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Khan's Defiance


Legend of the Five Rings Roleplaying Game

Design Diaries
Thoughts Behind L5R 3rd Edition

A lot of theorizing has been done about exactly will and will not change in Legend of the Five Rings Third Edition. While we’re not prepared to spill all of its secrets just yet, here are a few things you can look forward to:

1) Basic Mechanic – The basic Roll and Keep system you know and love is essentially unchanged. However, it’s worth stating that it is unchanged so nobody worries about us fixing something that is not broken. Everything will continue to be resolved by rolling and keeping certain amounts of ten sided dice, to a maximum of ten. Dice will still “explode” and we will have a few techniques that play with the idea of when and how they explode. The bidding system inherent in the use of Raises also survives entirely intact, though we’re going to clarify what Raises can be spent on.

2) Skill Rolls - This is the big change. Skill rolls were arguably too difficult in Second Edition, too easy in First Edition. Now we are going to shoot for a medium between the two. Skill rolls will now be a number of dice equal to Skill + Trait, keep Trait, similar to First Edition. However, these TN’s will become progressively higher as your character faces bigger challenges, so there will be no “gimme” rolls as characters gain more dice to throw around. To encourage players to increase their Skills beyond the point where standard TN’s become easy, most Skills will feature advantages beyond mere additional dice. For example, having five Ranks of Investigation will allow you to investigate a crime scene a second time after you have already failed once. As you increase in mastery of a Skill, you can also purchase Emphases. These will function similar to the Weapon Specializations introduced in Second Edition, but they will be available for all skills – not just combat skills.

3) Combat – Second Edition presented a marked reduction in the lethality of combat, which a lot of players did not like. Combat will return to its lethal roots in Third Edition, though players will be given a bigger cushion of Wounds at the “Down” levels. Thus while fights will be quite dangerous, it is less likely that a beloved character will die outright so long as someone in the party remains to carry the fight.

4) Magic – We really liked the improvements on magic in Second Edition, so the changes here were mostly cosmetic. We will not be using the term “memorized spells” for example, in favor of the original term (Innate Abilities). Void Magic and Maho will also be featured in the main book, and it will be possible (albeit difficult) for non-Phoenix characters to now use Void Magic. Additionally, shugenja schools will possess more unique flavor beyond simple Affinities and Deficiencies.

5) Void  - Void Points have always been one of the coolest parts of L5R,  so we are not changing them, but we are building on them. There will be more things that you can spend Void Points on now, including more techniques and Advantages.

6) Advantages and Disadvantages – How Advantages are accumulated will be clarified. You can now officially purchase many Advantages after character creation. Other Advantages (such as Blood of Osano-Wo) will be defined as “Inherent” meaning that you cannot obtain them except at Character Creation. Others (such as Allies) will be “Granted” meaning that you cannot purchase them with Experience Points after character creation, but can earn them through role-play. The rule that one can only have ten points worth of Disadvantages is now officially removed – one can have as many Disadvantages as he or she desires, but only gains a maximum of ten Character Points for them.

7) Equipment - Right off, we understand Rokugan has a very strange economy. We understand everything is priced in terms of the last harvest and, ideally, everything a samurai requires is provided by his lord. However, we also understand that players need *some* frame of reference to determine how much their equipment is worth, and many games do not take place in a character’s home territory where a character has the right to demand whatever he likes without compensation. With this in mind, we are putting a “default” price list back on the equipment table and allowing the GM’s to vary the rice from there.

8) Glory - Glory has always had major problems. Firstly, it was earned too easily, leading either to characters who had a great deal more Glory than they deserved or characters who were not being awarded Glory. This latter phenomenon was complicated by the fact that not awarding Glory leads to an unavoidable Honor loss for one’s lord – thus all lords are apparently unavoidably dishonorable. Secondly, Glory was used as both a subjective measure of fame and, especially after the GM’s Survival Guide was published, an objective measure of one’s political standing. To put it simply we can’t have it both ways. We have now made the optional Glory and Status rules presented in Way of the Daimyo official. Glory has now been split into two traits, Glory and Status. Glory is a measure of subjective fame more reminiscent of the original Glory. Status is now one’s objective social and political standing. By doing this, characters can gather more Glory; their character will enjoy the fame they truly deserve.

9) Extras - We want a great deal of variety in Third Edition. To this end, things that have traditionally been seen as “extras,” such as kata, kiho, ancestors, maho, and Void Magic will appear in the main book. We will incorporate these into the main system so they do not appear “tacked on.” Kata will offer samurai options to make them competitive with shugenja. Kiho will offer a unique style of character for those who wish to play a monk. Additionally, every clan will include a courtier school and a “wild card” school (such as Hiruma Scouts or Shosuro Assassins) in the main book as well as the traditional bushi and shugenja schools. Non-shugenja schools have been boosted overall to make every character an exciting, varied experience. Characters will be powerful – Legend of the Five Rings characters are, after all, heroes.

10) Mass Combat – In the past, they were so abstract that they were often uninteresting and so lethal that they were often intimidating. While a good GM could certainly brush over the flaws of the previous system, the new battle system will be dynamic and exciting for player and GM alike.

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