Continuing the discussion on Blessing
https://www.unseenservant.us/forum/view ... 59#p629959 here in the Rules Discussion thread. This is some elective reading, because it's me thinking aloud about what we've learned about Bushido so far and some "GMing theory."
The Karma Yoga Blessing has turned to be pretty powerful indeed. The challenge for me as a GM is to design encounters that are challenging to the PCs and players. But without "cheating" and taking prior knowledge of the Blessings factor into setting up the NPC opponent(s). That would be penalizing a player (and the party) for good strategizing.
The PCs have faced seven combat encounters so far, and come on top each time (With the exception of one). Here's what we may have learned from each.
Neno-san - O-bakemono, bakemono-sho and peasants. We saw that it takes an NPC with a high BCS to have much change to do damage to a char in AC 7 heavy armor. We learned that Restrictions can easily take a char out for the duration of the combat.
Bandits - We saw the power of the dai-kyu. Kentaro's bow high damage-dealing bow wiped out most of the bandits before they could they could get into combat. The gakusho Taisho sat out that whole fight searching his inventory and passively watching.
Battle of Okitsu - Was pretty safe for the PCs, but a random die roll (Surrounded) could been the end for Hiroshi, but another random die roll saved him.
Kentaro's duel - The odds are very much against it, but a near perfect storm of rolls after a Critical Success can eliminate a character in one quick detailed scale in one BAP phase of a turn.
The yurei - A the combined arms attacks of a shugenja, a gakusho, a bushi, and two budoka made short work of a strong spell-casting NPC. A spell knocked the NPC prone, and after that is was all over as three NPCs with multiple MNAs kept it down. Had it been Hiroshi and Kentaro with the NPCs, rather than Haruto and Taisho, the outcome might have been very different.
The oni on Fuji-san - Blessings bonuses to BCS allowed early disruptive hits and kept the NPC on the backfoot. A strong physical and spellcasting NPC, but solo vs. several MNA attacks by weaker chars each turn. Again, the spells and physical attacks combined arms combo. And again, what if it had been Kentaro and Hiroshi there, instead of Taisho and Hiroshi?
Monkeys - Just a little incident, nothing new learned. Except maybe about high BAPs, movement in detail time scale, and facing.
Yakuza - The collective party of characters is surprisingly more powerful than it was at the outset. They're only second level, but Buru at 2nd level is pretty mighty indeed. Due to, I think: a) Good char design and optimizing attributes for max Zanshin; and b) training periods. Training to increase bugei skills (and thus BCS) is primary factor toward building a char's effectiveness.
So, my conclusions from all of this?
-The PCs' success so far has been largely due to good decisions and reactions to situations, partly due to whoever happened to be the PC to enter a specific game world environment, and partly due to the harsh but precise world of Bushido dice rolls.
-The effects of spells in Bushido are very different than in many RPGs. I don't see that they're like the combat-oriented offensive spells of AD&D 1e spells or scene-altering/story-changing spells of 5E. I don't see that gakusho have any MASH medic combat healing spells. But spellcasters have a lot of Power to spend per day, and a lot of ways to more subtly influence situations through the day, and also in the instant.
-The path to the Raijin shrine is going to need more pathways for the travelers to choose from.

The direct way along the Tokaido highway to the shrine-- the hard-driving haulers' route. Or other ways. Along the paths and through the villages of the wooded and plain of the and vast good lands of the Kanto. Far from the capital. Far east from even the mountains of Kai or Kofu.