
character’s Honor Rank is added to the total of his roll.

SLEIGHT OF HAND (AGILITY)
SUB-TYPES: None
EMPHASES: Conceal, Escape, Pick Pocket, Prestidigitation
DESCRIPTION: The dexterous manipulation of small objects for
the purpose of misdirection or concealment is not looked
upon favorably by most honorable samurai. The code of
Bushido fl atly calls for sincerity in action, word, and thought,
and such parlor tricks smack of deception and dishonesty,
which no honorable samurai can abide.
The Conceal Emphasis allows you to hide small objects
(something that can fi t in your hand) on your person, requiring
a Contested Roll using Sleight of Hand / Agility against
Investigation / Perception to detect it. The Escape Emphasis
allows you to slip free of bonds. The TN for this varies considerably,
and can be TN 15 for simple ropes or as high as
TN 25 or 30 for high-grade chains or bindings, or it can be a
Contested Roll against the responsible party’s Sailing (Knotwork).
Pick Pockets is fairly self explanatory, requiring the
same manner of Contested Roll as Conceal in order to avoid
detection, and Prestidigitation allows you to use the Skill to
entertain or distract people by performing tricks.

STEALTH (AGILITY)
SUB-TYPES: None
EMPHASES: Ambush, Shadowing, Sneaking, Spell Casting
DESCRIPTION: Although generally a dishonorable practice,
stealth has its uses in such situations as hunting or while
scouting during a military engagement. For most samurai,
however, these are necessary evils, and under any other
circumstances, no honorable souls will ever dare disgrace
themselves by sneaking about in the shadows like common
criminals, or failing to face their opponents like true samurai
would.
While concealed via Stealth, you may take Move Actions.
When taking a Move Action while using Stealth, you may
only make Simple Move Actions, and these only allow you
to move a number of feet equal to your Water Ring (although
Mastery Abilities can increase this signifi cantly). The Ambush
Emphasis allows you to make a Stealth (Ambush) / Agility
roll, contested by an opponent’s Investigation (Notice) /
Perception, to gain an advantage over them during the fi rst
round of combat if they are unaware of your presence. The
Spell Casting Emphasis allows you to make a Contested Roll
against an opponent’s Investigation (Notice) / Perception
when casting a spell. If you win, they are unable to determine
where the spell originated from. You lose no Honor for using
Stealth (Sneaking), although other Emphases do usually result
in Honor loss as normal.

TEMPTATION (AWARENESS)
SUB-TYPES: Social Skill
EMPHASES: Bribery, Seduction
DESCRIPTION: The art of offering another something that they
desire in order to gain in turn something one desires is as
old as civilization itself, and in truth very little has changed.
The two greatest temptations for most are fi nancial gain and
physical pleasure, and both are frequently bandied about in
court settings to fulfi ll the agendas of the Clans.
Temptation is best used against opponents who possess
certain kinds of Disadvantages, such as Lechery, Fascination,
Greed, or perhaps a Dark Secret. The GM will usually require
a Contested Roll using Temptation / Awareness (with the appropriate
Emphasis) against the target’s Etiquette (Courtesy)
/ Willpower. Much as with Intimidation, the GM can choose
to let a PC roll against a fl at TN when employing Temptation
against a minor NPC.

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selvagor

selvagor


Messages : 100
Date d'inscription : 08/01/2011
Age : 43

Questions sur les règles Empty
MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyMer 6 Juil - 13:22

Sinon pour dépenser ses exp, il faut que ça corresponde quand même à quelque chose fait en jeu. De plus, si on veut acheter des avantages après la création, ça coute le double et ce ne sera pas automatique. Donc oui tu pourras avoir sage, un jour mais pas en une semaine. Il faut s'instruire pour ça ce que tu n'as pas eu le temps de faire (et faudra peut-être acheter 1 ou 2 comp de connaissance).

De plus, il faut garder en mémoire que le nombre d'augmentation que l'on peut prendre est limité par sa compétence (si on a 1 en kenjutsu ce sera donc 1 augmentation max en attaquant avec). Les effets des augmentation sont facile à quantifié en combats et je le ferai aussi dans le reste. Faire un jet de 60 sur une connaissance sans augmentation donnera moins d'information qu'un jet de 30 avec 2 augmentations.

De plus j'ai décidé de simplifié les bonus que donne les compétences (car certains bonus n'étaient pas équilibrés aux d'autres compétences avaient aucun bonus):
Compétence à 3: une augmentation gratuite avec cette compétence
Compétence à 5: encore une augmentation gratuite avec cette compétence
Compétence à 7: encore une augmentation gratuite avec cette compétence
Compétence à 10: encore deux augmentations gratuite avec cette compétence
Donc à 5 en kenjutsu, on a 2 augmentation gratuite (et on peut en plus encore faire 5 payante).
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raph'toutcourt

raph'toutcourt


Messages : 264
Date d'inscription : 26/09/2010
Age : 30
Localisation : St Germain.. à 3min de l'arcane

Questions sur les règles Empty
MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyJeu 7 Juil - 19:38

selvagor a écrit:
(et faudra peut-être acheter 1 ou 2 comp de connaissance).

euh.. du coup je vois plus l'interet de l'avantage en fait ? si tu m'avais dit la meme chose pour "l'ame d'artiste", je ne l'aurais jamais pris, puisque c'est un peu le seul interet de ses deux avantages : de ne pas acheter chaque competence, mais de pouvoir faire comme si, pour toutes.. donc si derriere tu dois quand meme acheter les competences, tu peux retirer les deux de ta liste ^^
(et me dire à quoi j'ai droit à la place, parcequ'en tant que duelliste, j'ai aucune intention de passer ton mon xp dans la calligraphie et l'origamie..)

selvagor a écrit:
De plus, il faut garder en mémoire que le nombre d'augmentation que l'on peut prendre est limité par sa compétence

mais je croyais que ça se faisait sur le vide ?! là encore, meme si là ce n'est pas son seul interet, c'est principalemnt pour ça que j'ai acheté des la creation un 3e point de vide..! pour pouvoir faire plus d'augmentations sur tous mes jets.. donc maintenant je peux m'en faire du steak... si tu as l'intention de changer toute les regles ce serait bien que tu nous le dises avant non ^^
en fait, tu n'aimes pas mon perso et tu veux me faire comprendre qu'il faut que j'en refasse un c'est ça ?
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selvagor

selvagor


Messages : 100
Date d'inscription : 08/01/2011
Age : 43

Questions sur les règles Empty
MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyJeu 7 Juil - 22:41

L'intérêt de l'avantage c'est de maîtriser une base sur toutes les connaissance. Gagner ça à la création, c'est possible, après en jeu, ça va prendre du temps. Tu comptes vraiment monter aucune compétence de connaissance ? Je change les règles pour un problème d'équilibre dans le système du jeu.

J'ai changé le tir à l'arc qu'on utilise avec l'agilité à la place de réflexe car le réflexe sert déjà énormément (initiative, défense, duel). Si en plus réflexe te permet d'attaquer tu peux donc te battre uniquement avec un seul trait (agilité et force te servent à rien avec un arc) et donc il est très facile de faire un archer super combattant et bon duelliste. De même, bien souvent les compétences sont peu utile à haut niveau face à l'importance des traits.

Puis 3 en vide si tu veux être un duelliste, c'est le minimum sinon tu vas frapper en dernier et donc perdre. Sans compter que les points de vide sont très utile toute la journée et que vous pouvez en regagner facilement surtout quand tu as 3 en vide. Mais remarque je vais sans doute changer un peu : le nombre d'augmentation est limité entre le plus faible entre le vide et la compétence. Ça me parait logique que si tu n'as pas beaucoup dans une comp, tu ne puisses pas faire des miracles. De toute façon tu n'as encore jamais fait un jet avec 3 augmentation alors :p

Puis autant te prévenir je risque aussi de changer un peu le duel. Enfin juste la frappe qui va peut être se faire sur le plus faible entre agilité et réflexe.
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raph'toutcourt

raph'toutcourt


Messages : 264
Date d'inscription : 26/09/2010
Age : 30
Localisation : St Germain.. à 3min de l'arcane

Questions sur les règles Empty
MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyJeu 7 Juil - 23:14

ah.. cool..
mais comme je te l'ai fait remarquer, ce serait plus sympa si tu pouvais faire tes modifs avant qu'on construisent nos persos parceque pour moi ça change beaucoup de choses.. et bien sur, un point de vide en plus c'est jamais perdu, mais quand c'est à la place d'avantages ou de traits et de competences ça fait un peu mal au cul (surtout que jusque là je me suis toujours couché avec mes 3 pts de vide au max donc on va dire que le 3e me sert pas des masses..)

enfin bon, ça fait rien c'est normal que tu modifie à ta sauce, surtout pour reequilibrer, mais quand on a un perso basé juste sur des details de regles histoire de pouvoir bluffer tout le monde - ça calme.. ^^
et sincerement, surtout si tu decide de ne pas developper les bg des pjs, le duelliste m'interessait pas plus que ça en soit.. c'etait le principe du perso dans l'emsemble et puis je te rappelle que si, lors du tournoi j'ai fais ce genre d'augmentations =D

sur ce, on reparle de toussa demain, j'ai besoin de sommeil là.. =)
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Benoît

Benoît


Messages : 102
Date d'inscription : 05/10/2010
Age : 32
Localisation : Le Vésinet

Questions sur les règles Empty
MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyJeu 7 Juil - 23:30

lord raphaton a écrit:
mais comme je te l'ai fait remarquer, ce serait plus sympa si tu pouvais faire tes modifs avant qu'on construisent nos persos parceque pour moi ça change beaucoup de choses..

C'est bon, Raph, on a compris que ton optimisation de duelliste avait foiré tongue
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selvagor

selvagor


Messages : 100
Date d'inscription : 08/01/2011
Age : 43

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MessageSujet: Re: Questions sur les règles   Questions sur les règles EmptyVen 8 Juil - 10:43

Mais non, pour être un bon dueliste, il faut bien avoir du vide et du reflexe sans oublier le iaijutsu et secondairement avoir de l'intuition. D'ailleurs je vais peut être modifier un peu les règles du duel pour rendre le premier jet d'intuition plus utile. J'aurai dans l'idée que le vainqueur de ce jet puisse choisir avec quel trait l'adversaire va devoir utiliser pour sa frappe entre le réflexe et l'agilité. Mais pour cela il faut savoir combien a l'adversaire dans ces deux carac.

Sinon petit rappel sur l'utilisation des points de vide d'ailleurs, on ne peux en utiliser qu'un par tour pour faire :

- Gain a bonus of +1k1 to a Skill, Trait, Ring, or Spell Casting roll (the Void Point expenditure must be declared prior to the roll being made). Damage Rolls may not be enhanced in this manner.
- Temporarily increase his rank in a Skill from 0 to 1, avoiding Unskilled Roll penalties.
- Reduce the amount of Wounds suffered from one source of damage by 10 (this must be done immediately after the damage total is announced).
- Increase his Armor TN by 10 for one round. This is done at the beginning of the combat Round.
- Exchange his Initiative Score with one willing target for the remainder of the current skirmish. This is done at the beginning of the combat Round. Only one of the two characters needs to spend a Void for this effect
to take place.
- Increase his Initiative Score by 10 for the duration of the current skirmish. This is done at the beginning of the combat Round.

et je rajoute :
- Avoir une augmentation gratuite sur un jet (utile à la place du +1k1 quand le jet est facile mais qu'on manque d'augmentation).
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