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Legend of the Five Rings Roleplaying Game
Design Diary #4: Advantages & Disadvantages
By Shawn Carman
In keeping with the last entry in this series, which discussed Skills
and the changes we made to that system, this time we are going to
discuss the Advantage/Disadvantage system and how it will be different
from previous incarnations.
Advantages and Disadvantages (which I am going to refer to as just
“Advantages” in order to keep from going mad) represent a unique niche
in the L5R character creation system. They cannot cover areas that are
clearly covered by Skills or Traits, and yet cannot get too close to the
area of training covered by Techniques. Basically, the concept of
Advantages is to bestow minor mechanical effects that a character is
either born with or has acquired through life experience prior to the
campaign’s beginning. Many are designed to allow a player to develop
aspects of their character that are not mechanically represented in
their initial Skills or School selection. Through Advantages, a bushi
can be a bit more canny in court, or a courtier could be a bit more
handy with a weapon. Advantages should allow for diversity without
stepping on the toes of Techniques, or at least not without a major
expenditure of points.
The first goal that we had in mind when creating the Advantage
selection for Third Edition was to consolidate as many previously
existing Advantages as possible, and to put them all in one place. What
we rapidly realized, however, is that there was a great amount of
redundancy in the existing Advantage selection, almost as much as we had
found with the Skill list. Honestly, this isn’t much of a surprise. So
many talented writers have worked on the L5R RPG since it was first
released in 1997 that some degree of overlap is just inevitable.
However, redundancy was not in keeping with our overall goals for Third
Edition, so we had to cut back as much as possible. When possible,
similar Advantages were combined (such as in the case of Allies, Sensei,
and True Friend), while others were eliminated because they were no
longer appropriate (Fertile, anyone?).
Once the final list had been compiled, we began assessing the
existing point costs. Due again to the diversity of authors and sources
from which these Advantages were taken, there were a great deal of
inconsistencies with how they were priced. Two with similar effects
might vary wildly in cost, while others might have the same cost and yet
extremely different effects. Obviously, Third Edition represented an
excellent chance to correct this imbalance, and we took the opportunity
to do so.
A common question that has been received by RPG writers throughout
L5R’s history (or at least the part of it that I’ve been around for
anyway) is whether or not Advantages can be purchased after character
creation. For the most part, the answer has usually been no except for
special cases such as Multiple Schools, though optional rules for
purchasing Advantages later on appeared in Second Edition.
When we were considering the issue for Third Edition, the team spent
some time considering the issue. Why was it that an Advantage like Hands
of Stone, which specifically states in its description that it is a
trained martial art technique, could not be purchased after creation?
Why couldn’t a character who aspires to develop devastating martial arts
techniques learn the methods grant Hands of Stone? Frankly, it didn’t
quite make sense. Third Edition allows for characters to purchase
Advantages after character creation at the listed cost, but with certain
restrictions.
Many Advantages now have the descriptors Granted or Inherent. Those
with this descriptor are not eligible to be purchased after character
creation without very specific conditions being met. If an Advantage is
Granted, then it implies that the Advantage relies upon some outside
force. A Granted Advantage specifically requires the character to meet
the conditions listed in its description before it can be purchased. If
a player wants to purchase Allies for his character, for example, then
the character must have cultivated a relationship with the prospective
Ally beforehand. Similarly, a character must be selected by his family
or clan to bear a Sacred Weapon (such as the perennial fan favorites
Kakita Blade and Kaiu Blade) before the player can purchase the
Advantage. Simply paying the points does not cause a character’s daimyo
to mystically appear and reward them with a rare and powerful weapon! A
new character who purchases Granted Advantages is assumed to have
fulfilled the requirements as part of his back story.
While it is difficult to acquire Granted Advantages after character
creation, it is still possible. The other new Advantage descriptor,
Inherent, denotes those Advantages that cannot be purchased after
creation. These Advantages represent innate physical or mental abilities
that cannot be learned or taught, and as such they are unavailable for
purchase. The sole exception to this, of course, lies with the GM, who
can assign any Advantage or Disadvantage he or she feels appropriate
without any Experience Point expenditure.
Here are a few examples of Granted and Inherent Advantages:
Dangerous Beauty [Inherent] (2 points)
Something makes you irresistible to members of the opposite sex. You
gain two additional rolled dice on any Deceit roll made against someone
of the opposite sex. Scorpion characters may purchase this Advantage for
1 point.
Imperial Spouse [Granted] (3 points)
Through political wrangling, you have been married to a member of the
Otomo, Miya, or Seppun families. Although your spouse now bears your
name, your connections to his or her previous family afford you
considerable benefits. When major news form the Imperial Court becomes
available, you are among the first to hear. You may receive more koku
than normal in your annual stipend. You also receive a Free Raise in
social interactions with members of the Imperial families.
Another existing problem that has plagued the Advantage system in L5R
is one that involves item-based entries. In essence, the process of
spending points on purchasing an item means that a character has fewer
points to spend on their Skills and Traits. This ultimately had the
ironic result that slower, duller, less skilled individuals were
apparently entrusted with the most powerful items in Rokugan, which
violates several basic principles of logic and common sense. For
example, if a character spent all their starting Character Points on
purchasing the Inheritance Advantage, they could conceivable begin with
a very powerful nemuranai that would be highly treasured by their clan.
That character would have no points left over to sharpen his beginning
Skills or Traits, which beggars the question of why his clan entrusted
such a valuable item to such an incompetent character.
How could we address this problem? We certainly couldn’t eliminate
such Advantages altogether, as items such as such Advantages are
traditionally among the most popular. I don’t think I’ve ever seen a
game at a convention that didn’t have at least one person carrying a
Kakita or Kaiu blade. Instead, we’ve changed the benefits of these
Advantages so that they grant a permanent benefit to their user in
addition to a physical item. Your character was granted a Kakita Blade
because he is something special – and the Advantage now represents that
accordingly.
Here is a perfect example of how things have changed: the Third
Edition version of Inheritance:
Inheritance [Granted] (8 points)
Upon reaching your gempukku, you were honored by your family with an
item once possessed by your revered ancestors. This item is sacred to
you, and you will die before you allow dishonor to come to it. Whether a
weapon or an object, you roll 1 additional die when using the Skill that
applies to this heirloom, and you gain a Free Raise when using any
object of the same type in a non-combat situation due to your innate
familiarity with such objects. Examples of Inheritances and the benefits
they confer include:
|
Inheritance |
Bonus
Die |
Free
Raise |
| Biwa |
Performance (Music) |
Any
Performance roll using a biwa |
| Go Board |
Games
(Go) |
Battle
rolls as long as the user is removed from combat |
| Kabuto |
Defense |
Rolls
made to command or intimidate while wearing |
| Katana |
Kenjutsu |
Demonstrations of skill, performing a kata, etc. |
| Tea Set |
Tea
Ceremony |
Social
Skill Rolls made with participants for 1 hour after |
As you can see from the description of Inheritance above, we’ve made
a lot of changes to the old favorites in order to bring them in line
with the changes made to the system overall. The goal is for each and
every Advantage to function properly within the rules with a minimal
amount of guesswork and book-keeping required. Third Edition will see
the return of many fan favorites, all of which have been carefully
evaluated and altered as necessary to fit in the overall paradigm for
Third Edition. Here are some old favorites that you’ll probably
recognize:
Benten’s Blessing [Granted] (3 points)
You have been noticed by one of the Seven Fortunes. Benten, the Fortune
of Romantic Love, has graced you with her blessing. Whenever you are
attempting to persuade someone, you keep one additional die (two dice if
the person is attracted to you). Crane characters may purchase this
Advantage for 2 points.
Black Sheep (-5 points)
For whatever reason, you family has all but cast you out. You are
not ronin and you retain your family name, but just barely. You may use
the Allies Advantage to purchase friendly ties to your family, but
otherwise you’re effectively on your own. You cannot advance in your
School without great effort to find a willing teacher, and most things
Clan samurai take for granted are impossible for you.
Brash (-2 points)
You are exceptionally hot-headed and likely to answer any insult
with steel. You must make an Honor roll at TN 30 to keep control of your
emotions when insulted. This Disadvantage is worth 3 points for Crab
characters.
In addition to the old favorites, you’ll find new entries in the
Third Edition Advantage list. We have incorporated many popular entries
from previous works and created a few new ones to fill niches that were
left empty when we finished culling the herd. The extensive new list of
combat options was too tempting to pass up as options. Clear Thinker has
been changed to make a character more resistant to Feints, and the
Advantage Wary makes it more difficult to use the disarm maneuver on
characters. Fleet replaces many Techniques that were previously
squandered on movement abilities, notable in the Hiruma and Miya
Schools, and Languages can help a character better reflect a
cosmopolitan background. Here are some examples of entries new to Third
Edition:
Fleet (2-6 points)
You are as swift as the wind. You may move an additional 10’ per
round above the normal Water x 10’ per round for every level you possess
of this Advantage. This Advantage costs 1 less point for Miya and Hiruma
characters (they still gain the full movement benefit).
Hostage (-2 points)
A common practice to ensure the observance of a disputed treaty is
for one or both of the samurai involved to exchange hostages. Often,
these hostages are second sons or daughters, and they are raised in
their new homes as honored guests of the host Clan. You may take the
Different School and Multiple Schools Advantages for one fewer point
apiece, so long as you attend a school of your host Clan. Your captors
treat you with hospitality and respect and may even allow you to leave
their lands, so long as you do not venture too far beyond their grasp
and do not return to your homeland without an escort. If war begins
between your clan and your captors, your life is forfeit (thus it is in
your best interest to promote peace).
Rumormonger (-4 points)
Others come to you to share thoughts and feelings they wouldn’t
dream of telling someone else. You are considered a good listener, which
means you hear lots of interesting stories… and you don’t mind repeating
them. In order to avoid spreading secrets when given the chance, you
must succeed at a Willpower roll with a TN equal to 5 times the Glory of
the character with the highest Glory involved. This Disadvantage is
worth 5 points for Crane characters.
Hopefully you’ll find the information above as exciting as the
writing team and playtest teams found it for Third Edition. As a lovely
parting gift, here’s a list of the Advantages and Disadvantages you can
find fully detailed in the Third Edition rulebook.
Advantages
- Absolute Directon
- Allies
- Ambidextrous
- Balance
- Benten’s Blessing
- Bishamon’s Blessing
- Blackmail
- Bland
- Blessing of the Elements
- Chosen by the Oracles
- Clear Thinker
- Combat Reflexes
- Crab Hands
- Crafty
- Daikoku’s Blessing
- Dangerous Beauty
- Daredevil
- Death Trance
- Different School
- Ebisu’s Blessing
- Fleet
- Forbidden Knowledge
- Friendly Kami
- Friend of the Elements
- Fukurokujin’s Blessing
- Gaijin Gear
- Great Destiny
- Great Potential
- Hands of Stone
- Heart of Vengance
- Heartless
- Higher Purpose
- Hotei’s Blessing
- Imperial Spouse
- Inheritance
- Inner Gift
- Irreproachable
- Ishiken-do
- Jurojin’s Blessing
- Kharmic Tie
- Languages
- Large
- Leadership
- Luck
- Magic Resistance
- Multiple Schools
- Perceived Honor
- Precise Memory
- Quick
- Quick Healer
- Read Lips
- Sacred Weapon
- Sage
- Servant
- Social Position
- Strength of the Earth
- Tactician
- Voice
- Wary
- Way of the Land
- Wealthy
Disadvantages
- Antisocial
- Ascetic
- Bad Fortune
- Bad Health
- Bad Reputation
- Bad Sight
- Benten’s Curse
- Bitter Betrothal
- Black Sheep
- Brash
- Can’t Lie
- Cast Out
- Compulsion
- Contrary
- Coward
- Cruel
- Dark Fate
- Dark Secret
- Deathseeker
- Dependant
- Doubt
- Driven
- Elemental Imbalance
- Epilepsy
- Fascination
- Forced Retirement
- Forsaken
- Frail Mind
- Gaijin Name
- Greedy
- Gullible
- Haunted
- Hostage
- Idealistic
- Insensitive
- Jealousy
- Lame
- Lechery
- Lost Love
- Low Pain Threshold
- Meddler
- Missing Eye
- Missing Limb
- Momoku
- Nemesis
- Obligation
- Overconfident
- Permanent Wound
- Phobia
- Rumormonger
- Shadowlands Taint
- Small
- Social Disadvantage
- Soft-hearted
- Spoiled
- Sworn Enemy
- True Love
- Unlucky
- Weakness
- Wrath of the Kami
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