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This is OSR. There is no such thing as munchkin. If the player makes a tactical error, the character dies. If the player is unlucky, the character dies. If the player is smart, cunning and capable, and leverages their resources to their best effect, they walk away from certain doom as victors, with a sense of true achievement, until the next adventure kills them anyway.
 
Enemies get a lot more rolls against the PCs over the duration of a game than you get against any one of them, and it only takes one failed roll to die. That's why you try to avoid rolls made against you at all. ...By using a railgun constructed in edo-period japan.
 
I can see rational!Zabuza going through that thought process, but nobody in canon is that conscientious :p

Most especially including Kishimoto.

This is OSR. There is no such thing as munchkin. If the player makes a tactical error, the character dies. If the player is unlucky, the character dies. If the player is smart, cunning and capable, and leverages their resources to their best effect, they walk away from certain doom as victors, with a sense of true achievement, until the next adventure kills them anyway.

What is OSR?
 
It's a good rule of thumb in real life, Blood Bowl and OSR D&D - touch the dice at your own peril.

@^ OSR means Old School Reneissance, and it's essentially a movement in tabletop RPGs to use systems reminiscent of the original D&D and AD&D in thematic terms, where the PCs are ordinary people who don't reach any superhuman heights of skill, encounters are not 'level-appropriate' but instead what you happen to run into, victory is not expected but requires both player skill and luck, parties are large with high lethality and the use of henchmen to take hits for you is one of the key aspects of remaining alive long enough to spend your loot.

For our group, it also means a homebrewed, simplified system that relies on cooperation between players and the GM to resolve conflicts in a way that makes sense, with no mechanical rules constraining what you can do beyond common sense - humans can attempt what humans might be able to do, with modifiers and difficulty based on the situation. Character creation, for obvious reasons of expediency, takes about five minutes maximum and characters gain their backstory through gameplay.
 
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We really need to get flashbang seals so we have an option for dealing with people nonlethally for Keiko. It's starting to annoy me how we don't have any options there. Until then, we can consider sealing pepper powder or something in a PMYF seal.
 
We really need to get flashbang seals so we have an option for dealing with people nonlethally for Keiko. It's starting to annoy me how we don't have any options there. Until then, we can consider sealing pepper powder or something in a PMYF seal.
Yup. I vote that after we complete this mission, we take a nice breather in Iron to get Noburi Medical Ninjutsu 10 and Hazou combined casino seals. We can work on helping Honomi if we didn't fuck shit up, and see if we can find some ice suppliers in Northern Iron.
 
Yup. I vote that after we complete this mission, we take a nice breather in Iron to get Noburi Medical Ninjutsu 10 and Hazou combined casino seals. We can work on helping Honomi if we didn't fuck shit up, and see if we can find some ice suppliers in Northern Iron.
I mean, assuming that Akane can't make ice herself. And if she can, we can consider selling ice to a supplier under the condition that they sell cheaply to Honami; although it might be difficult to swing that by her dad. Either way, there's ways around that. Before we get started on the casino seals we should get earplugs and tinted goggles for everyone, though. Honestly, that's one hell of a force multiplier.
 
Before we get started on the casino seals we should get earplugs and tinted goggles for everyone, though. Honestly, that's one hell of a force multiplier.
A better idea would be to make the seals directionalized, like Kagome's explosive tags. Or we could make seals that, when activated, dampen sound/light, since lower visual/auditory ability might be a bad thing in a ninja fight.
 
A better idea would be to make the seals directionalized, like Kagome's explosive tags. Or we could make seals that, when activated, dampen sound/light, since lower visual/auditory ability might be a bad thing in a ninja fight.
Um... well, while that might be ideal, it sounds like it'd be a LOT harder to make a directional sound/light seal. ...although that would be useful for comms seals.

Speaking of comms seals, we should suggest everyone get their ears pierced for that purpose. :D
 
It's a good rule of thumb in real life, Blood Bowl and OSR D&D - touch the dice at your own peril.

@^ OSR means Old School Reneissance, and it's essentially a movement in tabletop RPGs to use systems reminiscent of the original D&D and AD&D in thematic terms, where the PCs are ordinary people who don't reach any superhuman heights of skill, encounters are not 'level-appropriate' but instead what you happen to run into, victory is not expected but requires both player skill and luck, parties are large with high lethality and the use of henchmen to take hits for you is one of the key aspects of remaining alive long enough to spend your loot.

For our group, it also means a homebrewed, simplified system that relies on cooperation between players and the GM to resolve conflicts in a way that makes sense, with no mechanical rules constraining what you can do beyond common sense - humans can attempt what humans might be able to do, with modifiers and difficulty based on the situation. Character creation, for obvious reasons of expediency, takes about five minutes maximum and characters gain their backstory through gameplay.

As I have said earlier, we need more meatshield henchmen.
 
Y'all might be interested in the conversation that @Velorien and I had last night. Paraphrased, it went like this:

EJ: They're actually planning to make a fight out of this. If they do, someone is probably going to die. Are you okay with that?

V: It'll suck, but yes.

...discussion...

EJ: Crap. I forgot about the caltrops. If they can't move around easily then they don't get the multiple combatant bonuses and this will be a TPK.

V: Well, I told them that we were being nice and letting them have full MC rules with the caltrops providing maluses.

EJ: Phew! They're lucky you're here!
 
I guess I should've actually campaigned for the runaway plan and not just drop it in because I got frustrated that I couldn't come up with anything better.

Oh well, it has been nice playing with you gentlemen.
 
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Enlightening, but if QMs explicitly ruled no mass combat rules, we wouldn't have gone for a fight at all.

We work with what we're given, so...

One might argue that permitting mass combat was handing us enough rope to hang ourselves with :V

Whatever. I have a reaction image prepared already.
 
Well, I just hope this coded message turns out to be worth the trouble. Like getting the full details of the The Schlieffen Plan with enough warning to do something about it before Germany invades level of "worth the trouble".
 
...

Akane is positioned right next to the door with instructions to engage in taijutsu against the kenjutsu expert if the genjutsu fails.

Our most youthful student is about to die.
 
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