Well here it is the end. I am Putting this out before the last update due to the fact that it will probably not fix anything I care about.
Bellow is a list I put up towards the beginning of the Beta. To see if anything had changed.
1.Character Creation.
a) Removal of Family and Clans Skills/Rings. The skills should be rolled into the schools and be awarded. example: Hida Defender School +1 Fitness, +1 Martial Arts [Melee], +1 Martial Arts [Ranged], +1 Martial Arts [Unarmed], +1 Meditation, +1 Survival, +1 Tactics, +1 Command. Where player gets them all.
Still for the most part the same.
b) Rings should be raised to 2, but keep starting cap at 3. This removes the need for Families and Clans to provide them (which was always an issues in 4th).
still the same.
c) Players need far more choices then agree/disagree on clan precepts, One on the choice itself and on the award if they disagree.
Some improvement, but far short of what is needed.
d) the Bushidō question needs to be reworked. The idea that I don't believe in Bushidō so I have Commerce skills makes no sense to me. This is the perfect place to setup a Samurais tenets. What does he believe about Bushidō.
still the same.
Does he follow his Clans beliefs openly, Does he strongly believe in a tenet opposed to his clan, ETC. This is a roleplaying element not a mechanical one so it should be up to him and the GM decide how it is handled not the game.
e) almost all instances of Advantages and Disadvantages need to be removed. These are roleplaying enhancement that should be left to the player. I do like the ideas of passions and anxiety but thats about it. anything else should be left to the player to decided.
still the same.
f) There should be a starting pool of XP for the players to customize their PCs as a standard part of Character Creation. Not a tacked on amount in the adventure.
still the same. The change it has doesn't improve starting characters it just makes them non starting characters.
2. Advantages and Disadvantages
a) Disadvantages need to be divorced from Void gain. Void is centering oneself not over coming my missing finger.
still the same.
b) each Advantage and Disadvantage need to be reviewed and have their points addressed. They are in no way equal.
still the same.
3. Skills
a) Subskills need to be made part of the core rules as Emphases.
still the same.
b) Approaches need to be reworked to something less random and more structured. Right now players can run rough-shot over the system to powergame them.
still the same.
4. Techniques
a) a Kata is not a combat techniques. Kata a Japanese word, are detailed choreographed patterns of movements practiced either solo or in pairs. It would be better to call it a school/combat technique.
still the same.
b) Rituals need to be removed. The concept is nuts and doesn't fit the setting where bushi are not magical.
still the same.
5. Equipment
a) Replace Ceremonial with Honorable. it just makes more sense in what your trying to say.
still the same, but not all that important.
b) Razor-Edged: as written makes swords to fragile. I would suggest "If damage drops bellow -Damage level it would take effect.
still the same.
c) Zanbatō/No-daichi: first range 2 is a bit much. why would I take a Naginata, or Yari over this. its a long sword not a pike.
still the same.
d) Naginata, Yari: with a range of 2 and how the movement system work. These weapons are pretty much useless. they need some kind of ability to hold a target at range two or (I can't believe I'm saying this) attack of opportunity. another option is to give them the stats of a staff at range 1.
still the same.
e) Chokutō: just to point out this is not a tachi, and this type of sword would not be made in the era that this game is set.
still the same.
f) Dao: again this is a Chinese weapon which was never used in Japan or Rokugan.
still the same.
g) Crossbows: should be removed as they have no place in Rokugan.
still the same.
h) The only way I would say keep these weapons is if you created add gaijin trait to the weapons that caused massive honor/glory loss to use.
still the same.
i) Poison(Noxious Poison) this is way to weak for what it represents.
still the same.
6. Scenes and Conflicts
a) this area is to hard to go over due to the many other issues I have that would need to be addressed first. see above and bellow.
7. Strife
a) the system is a hot mess. one of the biggest issues is no one seems to know what it is or what is for. ask a writer get one answer, ask a player/GM get another, read over the rules in the book and get still another.
b) let me say that removal is not out right necessary. with a lot of changes this could be a working system. and NO FFG! I don't mean changing its names. I mean changes to how it works and why.
c) first there needs to be some kind of "drama level" that gets set at the start of the campaign. lets say Face: = composer x drama level. and have levels from 1-3. this way the GM/player can make the determination on how many "outburst" (or what ever they are going to be call) there will be.
d) there needs to be some way to resist outburst. example: when you strife exceeds your Face make an Honor roll (doesn't generate strife) against a TN of 1+1 per 5 points over. so at 2 over the TN would be 1 but at 6 over you would have a TN 2.
And just to bring this up Encase it was not noticed I'm not saying get rid of the custom dice. I don't like them but they seem to work alright here. minus the strife issues.
well that's what I would need to see fix.
The changes here where looking good then they went back to their never ending quest to tell us how to role-play.
Overall the system has made little to no real improvements. Aside from the dueling rules, and that's still under debate.
Most are cosmetic at best.
The game is still a train wreck.
The writers made it quite clear that this is the game they want, and they don't care what anyone else thinks.
That said my group and I will not be buying any of the new products for this line.
P.S. this is mine and my groups opinion on the game. I don't care to debate. Just giving my opinion.
Edited by tenchi2a