Difference between revisions of "L5R House Rules"

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== Basic House Rules ==
+
== Setting Changes ==
* [[L5R Heritages]] - Completely redone heritage rules.
 
* [[L5R Reputation]] - A simple system that breaks a character's reputation out of their overall fame, and tracking it as a separate thing from Glory.  This, of course, covers slightly modified Glory rules.
 
* [[L5R Economy]] - If it's ever needed...  a rework of the price lists for more sane figures.  Probably won't be relevant.
 
 
 
* [[L5R Advantages]] - New and altered advantages.  Some of these are a more critical part of the setting than others.
 
* [[L5R Disadvantages]] - New and altered disadvantages.  Some of these are a more critical part of the setting than others.
 
 
 
=== Setting Changes ===
 
 
* Everything on these pages assumes the start date to be the year 1118, during the 16th year of Hantei XXXVIII's reign.  Thus, everything that has happened since then... hasn't happened.  If your GM is using this, don't expect anything.  Also, realize that ronin and the Minor Clans have things considerably harder in this era.
 
* Everything on these pages assumes the start date to be the year 1118, during the 16th year of Hantei XXXVIII's reign.  Thus, everything that has happened since then... hasn't happened.  If your GM is using this, don't expect anything.  Also, realize that ronin and the Minor Clans have things considerably harder in this era.
 
** Lady Amaterasu is the Sun Goddess, and Lord Onnatongu is the Moon.  Spells or effects that call upon the Sun or Moon are changed appropriately - IE, Amaterasu's Anger, By the Light of the Lord Moon, and so on.
 
** Lady Amaterasu is the Sun Goddess, and Lord Onnatongu is the Moon.  Spells or effects that call upon the Sun or Moon are changed appropriately - IE, Amaterasu's Anger, By the Light of the Lord Moon, and so on.
Line 14: Line 6:
 
* Zeni are not copper coins on their own, but rather strings of 100 coins each.  This makes the 'one week of food is the smallest denominator' problem go away.  Also, it allows for a way around silliness like... a single trail ration meal costing five weeks worth of food.  It's also closer to historical Japanese coinage (koku/koban to thousands of zeni/mon sen).
 
* Zeni are not copper coins on their own, but rather strings of 100 coins each.  This makes the 'one week of food is the smallest denominator' problem go away.  Also, it allows for a way around silliness like... a single trail ration meal costing five weeks worth of food.  It's also closer to historical Japanese coinage (koku/koban to thousands of zeni/mon sen).
  
* There will be no guns of any sort in my Rokugan.  Yick.  That road will not be trodden.  Gaijin pepper are a bit finicky and hard to handle with things smaller than the occasional cannon, and even that's a pain in the butt reserved for flagships of gaijin navies.
+
* There will be no guns of any sort in my Rokugan.  Yick.  That road will not be trodden.  Gaijin pepper is finicky and hard to handle with things smaller than the occasional cannon, and even that's a pain in the butt reserved for flagships of gaijin navies.
 +
 
 +
== Rules to Remember ==
 +
This is partly for me.  These are not house rules, but errata and rules that have changed between editions that are easy to forget.  Thus, they are listed here.
 +
 
 +
* The [[http://www.irasec.com/~design/L5R-3Ed-FAQ-v2.0.pdf FAQ]] answers many basic questions and provides a bit of errata.
 +
* Decreasing your honor by one rank provides 3 character points and '''does''' count as a disadvantage.
 +
 
 +
== House Rules ==
 +
=== Separate House Rules Pages ===
 +
* [[L5R Heritages]] - Completely redone heritage rules.
 +
* [[L5R Economy]] - If it's ever needed...  a rework of the price lists for more sane figures.  Probably won't be relevant.
 +
* [[L5R Advantages]] - New and altered advantages.  Some of these are a more critical part of the setting than others.
 +
* [[L5R Disadvantages]] - New and altered disadvantages.  Some of these are a more critical part of the setting than others.
 +
* [[L5R Dojos]] Custom Dojos.
 +
* [[L5R Schools]] - New and changed schools.
 +
* [[L5R Spells]] - New / changed spells.
  
=== Simple Rules ===
+
=== Miscellaneous Changes ===
 
* First optional rule on page 94 of the 3rd edition core book is in effect: Characters only gain insight from a number of skills equal to the sum of their rings.
 
* First optional rule on page 94 of the 3rd edition core book is in effect: Characters only gain insight from a number of skills equal to the sum of their rings.
 +
 +
* Total ranks may reach up to 9 for mortal characters, at 350 insight.  Only about half a dozen individuals are at this level of capability at any point in time.
 +
 +
* In OpenRPG, rolls may be made with up to a hundred (100) dice. No real need for silliness before then!
  
 
* A samurai's annual stipend / expense account is equal to their status cubed * 5.  So, a normal starting character gets 5 koku per year, a status 2 character gets 40, 3 gets 135, 4 gets 320, 5 gets 625.  This is a general rule and not an exact figure, and, of course, they are expected to provide for their servants and take care of their duties to their clan with these funds, as well as provide for others under their command.
 
* A samurai's annual stipend / expense account is equal to their status cubed * 5.  So, a normal starting character gets 5 koku per year, a status 2 character gets 40, 3 gets 135, 4 gets 320, 5 gets 625.  This is a general rule and not an exact figure, and, of course, they are expected to provide for their servants and take care of their duties to their clan with these funds, as well as provide for others under their command.
  
=== Minor School Changes ===
+
* Fine Items cost three times the normal price.  Exceptional items cost twenty times the normal price.
* Asahina shugenja technique: Does not add honor rank to ring for determining spell effect purposes. In addition, the honor dice added are rolled, not kept (this is the default interpretation of the rules but bears repeating). It should not have to said that this ability cannot be applied in an action that would cause a loss of honor or violate the Asahina's pacifistic code.
+
** When forging a poor item, you need half the item's cost for raw materials (1/20th of the item's normal cost).
* Isawa shugenja technique: The standard Isawa shugenja school (not the tensai) also provides a free raise on all ritual spells cast as such.  This is in addition to the other technique benefitsSee also the [[Isawa Tensai]] and [[Elemental Guard]] for a different (and more drastic) take on those schools.
+
** When forging a low quality item, you need 1/10th of the item's cost for raw materials (1/20th of the item's normal cost).
* Grand Master of the Elements Rank 1: If a character has no deficiencies when entering this rank (such as from entering this school from the Isawa shugenja school), she instead gains a free raise when casting spells of an element with which she has an affinity. In addition, unless the Grand Master has the Ishiken-do advantage, she may not progress to rank 3.
+
** When forging an average item, you need 1/10th of the item's cost for raw materials.
 +
** When forging a fine item, you need 1/15th of the total cost of the item for raw materials (a fifth of the item's normal cost).
 +
** When forging an exceptional item, you need 1/40th of the total cost of the item for raw materials (half the item's normal cost).
 +
** Forging a legendary item requires raw materials equal to the item's normal cost.
 +
** Forging an item typically takes a number of hours equal to ten times the cost of raw materials in koku.  For higher quality items, many competent smiths are capable of forging their own tools, cutting the price of raw materials drastically but likewise increasing the time taken.  The GM should use their discretion in this matter.
 +
 
 +
=== Spell Rules ===
 +
* Shugenja gain three spells upon rising in school rank, as per the older rules.
 +
* Shugenja add their Rank to a spell's DR, just like strength adds to weapon DR.  This of course does not apply to the various weapon spells.
 +
* Raises on spells are limited by the higher of the character's Shugenja Rank or their Void Ring, whichever is higher.
 +
* Area, Range, and Target may always be raised for, as follows, in addition, further rules are provided for durationIf the spell's description provides a more generous benefit, then use that to determine raise effects instead. See below for specifics:
 +
 
 +
'''Area:''' If the spell covers an area, every four raises adds an equal amount to the radius or other length - four raises on a spell with a 25' radius becomes a 50' radius spell.  This only affects spells with a set radius or 'line of effect' - spells with odd dimensions or no dimensions cannot be universally affected in this manner.
 +
 
 +
'''Duration:''' You may make four raises to lower 'Total Concentration' to 'Full Concentration', or four raises to lower 'Full Concentration' to 'Casual Concentration'.
  
'''Note''' - All Minor Clan and Ronin schools (save for Shugenja - see below)), are limited to three ranksThe Mantis are a minor exception to this in that their Bushi school (only) has four ranks (Yoritomo himself has 'unlocked' it)Exceptional individuals may develop their school one rank further, at the GM's discretion.  Also, during the Clan War, all schools will eventually unlock another school rank.
+
'''Target:''' If the spell normally only affects a limited number of targets, an additional, like number of targets may be affected for two raisesFor example, if a spell only affects a single target, three may be affected for four raisesIf the spell does not affect targets specifically, raises cannot be used for such affect.
  
'''Minor Clan and Ronin Shugenja''' - In order to study past Rank 3, they must find a willing tutor, or gain entrance into another school. It is a fairly simple matter for Tonbo and Moshi shugenja to find acceptance or tutelage among the Phoenix, but the Kitsune will need to find a minor ally and end up owing a minor obligation to the Crane or Phoenix.  Ronin have a considerably tougher time, and must usually find an acceptable tutor (such as Naka Kuro).  Failing that, an extensive period of service to the Phoenix will net some tutelage, but no more than one spell will be granted per school rank.
+
'''Range:'''
* The Moshi Technique has, obviously, changed since Amaterasu's death and their 'betrayal' through joining the Mantis.
+
* If the spell normally has a range of self, it can become touch for three raises.
* The Yoritomo technique is (slightly) weaker, not gaining free raises to Water spells.
+
* If the spell has a range of touch, it can become 5' for one raise.
* The Tonbo have not been so nearly destroyed, and thus, have not developed their technique further.  Only the first paragraph (the 'Silvered Tongue') applies.
+
* If the spell has a range of 5' - 20', each additional raise adds 5' to the range.
* The 'Militant Shugenja' do not exist yet (nor does their technique).
+
* If the spell has a range of 25', each additional raise adds 25' to the range.
 +
* If the spell has a range of 100', each additional raise adds 100' to the range. A total of three raises on this makes it a mile or line of sight, instead (your choice).
  
 
=== Combat Rules ===
 
=== Combat Rules ===
 
These are implemented to increase the value of raising rings.
 
These are implemented to increase the value of raising rings.
  
* Characters roll for initiative using their Air Ring, not Reflexes.  Thus, the roll is (Air Ring + School Rank)k(Rank).
+
* Mooks (normal people) calculate wound levels using their Earth * 1, though the Out level is still Earth * 5.  No one who achieves rank 2 or higher is considered a mook.  One is either a mook or a hero.
 +
* Heroic characters calculate wound levels using their Earth * 3, and Earth * 10 for their Out level.
 +
 
 +
* Characters roll for initiative using their Air Ring, not Reflexes.  Thus, the roll is (Air Ring + School Rank)k(Air Ring).
 
* When attempting to perform a knockdown on someone, you need to make a number of raises equal to their Air Ring, instead of 3.
 
* When attempting to perform a knockdown on someone, you need to make a number of raises equal to their Air Ring, instead of 3.
  
 
* When attempting to disarm someone, you need to make a number of raises equal to their Water Ring, instead of 3.
 
* When attempting to disarm someone, you need to make a number of raises equal to their Water Ring, instead of 3.
  
* When attempting a feint, you must make a number of free raises equal to your opponent's fire ring.  You gain a number of free raises for the real attack equal to your fire ring (+1 in the case of Scorpion Bushi rank 2 tech).
+
* In order to make an additional attack in a round, you must make a number of raises equal to (7 minus your Fire Ring, minimum 0).  If your Fire ring is 7 or higher, '''and''' you normally get two or more attacks in a round, you may perform this twice in a round, for a number of raises equal to (9 minus your fire ring, minimum 0) for '''all''' four attacks involved.
* In order to make an additional attack in a round, you must make a number of raises equal to (7 minus your Fire Ring, minimum 0).  If your Fire ring is 7 or higher, and you normally get two or more attacks in a round, you may perform this twice in a round, for a number of raises equal to (9 minus your fire ring, minimum 0) for '''all''' four attacks involved.
 
  
* A called shot requires a flat number of raises (no matter the target) equal to the victims '''lowest''' ring.  If successful, you may sever a limb or inflict a similarly permanent injury (see below) by doing the victim's Earth*10 in wounds.  Techniques, advantages and disadvantages that modify a character's wound ranks in any way apply - the Hida Bushi rank 5 technique makes this Earth * 20, Permanent Wound makes it Earth * 9, Bad Health lowers effective Earth by 1 if stamina is low enough, and so on.
+
* A called shot requires a flat number of raises (no matter the target) equal to the victim's '''lowest''' ring.  If successful, you may sever a limb or inflict a similarly permanent injury (see below) by doing the victim's Earth*6 in wounds (for mooks), or Earth * 20 (for heroics).
 
* A Torso hit in this manner causes the Permanent Wound or Bad Health disadvantages (GM's discretion).
 
* A Torso hit in this manner causes the Permanent Wound or Bad Health disadvantages (GM's discretion).
 
* A Leg hit in this manner causes the Lame or Missing Limb disadvantages.
 
* A Leg hit in this manner causes the Lame or Missing Limb disadvantages.
 
* A Head hit in this manner causes the Bad Sight or Missing Eye disadvantages.
 
* A Head hit in this manner causes the Bad Sight or Missing Eye disadvantages.
 
* An arm hit in this manner causes the Missing Limb disadvantage.
 
* An arm hit in this manner causes the Missing Limb disadvantage.
 
+
* Other disadvantages may be applied as the GM sees fit.
=== Specific to Character Creation ===
 
* Characters begin with a base of 60 character points instead of 45.
 
* Characters begin with two additional ranks that they may assign to any trait.  No trait can be raised more than twice through this bonus and the bonuses granted by families and schools.
 
* Family and school bonuses to traits are applied after said traits are raised with character points.  This includes the bonus granted above.
 
* No trait may be raised higher than 4 at character creation.
 
 
 
=== Rules to Remember ===
 
This is partly for me.  These are not house rules, but errata and rules that have changed between editions that are easy to forget.  Thus, they are listed here.
 
 
 
* The [[http://www.irasec.com/~design/L5R-3Ed-FAQ-v2.0.pdf FAQ]] answers many basic questions and provides a bit of errata.
 
* Decreasing your honor by one rank provides 3 character points and '''does''' count as a disadvantage.
 
  
 
{{L5R}}
 
{{L5R}}

Latest revision as of 04:15, 25 October 2007

Setting Changes

  • Everything on these pages assumes the start date to be the year 1118, during the 16th year of Hantei XXXVIII's reign. Thus, everything that has happened since then... hasn't happened. If your GM is using this, don't expect anything. Also, realize that ronin and the Minor Clans have things considerably harder in this era.
    • Lady Amaterasu is the Sun Goddess, and Lord Onnatongu is the Moon. Spells or effects that call upon the Sun or Moon are changed appropriately - IE, Amaterasu's Anger, By the Light of the Lord Moon, and so on.
    • Hochiu's Call to Heaven is called Tsuke's Call to Heaven (he developed it first anyway. Damned taint).
  • Zeni are not copper coins on their own, but rather strings of 100 coins each. This makes the 'one week of food is the smallest denominator' problem go away. Also, it allows for a way around silliness like... a single trail ration meal costing five weeks worth of food. It's also closer to historical Japanese coinage (koku/koban to thousands of zeni/mon sen).
  • There will be no guns of any sort in my Rokugan. Yick. That road will not be trodden. Gaijin pepper is finicky and hard to handle with things smaller than the occasional cannon, and even that's a pain in the butt reserved for flagships of gaijin navies.

Rules to Remember

This is partly for me. These are not house rules, but errata and rules that have changed between editions that are easy to forget. Thus, they are listed here.

  • The [FAQ] answers many basic questions and provides a bit of errata.
  • Decreasing your honor by one rank provides 3 character points and does count as a disadvantage.

House Rules

Separate House Rules Pages

  • L5R Heritages - Completely redone heritage rules.
  • L5R Economy - If it's ever needed... a rework of the price lists for more sane figures. Probably won't be relevant.
  • L5R Advantages - New and altered advantages. Some of these are a more critical part of the setting than others.
  • L5R Disadvantages - New and altered disadvantages. Some of these are a more critical part of the setting than others.
  • L5R Dojos Custom Dojos.
  • L5R Schools - New and changed schools.
  • L5R Spells - New / changed spells.

Miscellaneous Changes

  • First optional rule on page 94 of the 3rd edition core book is in effect: Characters only gain insight from a number of skills equal to the sum of their rings.
  • Total ranks may reach up to 9 for mortal characters, at 350 insight. Only about half a dozen individuals are at this level of capability at any point in time.
  • In OpenRPG, rolls may be made with up to a hundred (100) dice. No real need for silliness before then!
  • A samurai's annual stipend / expense account is equal to their status cubed * 5. So, a normal starting character gets 5 koku per year, a status 2 character gets 40, 3 gets 135, 4 gets 320, 5 gets 625. This is a general rule and not an exact figure, and, of course, they are expected to provide for their servants and take care of their duties to their clan with these funds, as well as provide for others under their command.
  • Fine Items cost three times the normal price. Exceptional items cost twenty times the normal price.
    • When forging a poor item, you need half the item's cost for raw materials (1/20th of the item's normal cost).
    • When forging a low quality item, you need 1/10th of the item's cost for raw materials (1/20th of the item's normal cost).
    • When forging an average item, you need 1/10th of the item's cost for raw materials.
    • When forging a fine item, you need 1/15th of the total cost of the item for raw materials (a fifth of the item's normal cost).
    • When forging an exceptional item, you need 1/40th of the total cost of the item for raw materials (half the item's normal cost).
    • Forging a legendary item requires raw materials equal to the item's normal cost.
    • Forging an item typically takes a number of hours equal to ten times the cost of raw materials in koku. For higher quality items, many competent smiths are capable of forging their own tools, cutting the price of raw materials drastically but likewise increasing the time taken. The GM should use their discretion in this matter.

Spell Rules

  • Shugenja gain three spells upon rising in school rank, as per the older rules.
  • Shugenja add their Rank to a spell's DR, just like strength adds to weapon DR. This of course does not apply to the various weapon spells.
  • Raises on spells are limited by the higher of the character's Shugenja Rank or their Void Ring, whichever is higher.
  • Area, Range, and Target may always be raised for, as follows, in addition, further rules are provided for duration. If the spell's description provides a more generous benefit, then use that to determine raise effects instead. See below for specifics:

Area: If the spell covers an area, every four raises adds an equal amount to the radius or other length - four raises on a spell with a 25' radius becomes a 50' radius spell. This only affects spells with a set radius or 'line of effect' - spells with odd dimensions or no dimensions cannot be universally affected in this manner.

Duration: You may make four raises to lower 'Total Concentration' to 'Full Concentration', or four raises to lower 'Full Concentration' to 'Casual Concentration'.

Target: If the spell normally only affects a limited number of targets, an additional, like number of targets may be affected for two raises. For example, if a spell only affects a single target, three may be affected for four raises. If the spell does not affect targets specifically, raises cannot be used for such affect.

Range:

  • If the spell normally has a range of self, it can become touch for three raises.
  • If the spell has a range of touch, it can become 5' for one raise.
  • If the spell has a range of 5' - 20', each additional raise adds 5' to the range.
  • If the spell has a range of 25', each additional raise adds 25' to the range.
  • If the spell has a range of 100', each additional raise adds 100' to the range. A total of three raises on this makes it a mile or line of sight, instead (your choice).

Combat Rules

These are implemented to increase the value of raising rings.

  • Mooks (normal people) calculate wound levels using their Earth * 1, though the Out level is still Earth * 5. No one who achieves rank 2 or higher is considered a mook. One is either a mook or a hero.
  • Heroic characters calculate wound levels using their Earth * 3, and Earth * 10 for their Out level.
  • Characters roll for initiative using their Air Ring, not Reflexes. Thus, the roll is (Air Ring + School Rank)k(Air Ring).
  • When attempting to perform a knockdown on someone, you need to make a number of raises equal to their Air Ring, instead of 3.
  • When attempting to disarm someone, you need to make a number of raises equal to their Water Ring, instead of 3.
  • In order to make an additional attack in a round, you must make a number of raises equal to (7 minus your Fire Ring, minimum 0). If your Fire ring is 7 or higher, and you normally get two or more attacks in a round, you may perform this twice in a round, for a number of raises equal to (9 minus your fire ring, minimum 0) for all four attacks involved.
  • A called shot requires a flat number of raises (no matter the target) equal to the victim's lowest ring. If successful, you may sever a limb or inflict a similarly permanent injury (see below) by doing the victim's Earth*6 in wounds (for mooks), or Earth * 20 (for heroics).
  • A Torso hit in this manner causes the Permanent Wound or Bad Health disadvantages (GM's discretion).
  • A Leg hit in this manner causes the Lame or Missing Limb disadvantages.
  • A Head hit in this manner causes the Bad Sight or Missing Eye disadvantages.
  • An arm hit in this manner causes the Missing Limb disadvantage.
  • Other disadvantages may be applied as the GM sees fit.
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