Difference between revisions of "L5R House Rules"

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* 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 ==
 
== Rules to Remember ==
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* [[L5R Advantages]] - New and altered advantages.  Some of these are a more critical part of the setting than others.
 
* [[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 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 ===
 
=== 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.  Only about half a dozen individuals are at this level of capability at any point in time.
+
* 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.
 +
 
* Fine Items cost three times the normal price.  Exceptional items cost twenty times the normal price.
 
* 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 poor item, you need half the item's cost for raw materials (1/20th of the item's normal cost).
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** Forging a legendary item requires raw materials equal to 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.  
 
** 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.  
 
* Rolls may be made with up to twenty (20) dice.  Beyond that, the following rules apply:
 
** Every rolled die converts into a kept die, up to the total number of dice rolled.  Thus, 24k13 becomes 20k17.
 
** Every die rolled '''and''' kept over 20 converts into a free raise.
 
 
=== School Changes ===
 
* 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.
 
* 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 benefits.  See also the Isawa Tensai and Elemental Guard, below, for a different (and more drastic) take on those schools.
 
* Ikoma Spymaster: Their Starting skill package should read: Courtier, Etiquette (Sincerity), Investigation (Notice) 2, Stealth, Kenjutsu.
 
* 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.
 
 
'''Note''' - All Minor Clan and Ronin schools (save for Shugenja - see below)), are limited to three ranks.  The 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.
 
 
'''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.
 
* The Moshi Technique has, obviously, changed since Amaterasu's death and their 'betrayal' through joining the Mantis.
 
* The Yoritomo technique is (slightly) weaker, not gaining free raises to Water spells.
 
* The Tonbo have not been so nearly destroyed, and thus, have not developed their technique further.  Only the first paragraph (the 'Silvered Tongue') applies.
 
* The 'Militant Shugenja' do not exist yet (nor does their technique).
 
 
==== Isawa Tensai ====
 
This school got hit with the Tame stick for no good reason.
 
 
The Ishiken use these same mechanics to represent their power - they are merely called Ishiken instead of Void Tensai.
 
 
* '''Benefit:''' +1 to Mental Trait of chosen specialty (or Void in the case of Void)
 
* '''Honor:''' 3.5
 
* '''Skills:''' Calligraphy, Lore: History, Meditation, Shintao (Theology), Tea Ceremony, Any two High Skills
 
* '''Outfit:''' Wakizashi, Tanto; Kimono, Sandals, Scroll Satchel, Traveling Pack, any one book (pillow or otherwise), 4 koku
 
* '''Affinity/Deficiency:''' Affinity with Chosen element.  Deficiency with '''all''' other elements.
 
* '''Technique:''' You have a true, unwavering command of your chosen element.  Innate abilities of your chosen element cost one experience point less for you.  In addition, when casting an innate ability of your chosen element, you gain a number of free raises equal to your shugenja rank.  You gain no additional free raise for possessing the spell scroll when you cast an innate ability of your favored element, or from the 'friendly kami' advantage.  When you spend a void point to enhance a spell of your favored element, you instead add your entire Void Ring to the roll.
 
* '''Spells:''' Sense, Commune, Summon, Counterspell.  All mastery level 1 spells of chosen Element as innate abilities.  Choose six mastery rank 2 spells of chosen element, which are not innate abilities unless you pay for them.
 
* '''Special:''' Attending a school outside of the Phoenix clan is nigh unthinkable.  If you manage to obtain the Multiple Schools advantage for another school outside of the clan, gain the Black Sheep disadvantage, and no points for it.  No non-shugenja school inside the Phoenix Clan will accept you - it would be a dishonor to waste such potential.  If you take any Path, or any Advanced School besides the Elemental Guard or Grand Master of the Elements, these do '''not''' add to your Shugenja Rank for the purposes of your school technique.  Note that the [[Seppun Family]] shugenja school currently does accept Phoenix and is considered a 'Phoenix' school for these purposes.
 
 
==== Elemental Guard ====
 
The School Update version of this advanced school has a problem with the secondary ability - the 'free casting' ability.  The rank 1 and 2 abilities are comparatively useless.
 
* A Fire-affinity Shugenja with a Fire of 5 and Void 5 entering this school for their rank 6 technique rolls 13k6 (becoming 10k7) for their fire spells.  This averages to 54.
 
* Casting a Mastery 3 spell in one action without using a spell slot takes five raises, for a total TN of 50.
 
* Let's say bringing their Fire and Void up to 6 lets them get the second rank in the school.  Their total roll becomes 16k7, or 10k10.  This averages to 60, on the dot.
 
* Casting a Mastery 4 spell in one action without using a spell slot takes six raises, for a total TN of 60.
 
 
Thus the problem.  Also, this school again reflects the sacrifice presented in earlier editions of the game.
 
 
'''Requirements'''
 
* '''Rings:''' Chosen Ring at 6, all other Rings at 3.
 
* '''Skills:''' Meditation 5, Spellcraft (Chosen Element) 6, Theology (Shintao) 6, a specific Bugei skill with emphasis at 4 based on Guard type (see below)
 
* '''Advantages:''' Blessing of the Elements (Chosen Element)
 
* '''Other:''' Only Phoenix shugenja of a Phoenix school may join the Elemental Legions. You must possess at least three spells of mastery 2 or higher as innate abilities in your chosen element.  Upon joining, the shugenja must select one element in which he has no Deficiency as his chosen element for the purposes of the Techniques described below and the requirements above.
 
* '''Special:''' The Elemental Guards have special names depending upon their elemental alignment. They are as follows: Hurricane Initiates (Air), Avalanche Guard (Earth), Firestorm Legion (Fire), and Tsunami Legion (Spears - Yari - Water).  The Void Guard (Void) is an unknown order within the already secretive ishiken.
 
 
'''Rank 1: Name of the Elements'''<BR>
 
Your chosen element is a powerful, unerring force, but your enhanced focus comes at a price.  You gain a deficiency in all elements besides your chosen Element.  When casting a spell of your chosen Element, add your Elemental Guard School Rank in kept dice to your casting roll.<BR>
 
Finally, choose one innate ability of your chosen element of mastery rank 2 or lower.  Gain one of the following benefits:
 
 
* Casting the spell is a single action, no matter how long its normal casting time is.  If the spell has a normal casting time for its mastery level, you may make a number of raises equal to the mastery level of the spell to cast it as a 'non action'.  You may do this no more than once per round, but casting the spell does not count as any sort of action, though it does break concentration.
 
* When casting the spell, you do not roll.  It automatically succeeds, with a total number of 'made' raises equal to your normal maximum (typically your Void), in addition to any free raises you normally receive.
 
* Your chosen spell completely and utterly ignores any outside effect that would raise its TN to be cast or otherwise hinder or negate its effect.  Thus, the spell will not be hindered by magic immunity or resistance, nor can it be countered (except, possibly, by another Elemental Guard who chose to specialize in Counterspell).
 
  
 
=== Spell Rules ===
 
=== Spell Rules ===
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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.
 
  
 
{{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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