The map is s an evil one. Many Hindrances, sections of Treacherous Ground, and elevated places for Target is Below bonuses to BCS. Info on the map:
-1 hex = 1 yard.
-The river is a typical swiftly-flowing shallow Nippon mountainside stream. Treacherous Ground to cross or fight in it.
-Brown hexes mean trunks of straight pine trees. They're Hindrances for weapon use, depending on the weapon's range. (It's kind of common sense. A katana's range is Medium (1-2 yards optimal, I believe).
-Black shapes are rocks a yard or over high. Chars on them get the Target is Lower bonus to BCS.
-Little gray rocks skipping stone through shallow parts of the stream. Almost like crossing a bridge. But as always with skipping stones, are they treacherously covered with slick moss? Crossing would need a Wit BCS, +5. On a fail, drop into water unless a Speed ST.
The opponent is a fully armored bushi. He's got a full head of uncut hair and a stringy beard. On the other side of the stream, dai-kyu bow in hand, 14 yards away.
Re: Playtesting House Rules
Posted: Tue Apr 11, 2023 10:36 pm
by Marullus
Playtest #1: Katsumi the Ninja on Assassination Mission
This is using the basic Bushi NPC:
Bushi NPC.JPG (24.05 KiB) Viewed 539 times
...and Katsumi, the first ninja made for this game. I will proceed through the encounter and put the rules/explanations in the spoilers.
The bushi guard stands in the forest, fulfilling his shift and protecting his charge... the emperor's cousin resting under the canopy behind him and having his lunch. Katsumi spies him... 10 yards away through the trees, across the stream. His approach must be silent to not alert his foe...
Katsumi 01.JPG (38.47 KiB) Viewed 539 times
Initiative counts down in Base Action Phases from highest to lowest. The Bushi has a Primary Action on 10 and a Secondary on 5. Katsumi has a Primary Action on 15 and a Secondary Action on 10 and 5. (When tied for BAP, the person who has acted less in the turn goes first, so the Samurai will act before Katsumi on Turns 10 and 5.)
Phase 15:
Katsumi takes his action as Move with Ninjutsu. His Ninjutsu BCS is 14. It is modified by: +1 for correctly-colored uniform -2 for Daylight -1 for Ninja Walking for a total of BCS 12. This makes him a "Hidden Thing" that the Samurai then needs to percieve, and the Effect number of this roll modifies the Samurai's roll. Katsumi Ninjutsu (BCS 12) [1d20]=15
The effect number (between the BCS and the roll) is +3. So the Samurai will have a +3 bonus to detect Katsumi. Katsumi has a Base Movement Allowance (BMA) of 8, so he has 8 "points" of movement.
1115.1 BASIC OPTIONS
Walk
The character may move a number of yards equal to his Base
Movement Allowance. Such movement is subject to the rules in
section 1116.0. This Option may not be chosen while the character is
Engaged by an opponent.
He moves 4 yards and reaches the stream. We will resolve that and then continue.
Katsumi 02.JPG (36.78 KiB) Viewed 539 times
Katsumi approaches, cautious and quiet in the forest, only to reach the edge of the stream. He can wait for the guard's distraction and hop across without splashing... he hopes.
-The river is a typical swiftly-flowing shallow Nippon mountainside stream. Treacherous Ground to cross or fight in it.
Jemmus - I'm not finding anything on problems crossing treacherous ground? Only fighting on it.
-Little gray rocks skipping stone through shallow parts of the stream. Almost like crossing a bridge. But as always with skipping stones, are they treacherously covered with slick moss? Crossing would need a Wit BCS, +5. On a fail, drop into water unless a Speed ST.
...clever Katsumi has no difficulty picking the safe path across the stream's smooth gray stones and conceals himself behind a tree before the Bushi looks his way.
Katsumi 03.JPG (37.62 KiB) Viewed 539 times
Phase 10:
(Bushi goes first, then Katsumi for a secondary action)
Observe Situation
This Option allows the character to make observations of events
and circumstances surrounding him. Without choosing this Option,
a character is only aware of what is immediately in front of him or
what has been communicated to him by another character using the
Give Orders Option.
A character using this Option is allowed to move up to 1 yard.
The Bushi gets to roll Perceive Hidden Things, which is a Wit ST. Unfortunately for the Bushi, being observant is not his strong suit (BCS 2). Fortunately for him, Katsumi is not as stealthy as he would like (the +3 bonus above) so the Bushi rolls with BCS 5. Bushi Perceive Hidden things (BCS 5) [1d20]=17
...alas, he remains ignorant.
Katsumi now gets a Secondary Action. Secondary actions are more limited and never include movement. It does include parrying (until your next action), drawing a weapon, sheathing a weapon, and "Perform an Action." If I wanted him to ready his Kyoketsu-shoge or blowgun, I could do that here. But I really want to try out his Silent Kill skill. If he had that AND Iajutsu, he could approach empty handed and draw/kill in sequence with a Silent Kill attack then an Iajutsu attack. He can't, so he'll use the Draw Weapon action and draw his ninjato sword while hidden behind the tree.
The Bushi guard stares idly through the trees, unaware of the approaching assassin. Hidden behind the tree, Katsumi readies his ninjato sword.
Phase 5:
Now they both get secondary actions, first the Bushi and then the Ninja. I'm going to say they're both ready to parry. The Guard is standing with his katana drawn, and ready should a surprise come upon him.
Parry
This Option may be chosen on any Available Action Phase and will
remain in effect until the character's next Available Action Phase. If it
is chosen on one of the character's Primary Available Action Phases,
he is allowed to move up to 1 yard.
The Parry Option is an attempt by the character to improve his
defensive position. The player must roll on the character's Raw BCS
with the Bugei in use. This will be enacted as follows:
Critical Failure: No bonus to Armor Class
Failure: + 1 to Armor Class
Success: +(Effect Number/5) to Armor Class
Minimum bonus is +1
Critical Success: an additional +1 to Armor Class
Gamesmasters should note that a broken weapon cannot be used
to Parry. If a character's weapon is broken while he is using the Parry
Option, the benefit of the Parry is lost at the end of that Action Phase
in the countdown.
Okay, I'm annoyed that the basic NPC doesn't calculate skills, so I have to do so here. Kenjutsu has initial score of Stregth+Deftness+Will, so for the Bushi that's 50, divided by 5 = BCS 10 + Level 1 = BCS 11. His parry check uses the weapon in-hand. Bushi Parry (BCS 11) [1d20]=18
That's a failure, but still a +1 bonus to AC.
This guy has a Strength of 20, so he's not wearing heavy armor. We'll give him Light Samurai Armor (20lbs, AC 4) which is +1 level 1 and +1 parry for a current AC of 6.
Choosing his moment, Katsumi steps out from behind the tree and closes on the Samurai, coming around for a deadly blow with Ninjato blade! But the blade glances off the Bushi's armor and the ninja now finds himself locked in an engagement with an superior swordsman...
...we're back to the top of the count for Turn 2. Phase 15
Close To Engage
This Option allows Unengaged characters to move up to one-half
their Base Movement Allowance in yards and execute an attack on
the same Action Phase.
Silent Kill
A bugei used when striking from concealment or attacking a victim
whom the Ninja has approached without being detected. The victim
must be surprised by the attack The Ninja averages his BCS in Silent
Kill with the Bugei he is using to attack. No modifiers are received for
good position (eg. Strike From Side or Rear).
If the attack hits, it is automatically a Critical Success! If the attack
fails, the victim is no longer surprised (startled yes, surprised no). If
the Silent Kill attack fails, the Ninja may roll again on his Raw BCS in
the attacking Bugei. Success in this roll inflicts a normal hit on the
target. Critical Success or Failure on this second roll have no special
effect. If the Ninja made a Critical Failure with the Silent Kill attack,
the erstwhile victim gets a free attack at him if he has a weapon ready,
or may draw a weapon without difficulty if he has not.
So, Katsumi is undetected and acting from surprise. He can move half his BMA (8/2 = 4) but he only needs to move 3 yards to get to optimal Medium Range (1 yard between him and the target). He then rolls a with the average of Silent Kill and his Bugei (6+11/2 = 8) minus the samurai's AC (8-6=2) Katsumi Silent Kill (BCS 2) [1d20]=18
...on a failure, he makes a raw BCS Kenjutsu attack (i.e. no modifiers for side, etc) Katsumi Kenjutsu (BCS 5) [1d20]=10
So he failed his assassination and is now stuck in a swordfight...
(to be continued...)
Re: Playtesting House Rules
Posted: Tue Apr 11, 2023 11:50 pm
by jemmus
Nice! Noted about the Treacherous Ground only affecting combat, not movement.
For the newer players - Effect Number is the difference between what you needed to roll, and what you rolled. For example: The char's BCS is 12. He rolls a 4. The Effect number is 12 - 4 = 8.
The Parry Option is an attempt by the character to improve his
defensive position. The player must roll on the character's Raw BCS
with the Bugei in use. This will be enacted as follows:
Critical Failure: No bonus to Armor Class
Failure: + 1 to Armor Class
Success: +(Effect Number/5) to Armor Class
Minimum bonus is +1
Critical Success: an additional +1 to Armor Class
In this example, the Success creates an Effect Number/5 situation. 8 / 5 = 1.6. Rolls for a BCS always round down. But this is not a BCS roll, it's a roll for the specific effect after a successful BCS roll. Round 1.6 normally, so to 2. +2 to AC for the successful Parry.
Another example. BCS is still 12, but the roll is a 1 (Critical Success). Effect Number is 11. 11 / 5 = 2.2, round to 2. +2 to AC, and because it's a Crit Success, an additional +1. +3 to AC. (Maybe kind of underwhelming for a Critical Success roll. But hey, it's a Secondary Action, and those generally aren't very powerful for lower level characters).
Re: Playtesting House Rules
Posted: Thu Apr 13, 2023 7:49 pm
by Marullus
Resolving the Swordfight...
First, Rules as Written (RAW)
Katsumi made it into a side facing to engage the Bushi. Now that the Bushi is engaged, he can move one yard in any direction (usually to adjust weapon length, knowing the opponent will then do the same since the movements happen on their own turns), but can't rotate to face his attacker. The fight resolves from here with Katsumi having a +5 BCS for maintaining a side facing and the Samurai having a -5 BCS for attacking someone in his side facing. Let's see what happens in actual practice since this is a tricky map.
Phase 10
We determined above that the Bushi has a Kenjutsu BCS of 11 and with a Strength 20 he has a +1 damage (to 1d6+3). -2 AC and -1 for Parry for Katsumi = 8. Looking at the map for hinderances (objects blocking within optimal weapon length, including allies) we see two trees and a rock that the Bushi must not hit with his Medium weapon. 8-3 = 5. Then he takes the -5 BCS for the side facing, which means he'll have a critical success on a 1 or he'll miss. That's crazy. So, he'll use his 1 yard movement to step back and to the right, putting his back up against the tree but putting him far enough away from the other tree and rock so he only has 1 hinderance. That also shifts Katsumi into his front facing for this moment! That eliminates the -5 side penalty to his attack. 8-1=7. This is his primary attack, so at full BCS. Bushi attacks with Katana (BCS 7) [1d20]=15[1d6+3]=4+3=7
He misses.
Katsumi then has a secondary action this same phase. He can't move on the secondary action, so he's stuck in the front facing. He has his Kenjutsu BCS 11, -5 AC, but no longer subtracts the parrying because the Bushi has now attacked. Katsumi is next to the stream (so not yet on treacherous ground) and has no hinderances in his reach. So, 11-5=6. Because he has a Zanshin of 1, this is a secondary action and not a primary one, so it is made with 1/2 BCS. So, BCS 3... Katsumi attacks with Ninjato (BCS 3) [1d20]=2[1d6+2]=6+2=8
He hits, and does max damage! Our Bushi is now at 22/30 hit points.
The Bushi laterals back and to the right with his back up against a tree, coming down with a hard overhead swing that misses the nimble ninja. Katsumi repostes and catches a gap in the Bushi's o-yori! (-8) blood flows over the silk ties and wooden slats of his armor.
First blood drawn they both make rash swipes with their blades, a flurry of metal with no connections.
Turn 3, Phase 15
Back to the top of the turn order!
Katsumi takes his own 1 yard step up and right, regain his side facing, but stepping onto the Treacherous Ground of the stream stones. This is not over-fast movement so would normally have no saving throw but would apply a -1 to BCS. In Jemmus' scenario definition this requires a Wit ST and then a Speed ST to avoid falling if failed. Wit ST (BCS 4) [1d20]=5 Speed ST (BCS 9) [1d20]=1
He failed the Wit ST but critically succeeded on the Speed ST! Not sure what good that does here... if I were GM I might allow it to negate the -1 BCS to the attack due to his nimble footing, but I won't do that in this playtest. (This is also where I realize that I was standing on a tree that I didn't notice, so we're going to ignore that tree on the map for this battle.)
...He's getting really lucky rolls, but those are horrible odds. As long as they're locked in engagement with swords in RAW, he has a BCS 5 attack and two BCS 2 secondary attacks, no other tactical actions besides Turn and Flee. This is where RAW is just a "I swing, you swing" slog.
Phase 10
This is the Bushi's Base Action phase so he gets his 1 yard of movement with his attack. He will again move one step back and right, getting the ninja into his front facing, but this keeps his back to a tree and puts another tree in range for 2 hinderances. The Bushi gets a primary attack at his full BCS. 11 BCS - 2 AC (no parry now) - 2 Hinderances = 7. Bushi attacks with Katana (BCS 7) [1d20]=15[1d6+3]=3+3=6
Miss.
So with a secondary action, Katsumi can attack at 1/2 BCS, Parry, Draw, or Sheathe. Examining his options, his smart move is to make this fight more favorable which, as he's backing across the stream, it is not. He will use his secondary action to sheathe his Ninjato.
Katsumi will now his secondary action to draw his Kyotetsu-shoge.
Katsumi steps backwards onto a slippery rock on the stream, but with the grace of his ninja training balances perfectly! He swings his ninjato and slices the bushi a second time (-4), second blood. Angered, the Bushi swings and swings again, the ninja dodging his blows while sheathing his sword and unfurling his bladed Kyotetsu-shoge, setting the weighted chain spinning.
Katsumi 06.JPG (23.52 KiB) Viewed 525 times
Turn 4, Phase 15
Katsumi steps back and out, shifting to Long range and regaining his side facing. He's again in the stream, so lets redo his wits/speed... Wit ST (BCS 4) [1d20]=2 Speed ST (BCS 9) [1d20]=7
This time, he kept his wits (and was also nimble anyway).
Now he has a primary action and his Kyotetsu-shoge in hand. The "rope" end acts at Long range but does Subdual damage (1d5) but can do a trip or entangle attack.
Trip
A Trip attack is an attempt to bring the target to the ground. If the
attacker's BCS is successful, the target will suffer a number of
Distractions equal to the attacker's Effect Number. Also, if the target
fails a Speed Saving Throw, he will fall to the ground. Falling to the
ground in this case requires a Health Saving Throw to avoid
forfeiting the next Available Action Phase, with a Critical Failure
resulting in a Stun Critical Effect.
Distractions
These are things which impinge on the senses of the attacker in
such a way as to impair his ability to engage in combat. Distractions
may be ignored or limited by successful application of willpower. A
character may ignore a number of Distractions equal to his Effect
Number on a Will Saving Throw. Such a Saving Throw need only be
made once per Detailed Turn.
Distractions include each friendly character within range of the
attacker's weapon, something impeding free use of a limb, other
things described as placing the character in Engaged status, other
things described as Distractions by the rules, and, of course,
anything so declared by the Gamesmaster.
Restrictions
These are hindrances to combat due to the environment around
the attacker. They may not be ignored.
Restrictions consist of solid objects such as trees, walls, ceilings,
etc. which are within Range of his weapons. The value depends on
the number of such hindrances within Range.
(Noting here the difference between Distractions and Hinderances... Distractions can be ignored with a Will Save (including allies in range) but the Hinderances of solid objects cannot.) Katsumi's trip attack also has a BCS 11 -5 AC -1 Treacherous Ground +5 side facing = 10. Katsumi rope attack with Kyotetsu-shoge (BCS 10) [1d20]=7[1d5]=2(s)
So, that's a hit, 2 subdual damage, and the Effect number of 3 applies 3 distractions to the Bushi. The Bushi also needs a speed and health save. Bushi Speed ST (BCS 5) [1d20]=8 Health ST (BCS 8) [1d20]=7
He is tripped and knocked prone! But he keeps his wits and doesn't lose an action.
Phase 10
First the Bushi gets a Will ST to overcome the three distractions (but Bushi are kind of big and dumb) Bushi Will ST (BCS 3) [1d20]=12
Fails.
Second, he will use his Primary Action phase to choose the action Alter Position and stand up. Because he is engaged he must pass a speed ST. Bushi Speed ST (BCS 5) [1d20]=14
He fails - he cannot rise with Katsumi's spinning chain.
...I am unsure when a Kyutetsu-shoge counts as a "long range attack" and when it is "thrown within length of its chain" and subject to the Returning Hurl Okuden. The manrikigusari, by comparison, clarifies the length when you buy it. So, I'm going to assume that the long range trip attack was "thrown" and that he then needs to use a secondary action for the Returning Hurl okuden to retract it. So, it costs his secondary action to tug the chain and recoil it, but there's no test required.
Phase 5
The Bushi can only draw, sheathe, attack, or parry with his secondary action, all of which are problematic while prone. He will Parry. That's a roll with his raw Kenjutsu. Bushi Parry (BCS 11) [1d20]=19
A failure is still a +1 AC.
Katsumi now has his chain in hand, but throwing it on this phase means he will have to spend his primary action recoiling it and that's not good. No point in parrying. And he doesn't have two actions to change weapons. So, he'll not act.
Katsumi hops back onto a larger rock in the stream, lengthening the distance between him and the bushi, and the spinning chain of his Kyotetsu-shoge flies towards his foe! The chain trips the Bushi, who falls on his back with a grunt (-2s, 3 distractions). The bushi struggles to rise while Katsumi wends the weighted chain and prevents him, ending with a sharp tug retracting the chain and recoiling it.
Katsumi 07.JPG (27.93 KiB) Viewed 525 times
Turn 5, Phase 15
Katsumi now gets a 1 yard move and a primary action. He will advance one yard (back to medium range) now that his foe is on the ground... Wit ST (BCS 4) [1d20]=8 Speed ST (BCS 9) [1d20]=5
Pass. (Man, those odds aren't great. If I didn't get lucky, this could have gone very wrong at any turn. I like that we're not requiring the Speed Test for any movement on Treacherous Ground normally. It might be smarter to look at tactics here that he can do without having to move again.)
Now that he's back to Medium range, he can attack with the knife end of the -shoge (for lethal damage) or with the weighted end at long range for subdual damage but compounding more distractions (but then requiring the Returning Hurl). Either attack has a -1 BCS at medium range, but both are possible. I will avoid the returning hurl and use the knife end. BCS 11 -5 AC -1 Parry +5 still in side facing +5 target now prone -1 for range = BCS 14. Katsumi knife attack with Kyotetsu-shoge (BCS 14) [1d20]=16[1d5]=1(l)
...miss.
Now, I hoped for the guy to still be down. Katsumi could then have either done two half-BCS knife attacks or switched back to his sword. But now the odds are unfavorable again, so he's got to try another trip. BCS 11 -5 AC (no parry now) +5 Side Facing -1 range = BCS 10. Secondary action at half BCS, 5. Katsumi attacks with rope (BCS 5) [1d20]=14[1d5]=3(s)
Miss.
Phase 5
Bushi will take the strike with the secondary action. BCS 11 -5 in side facing (hasn't gotten to step yet) -2 AC -3 distractions = BCS 1, in half is still 1.
...That's horrible. He'll just parry again. (I'm going to say Distractions still apply.) Bushi Parry (BCS 8) [1d20]=6
+1 AC.
Katsumi will do the Returning Hurl and retract his chain.
The ninja steps in and switches to the bladed end of his chain, swinging it around in a vicious arc, but it is deflected by the bushi's blade. The bushi then hops to his feet! Surprised at the odds turn again, Katsumi swings the weighted end to trip the bushi again, but this time he hops over it, prepared. The ninja yanks the chain and sends it winging back to his hand.
Katsumi 08.JPG (28.9 KiB) Viewed 525 times
Turn 6, Phase 15 Katsumi has 1 yard to move, and is a turn ahead because the Bushi stayed on the ground. If he moves sideways then he's two faces into the side and the Bushi won't be able to move to get out of the side facing, but he risks falling in the stream one more time. If he stays put he won't risk falling but the Bushi will get to move him back to a front facing.
...I think this fight has gone on too long, and with the Bushi up again, Katsumi needs to consider a retreat. Lets go with a Turn and Flee.
Turn and Flee
This Option allows the character to turn in place in preparation to
run for his cowardly life. It allows him to leave Engaged status. He
may not enter Engaged status with any other character on that
Detailed Turn. The turn in place occurs on that Action Phase in
which this Option is announced for the character. On the Action
Phase closest to halfway between the Phase of the turn and Action
Phase 1 the character will execute his run. This is a number of yards
equal to his Base Movement Allowance. He must move the total
distance unless blocked by a wall, foe, or some other barrier to his
progress.
So, he turns on his action and flees on Phase 1, which means his opponent gets all attacks with the +10 bonus for being in a rear facing. I'll also roll now (again...) to see if he slips and falls getting out of the stream. Katsumi Wit ST (BCS 4) [1d20]=2 Speed ST (BCS 9) [1d20]=8
...whew.
Phase 10
The Bushi gets a primary action to attack. He gets 1 yard of movement first, which he will again use to go up and right to get Katsumi out of his side facing. He is still in range of two trees (-2 hinderances). He gets to Will ST again to try to overcome his 3 distractions. Bushi Will ST (BCS 3) [1d20]=14
BCS 11 -2 AC +10 rear facing (no longer in own side facing) -2 hinderances -3 distractions = 15 BCS Bushi attacks with Katana (BCS 15) [1d20]=10[1d6+3]=1+3=4
He cuts Katsumi for 4hp. The less hearty Katsumi is at 11/15.
...the special rules of the Turn and Flee negate Katsumi's secondary action.
Phase 1
With the special rules for Turn and Flee, Katsumi's run happens in Phase 1 (after everyone got to swing at him) and he moves his full BMA 8. He already passed his save for the stream, so he fast outpaces the Bushi and the Bushi won't ever catch him (even if he crosses the stream).
If the Bushi were to sheathe his sword and draw his bow, Katsumi will be 8+16+16 additional yards away by the time he can use his action to shoot. The bushi can get two shots at Short range (we'll give partial cover through the thick forest) and then the Ninja will be long range and that's got so many penalties its not worth shooting at. So, we'll roll two bowshots... Kyujutsu is still Strength+Deftness+Will so will also have BCS 11. -3 distractions -2 partial cover -4 for target is running +10 for shooting in the back = BCS 12. Archery can be complex but at short/normal range its mostly neutral and we'll just use a standard willow leaf arrow, too. Bushi Kyujutsu (BCS 12) [1d20]=5 [2d6+1]=4+1=5
Hit! Katsumi is shot in the back. Hit points 6/15. Bushi Kyujutsu (BCS 12) [1d20]=9 [2d6+1]=9+1=10
...and the ninja is dead.
The assassination failed, his foe back upon his feet, Katsumi determines it is better to escape and live than to be captured or die. He turns to flee out of the stream and back into obscurity. The bushi steps sideways to center on the ninja and slashes across his arm (-4). The ninja, however, dodges the last blow, hops across the rocks and takes off running through the forest.
Katsumi 09.JPG (23.7 KiB) Viewed 525 times
Facing the slippery rocks of the stream and his own slower pace, the Bushi knows he will not catch the nimble ninja... but he does not have to. Staying on his side of the stream and not being lured into a chase, he sheathes his katana and draws his dai-kyu. Aiming down the shaft of his willow leaf arrow he looses... and it sinks into the fleeing ninja's back (-5). He aims and fires again, the shaft sinks deep into the ninja, who drops to the forest floor. (-10)
"Hai!" he calls to the porters now emerging from the pavillion that he guards behind him. It has been just under a minute from when the ninja surprised him to when it was slain on the forest floor. He tells the porters to go retreive the body and return it to the emperor's cousin, keeping his post nearby the emperor and supporting the yojimbo.
Final notes:
I realized belatedly that:
Katsumi using a Parry with his third action has no effect because his Primary action comes before his opponent would act.
Katsumi has Jujutsu instead of Atemi-Waza, which means he can have a special parry that gives an opportunity attack when a foe misses their attack... we can play with that next time.
Re: Playtesting House Rules
Posted: Fri Apr 14, 2023 12:44 am
by jemmus
Thanks! A nice demonstration of a pretty advanced Bushido combat. And that helped my pretty fuzzy understanding of Hindrances and Distractions. The text of the rules on those is pretty cryptic.
Some comments for the newer players.
Does the ninja Katsumi have a Maximum Number of Actions (MNA) of 3? (MNA is determined by the Speed). So that he gets a Primary Action Phase and two Secondary Action Phases. That's why he could sheathe his ninjato and draw his kyotetsu-shoge in the same turn. He used two secondary actions for his second and third actions that turn.
There's no Initiative roll in Bushido. The turn Phases happen in the order of the characters' Base Action Phase and Secondary Action Phases. Those are determined by the Deftness attribute. For example, Katsumi BAP is 10. He has two Secondary Action Phases. Those are at 1/2 and 1/4 of BAP, so 5 and 2.5. Round down, so 5 and 2. Let's say the bushi has MNA 2 (2 actions) and BAP 8. So the turn order would be like this:
10 - Ninja BAP
8 - Bushi BAP
5 - Ninja Secondary Action Phase
4 - Bushi Secondary Action Phase
2 - Ninja Secondary Action Phase
End of turn, repeat next 10-second turn. Note that ninja will get to act twice (at Phase 2 this turn and Phase 10 next turn) before bushi can act next (at Phase 8 next turn).
Marullus, was the bushi using a Man-Rating 1 dai-kyu bow? For 1d6 damage. A Man-Rating 1 bow does 1d6 damage, a 2 Man-Rating does 2d6, a 3 does 3d6 and a 4 an amazing 4D6. (Compare to a katana's 1d6+2). The char's Strength determines the Man-Rating they can use.
Re: Playtesting House Rules
Posted: Fri Apr 14, 2023 1:29 am
by Rex
That makes sense to me and I am starting to understand it a little. An excellent example. I am not sure on the reality of the bow doing that much more damage than a katana. A bow is deadly but I just don't see it being that much more deadly.
Re: Playtesting House Rules
Posted: Fri Apr 14, 2023 12:05 pm
by Marullus
For example, Katsumi BAP is 10. He has two Secondary Action Phases. Those are at 1/2 and 1/4 of BAP, so 5 and 2.5. Round down, so 5 and 2. Let's say the bushi has MNA 2 (2 actions) and BAP 8.
Action Phases are divided evenly, not 1/2, 1/4. So two actions they are full and half. With three actions they are full, 2/3, and 1/3.
Katsumi had a BAP 15 and three actions (15, 10, 5) and the Bushi had a BAP 10 and two actions (10, 5).
Note that actions on phase 1 are lost. So you need enough Speed to get a second action and enough Deftness to have the second action on phase 2 or higher. That's why I recommended minimums for Speed and Deftness in the character sheet templates.
Marullus, was the bushi using a Man-Rating 1 dai-kyu bow? For 1d6 damage. A Man-Rating 1 bow does 1d6 damage, a 2 Man-Rating does 2d6, a 3 does 3d6 and a 4 an amazing 4D6. (Compare to a katana's 1d6+2). The char's Strength determines the Man-Rating they can use.
The bushi had Strength 20, so had a Man-Rating 2 bow. At 21 he could have had Man-Rating 3.
The "strength of three men" argument applies to bows and not swords because the Dai-Kyu bow can only ever be fired once no matter how many actions you have per turn where a sword can be used multiple times. (The smaller Han-Kyu bow - which is the only one potentially concealable by a Ninja - can be used a number of times determined by their Zanshin score per turn, and so also has smaller man-rating bonuses.)
The maximum damage that can be done with a bow is what Kentaro, a thick mountain-boy bushi, had with his strength of 31. Damage and range both rise with Strength. So at point blank range (up to 50 yards for him) with bowel-raker arrows (extra damage but lowered BCS) each shot did 5d6+5d3+3 damage. When we had an ambush against returning bandits, archery wrecked them significantly before they got close enough for melee. For comparison, when Kentaro faced a bushi in a sword duel, he took one critical hit and he died.
The above playtest was with RAW, where it doesn't matter how much more Speed Katsumi had than the bushi, neither could maneuver more than 1 yard while engaged. I will redo that fight with our proposed Alter Position house rule next and we can see how it differs.
Re: Playtesting House Rules
Posted: Fri Apr 14, 2023 3:25 pm
by Rex
Interesting idea on the bow getting less attacks so it does more damage to balance it. Still doesn't make much sense to me but I suppose from a balance idea it works. They should be deadly, particularly against someone without a shield.
Re: Playtesting House Rules
Posted: Fri Apr 14, 2023 4:19 pm
by jemmus
The designers may have taken into account armor. Slashing katana couldn't much penetrate the steel plates of o-yoroi armor. So in earlier samurai history, the mounted warriors favored the assymetrical dai-kyu long bow, which could put a lot of penetrating power behind a arrowhead tip. (Sometimes the horsemen would grapple each other, fall to the ground, and go at it with armor-piercing aiguchi daggers.
By the way, the dai-kyu is asymmetrical (top section much longer than the bottom section) because it was used on horseback. It had the power of a foot longbow, without the horse being a "hindrance" to it.
Later, mounted and foot bushi favored yari spears and nagayari pikes. For the same reason- piercing armor. The katana and wakizashi were always basically sidearms for personal defense in unarmored situations, with the bow or spear being the main battle weapons.
Bushido 1E cites Donn Draeger's Classic Bujutsu as a source for its information on the bugei martial skills. It's an excellent book with photos of, for example, a chain weapons master demonstrating attack and defense techniques.
Re: Playtesting House Rules
Posted: Fri Apr 14, 2023 7:30 pm
by jemmus
I should have mentioned that the yari became the preferred weapon when the samurai got arquebuses. Those became the preferred ranged weapon (and used mostly or only by ashigaru). Foot archers were still around, but mounted samurai switched from the bow to the yari. And the age of mounted samurai declaring their ancestry and challenging each other to personal duels before a battle was over.
Re: Playtesting House Rules
Posted: Sun Apr 16, 2023 3:58 am
by Marullus
Resolving the Swordfight...
Second, Testing our Alter Position house rule
Katsumi made it into a side facing to engage the Bushi. Now that the Bushi is engaged, he can move one yard in any direction (usually to adjust weapon length, knowing the opponent will then do the same since the movements happen on their own turns), but can't rotate to face his attacker. The fight resolves from here with Katsumi having a +5 BCS for maintaining a side facing and the Samurai having a -5 BCS for attacking someone in his side facing. Let's see what happens in actual practice since this is a tricky map.
The above is no longer true in this second version of the encounter. This allows the new house rule instead so that nimble characters can play to their strength and not be stripped to equal footing with slower foes (and conversely, Bushi who get attacked from behind can now turn around). The Alter Position action can be taken as a primary action turn (giving up an attack) and as one of its options can allow the full BMA as long as they don't disengage. They must pass a Speed ST to do this. An Average Man (BMA3) can turn in any direction but not flank. An Average Bushi (BMA 5+) can turn any direction or get from a front facing to a side facing (but may end up at short range). The fastest of Ninja (BMA 9+) can maneuver from a front facing to a rear facing around a slower opponent.
Phase 10 (We pick up at Phase 10, because the ninja already attempted assassination on Phase 15 and missed. The ninja begins in the Bushi's side facing.)
We determined above that the Bushi has a Kenjutsu BCS of 11 and with a Strength 20 he has a +1 damage (to 1d6+3). -2 AC and -1 for Parry for Katsumi = 8. Looking at the map for hinderances (objects blocking within optimal weapon length, including allies) we see two trees and a rock that the Bushi must not hit with his Medium weapon. 8-3 = 5. Then he takes the -5 BCS for the side facing, which means he'll have a critical success on a 1 or he'll miss. That's crazy. So, he'll use his 1 yard movement to step back and to the right, putting his back up against the tree but putting him far enough away from the other tree and rock so he only has 1 hinderance. That also shifts Katsumi into his front facing for this moment! That eliminates the -5 side penalty to his attack. 8-1=7. This is his primary attack, so at full BCS. Bushi attacks with Katana (BCS 7) [1d20]=15[1d6+3]=4+3=7
He misses.
Bushi's action is unchanged. He still moves his 1 yard and attacks.
Katsumi then has a secondary action this same phase. He can't move on the secondary action, so he's stuck in the front facing. He has his Kenjutsu BCS 11, -5 AC, but no longer subtracts the parrying because the Bushi has now attacked. Katsumi is next to the stream (so not yet on treacherous ground) and has no hinderances in his reach. So, 11-5=6. Because he has a Zanshin of 1, this is a secondary action and not a primary one, so it is made with 1/2 BCS. So, BCS 3... Katsumi attacks with Ninjato (BCS 3) [1d20]=2[1d6+2]=6+2=8
He hits, and does max damage! Our Bushi is now at 22/30 hit points.
Secondary actions have no movement, so this is also unchanged.
The Bushi laterals back and to the right with his back up against a tree, coming down with a hard overhead swing that misses the nimble ninja. Katsumi repostes and catches a gap in the Bushi's o-yori! (-8) blood flows over the silk ties and wooden slats of his armor.
Secondary actions have no movement, so this is also unchanged.
First blood drawn they both make rash swipes with their blades, a flurry of metal with no connections.
Turn 3, Phase 15
Back to the top of the turn order!
Katsumi takes his own 1 yard step up and right, regain his side facing, but stepping onto the Treacherous Ground of the stream stones. This is not over-fast movement so would normally have no saving throw but would apply a -1 to BCS. In Jemmus' scenario definition this requires a Wit ST and then a Speed ST to avoid falling if failed. Wit ST (BCS 4) [1d20]=5 Speed ST (BCS 9) [1d20]=1
He failed the Wit ST but critically succeeded on the Speed ST! Not sure what good that does here... if I were GM I might allow it to negate the -1 BCS to the attack due to his nimble footing, but I won't do that in this playtest. (This is also where I realize that I was standing on a tree that I didn't notice, so we're going to ignore that tree on the map for this battle.)
...He's getting really lucky rolls, but those are horrible odds. As long as they're locked in engagement with swords in RAW, he has a BCS 5 attack and two BCS 2 secondary attacks, no other tactical actions besides Turn and Flee. This is where RAW is just a "I swing, you swing" slog.
The Alter Position house rule first takes effect here. Katsumi can use his superior speed to gain advantage on the slower Bushi rather than being pushed backwards into the stream by a lack of movement. Katsumi uses Alter Position! He must pass a speed save. Katsumi Speed ST (BCS 9) [1d20]=7
He passes. His BMA is 8 and he wants to get from his side facing to a rear facing. He can use 4 movement to dodge around behind and re-achieve medium range (the red lines: in, to the side (up), behind, adjust range (up)) and then 2 movement to adjust facing (from his original northwest facing to south towards his opponents rear).
This takes his whole Primary Action, though, and he doesn't get to attack this phase.
Phase 10
This is the Bushi's Base Action phase so he gets his 1 yard of movement with his attack. He will again move one step back and right, getting the ninja into his front facing, but this keeps his back to a tree and puts another tree in range for 2 hinderances. The Bushi gets a primary attack at his full BCS. 11 BCS - 2 AC (no parry now) - 2 Hinderances = 7. Bushi attacks with Katana (BCS 7) [1d20]=15[1d6+3]=3+3=6
Miss.
So with a secondary action, Katsumi can attack at 1/2 BCS, Parry, Draw, or Sheathe. Examining his options, his smart move is to make this fight more favorable which, as he's backing across the stream, it is not. He will use his secondary action to sheathe his Ninjato.
Now the Bushi has his primary action on phase 10. Trying to attack a foe in his rear will have a -10 penalty (unless he has the Reverse Cut Okoden) and the Bushi knows that is folly. He must now also switch to an Alter Position to see if he can turn to face his foe. So, he needs a Speed save: if he succeeds he can turn with 3 of his 5 BMA and negate the advantage the Ninja just gained. Bushi Speed ST (BCS 5) [1d20]=13
Unfortunately for him, Bushi are worse at such swift movement. He fails and the Ninja is able to remain in his rear.
Katsumi now has a secondary action in which he can attack with his ninjato blade. BCS 11 - 5 AC +10 Rear Facing -3 Hinderances from trees in his blade's medium range = BCS 13 / 2 = BCS 6. Katsumi with ninjato (BCS 6) [1d20]=16[1d6+2]=3+2=5
...he misses, despite his rear advantage.
Katsumi will now his secondary action to draw his Kyotetsu-shoge.
With his -10 penalty, an attack would be foolish. The bushi parries with his secondary action. Bushi parry (BCS 11) [1d20]=5
So that is a successes, and with an effect number of 6. With a parry, an effect number greater than 5 gives an extra bonus, so he gets +2 to AC for a total AC of 7 until his next action phase (so it applies to Katsumi's next secondary action AND his primary action).
Katsumi gets to use a secondary action to attack at half BCS. BCS 11 +10 for rear facing -5 AC -2 Parry -3 for tree hinderances = BCS 11 / 2 = BCS 5. Katsumi attack (BCS 5) [1d20]=8[1d6+2]=5+2=7
...miss.
With deft grace, the ninja steps inside the Bushi's reach, slides around his side, and positions himself behind the heavily armored foe! The Bushi, sensing the threat, tries to pivot but the ninja is too agile and gets behind him. The Ninja slices with his sword, and again, but the bushi dodges aside.
Katsumi 10.JPG (26.09 KiB) Viewed 492 times
Turn 4, Phase 15
Katsumi now has a primary action, and he has a rear facing! He will go for the kill, doing a sword attack. He still can also move one yard with it, but there's no more favorable position he can take with it right now... no change.
BCS 11 +10 for rear facing -5 AC -2 Parry -3 for tree hinderances = BCS 11. Katsumi attack (BCS 11) [1d20]=18 [1d6+2]=5+2=7
...and he misses again! Though disadvantaged, the parrying bushi holds his own.
Phase 10
The bushi again needs to try to use his movement to turn, so he will Alter Position and do the speed ST. Bushi speed ST (BCS 5) [1d20]=17
...but he is still outmaneuvered by the ninja.
Katsumi gets to use his secondary action for another attack. This time at half BCS: so last turns adjusted BCS of 11 / 2 = 5. Katsumi attack (BCS 5) [1d20]=13[1d6+2]=4+2=6
...still a miss.
Phase 5
Still stuck, the Bushi will parry again. Bushi Parry (BCS 11) [1d20]=1
Critical success! So, that means his effect number is 11, which is +1 for up to 5, +1 for 5-10, and then an additional +1 for critical success. His masterful bladework raises his AC by 3. This again affects both Katsumi's secondary and primary actions.
Katsumi makes another secondary attack at half BCS, but now faces a greater penalty from the parry.
BCS 11 +10 for rear facing -5 AC -3 Parry -3 for tree hinderances = BCS 10 / 2 = BCS 5. Katsumi attack (BCS 5) [1d20]=2[1d6+2]=5+2=7
He hits for 7 hp! The Bushi is now at 15/30 hp.
The bushi continues to try to get the ninja to face him honorably, but the nimble assassin maintains his advantage. The Bushi's swordwork is excellent, however, and he swats aside the ninja's first blow with a parry, only to be struck by the riposte (-7).
Turn 5, Phase 15
Katsumi now has a primary action to attack with at full BCS, but facing the better parry.
BCS 11 +10 for rear facing -5 AC -3 Parry -3 for tree hinderances = BCS 10 Katsumi attack (BCS 10) [1d20]=4[1d6+2]=6+2=8
..another hit, for 8 hit points. The Bushi is now at 7/30 hp.
Phase 10
The Bushi can either try to alter position again, Turn and Flee, or make an attack with BCS 1. To flee would be dishonor, so he'll alter position... Bushi Speed ST (BCS 5) [1d20]=7
...Katsumi still has the upper hand.
Katsumi strikes again. Half BCS, conditions the same, except now there's no Parry.
BCS 11 +10 for rear facing -5 AC -3 for tree hinderances = BCS 13 / 2 = 6 Katsumi attack (BCS 6) [1d20]=18[1d6+2]=2+2=4
...miss.
Another slice of the ninjato and the bushi falters (-8). The ninja continues to press advantage, the bushi sluggish in his armor but continuing to parry and knocking away two more strikes.
Turn 6, Phase 15
A full primary action for Katsumi... with the advantage still in his hands, he presses the attack.
BCS 11 +10 for rear facing -5 AC -1 Parry -3 for tree hinderances = BCS 12 Katsumi attack (BCS 12) [1d20]=12[1d6+2]=2+2=4
A smaller hit, Bushi at 3/30hp.
Phase 10
The Bushi faces death, having been unable to slay the ninja, and must protect his charge. He uses the Give Orders primary action to yell to the yojimbo and others at the camp. (Verbal actions are not free.)
Katsumi strikes as a secondary action.
Secondary for Katsumi: BCS 11 +10 for rear facing -5 AC (no Parry) -3 for tree hinderances = BCS 13 / 2 = 6 Katsumi attack (BCS 6) [1d20]=8[1d6+2]=3+2=5
Katsumi strikes at half BCS...
Secondary for Katsumi: BCS 11 +10 for rear facing -5 AC -3 parry -3 for tree hinderances = BCS 10 / 2 = 5 Katsumi attack (BCS 5) [1d20]=6[1d6+2]=1+2=3
...the parry literally saved his life.
Greviously wounded, the proud Bushi yells to the camp to warn the Yojimbo to protect the emperor's cousin. He faces the ninja grimly - whatever happens here, the attack is foiled for they are now prepared. He will have fulfilled his purpose. But it is not the end for him. He again parries masterfully, knocking away blow after blow as their footwork continues, the ninja maintaining its advantage behind him.
Turn 7, Phase 15
Katsumi gets a primary action to try to end the fight... but the +3 parry is still in effect as well.
BCS 11 +10 for rear facing -5 AC -3 parry -3 for tree hinderances = BCS 10 Katsumi attack (BCS 10) [1d20]=1[1d6+2]=6+2=8
Finally a critical success! The damage is already enough to kill him (-5/30 hp) but lets roll on the Crit tables to see the full result. On a melee crit, we roll a d10 and a d20 for special effects. Katsumi crit [1d10]=6[1d20]=8
A 6 means you get a special effect but no damage multiplier (which could also add x2 or x3). The special affect for an 8 is:
8-9 Target Stunned. Target forfeits any Available Action Phases
remaining in that Detailed Turn and all on the next Detailed
Turn. The target is considered Passive during this time and
loses any benefits for Defense
[/ooc]
Knowing the attack on the ultimate target, the Emperor's cousin, is now foiled by the warning, Katsumi comes around with a vicious swipe of his sword. The Bushi is stunned by the ferocity of the attack, knocked back off his footing before the ninja's blade slits his throat. (-8, Stun critical) He slides to the ground.
Ultimately foiled in his mission, Katsumi disappears into the forest to report back to his elders...
Analysis
There were a lot of poor rolls in both combats that made them challenging. The ability to reposition was fairer to the ninja, but the inability of the Bushi to compensate was surprising. The idea of someone getting the drop on you and getting in your rear and never being able to recover is what I expect to see in RAW (except that I had Katsumi rush the approach). The hope of repositioning had a better chance with the alternative method. But perhaps that hope made it more one-sided... If Katsumi (using RAW) had engaged from the rear in the first place, the Bushi's only option would have been to Turn and Flee and then perhaps re-engage on better terms. But he never could have outrun Katsumi and never would have had the initiative to choose how he wanted to engage first. In these examples, the RAW example ended up being more interesting, but I think I still prefer the Alternative method to give hope and alternatives... despite bad rolls.
Re: Playtesting House Rules
Posted: Sun Apr 16, 2023 4:44 am
by Rex
It seems like the Bushi should have been able to get around on him at some point. Maybe a save vs something to at least give him a chance?