Revisiting TatGoH


After playing the Diablo IV beta this past weekend (Woo!) I felt inspired to revisit this adventure. Especially the L5R RPG “Full Adventure”. I don’t think I gave it enough attention after Adventures in Rokugan. Just didn’t feel like it had legs to stand on at that point. Because AiR did things so well that I was trying so hard to force L5RRPG to do.


well, now I’m not so sure AiR is gaining enough traction, especially after WotC pooped the bed with all the drama the past few months.

Here’s a rework of the Mob Rules for now, looking forward to more polishing and finally getting a play test in.

This adventure plays with “mob rules” during combat to facilitate the fantasy of fighting large waves of enemies without  overwhelming players  by action economy and without the GM having to roll and track numbers for every single minion.
A Mob is a group of 3-6 Minions. They take the same stance at the beginning of a round and will move together as one unit.
Each round in combat, Minions in a mob will take the Assist action, targeting one Minion within the mob who will perform an Attack or Scheme action.
Characters target Minions in a mob individually for the purpose of calculating damage and strife.
If multiple mobs exist and minions start to become incapacitated during combat,  small mobs can combine into one or single minions can join or form a mob, so long as the total does not exceed 6 minions.

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Comments

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I REALLY love your L5R stuff!! I've just Downloaded both versions!

(+1)

Thank you for saying so Asterfall! Looking forward to posting more soon. 😁