Feedback on Legends of the Rising Sun

Discussions on Con of the North 2010

Feedback on Legends of the Rising Sun

Nostromo
Advanced Member
Joined: 04 Dec 2009, 15:04

09 Feb 2010, 02:35 #1

Hey guys,
Dan, Matt and Darren are probably the only ones on here that played as the Saturday guys were not in the group-

One thing I did for Saturday is take the +1 for Ninja climbing, which caused them to never fall- so I made it a re-roll instead. Funny thing was that the Ninja leader on Saturday went up on the same roof as Friday and went across to the other end and was climbing down and rolled a 1, then rolled another 1 and fell flat on his face, taking a wound- he used a fortune point and put his shoulder back in joint, but was still on his face for the turn- it was hilarious, and maybe that is why he hid in the back the rest of the game....

anything else you can think of?
I used variable victory conditions on the Saturday game by clan and it was pretty fun...think I will do that again as well.

Aaron
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Dan H
Advanced Member
Joined: 22 Feb 2008, 04:58

09 Feb 2010, 20:31 #2

Too tired at the moment but will give it some thought and post some feedback soon.
--Dan
So many games, so little time.
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Dan H
Advanced Member
Joined: 22 Feb 2008, 04:58

18 Feb 2010, 16:23 #3

Can't think of much of anything that didn't work smoothly during the game. It all seemed to work really well as a matter of fact. The Ledgends system seems like a great fit for a Samurai skirmish game.

The Ninja climbing re-roll sounds like a good change rather than the +1 to the roll. As you mentioned the +1 meant they would never fall. There should always be a chance for that at least.

Just had a thought on the Ninjas. Don't want to make them too powerful, but perhaps to represent their martial arts expertise, they could use "shielding" even though they don't have a shield. Could represent them blocking or dodging attacks through martial arts.

The heavy Samrai armor (def 8?) was maybe a bit tough. I think you mentioned that during the game. Pretty tough for most to even have a chance to wound. Not much on the board to stop a guy in heavy armor. But I don't think there were a ton of guys with that armor so maybe OK.

If I have more feedback ideas I will definately post them.

A really enjoyable game and would love to play again if we get the opportunity.

With all the other projects I've got going on I'm trying to resist the urge to buy some Samurai figs to paint up. :unsure:
--Dan
So many games, so little time.
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Nostromo
Advanced Member
Joined: 04 Dec 2009, 15:04

19 Feb 2010, 03:27 #4

The highest DEF we have at this level is 7- and it is tough for a STR 3- but this was only on the Samurai Characters. Your average trained soldier like Ashigaru are DEF 3. I gave the more in depth trained a +1 DEF bonus- so 4. Light armor is available to most for +1, but heavy armor is only Samurai right now- due mostly to the figures- and probably historically accurate- gives +2

And a Samurai Captain was base DEF 5- which could be the problem-

I have added a few more things- mostly in the way of defining skills-

Wary- is available to Ninja and Monks and allows one to not be trapped unless knocked down

Kendo so far is Samurai/Ronin only and allows 'Shielding' and +1 Str when using a Katana

The Mob Rules is for the Thugs/Yakusa and allows a Courage bonus if you have at least 4 allies in 6 inches- I thought they ran a little too easy-

I am trying to think of a way to allow Ninja a smoke bomb

If anyone wants to start this game- I bet I have some figs around I would be glad to give for the cause!

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