Heroes of Rokugan I
- Plans and Storyline Development - A Discussion
- Satsume's Tournament
- Kitsuki Evidence
- A Chance Meeting
- Spiritual Presence
- Legacy of the Dark One
- Winter Court: Kyuden Asahina
- The Face of Fear
- Arrows From the Woods
- Evil Feeds Upon Itself
- A Mantis and His Rat
- The Falling Darkness, Soul of Iuchiban
- The Ties that Bind
- The People's Expense
- Occult Murders, Soul of Iuchiban
- Lies, Lies, Lies
- Drawing Out the Darkness, Soul of Iuchiban
- A Foreign Legacy
- A Magistrate's Duty, Soul of Iuchiban
- Fury of the Elements
- To Do What We Must
- Winter Court: Kanrinrin's Duty, Soul of Iuchiban
- The Fate of a Hantei, Soul of Iuchiban
- Smoke and Mirrors, The Lion and the Crane
- A Hidden Blade, The Lion and the Crane
- Treachery and Deceit
- Winter Court: Shiro Kyotei
- Ancestral Dictate, The Lion and the Crane
- A Heart of Vengeance, The Lion and the Crane
- Soul of Akodo, The Lion and the Crane
- Darkness Beyond Darkness, Shadow's Path
- The Chrysanthemum Festival, The Lion and the Crane
- Kuro's Fire
- Duty on the Wall
- Fist of the Earth, Shadow's Path
- Day and Night
- The Scorpion's Sting
- Flower's Kiss
- In Time of War
- Winter Court: Shiro no Kaiu
- Proposal of Peace
- Way of Deception
- A Walk Through the Mountains, Shadow's Path
- Narrow Ground
- Peasant Defense
- The Price of Loyalty
- Dark Eyes on the Wall
- Tao of the Naga
- The Cost of Duty
- Storm and Forest
- Stain Upon the Soul
- Command of the Kami
- The Jade Championship
- Twisted Forest
- Funeral Pyre
- Time to Pay the Price, Shadow's Path
- Damning Evidence, The Hidden Temple
- Test of Courage
- Winter Court: Kyuden Bayushi
- Corrupted Ground, Shadows of an Iron Citadel
- A Question of Honor, Shadows of an Iron Citadel
- A Last Wish, Shadows of an Iron Citadel
- Blood of Midnight, Shadow's Path
- Fires of Retribution, The Hidden Temple
- Faith in My Clan
- Along the Coast at Midnight
- Unmaker's Shadow, Shadow's Path
- The Dragon's Heart, The Hidden Temple
- Time of the Void
- The Day of Thunder
Heroes of Rokugan II
- Plans and Preparation
- The Topaz Championship
- Treacherous Terrain
- Writ of Justice
- Tears of a Fox's Heart
- Wrath of the Kami, Remorseful Seppuku
- Unrequited Love
- Devoured by the Sea
- Scholarship, Remorseful Seppuku
- Uncertainty
- Unquiet Graves, Remorseful Seppuku
- Way of Death
- The Sapphire Tournament
- Bloom of the White Orchid
- The City of Lies
- The Bon Festival
- Stolen Relics
- Forgotten Shrine, Remorseful Seppuku
- A Say's Sail, Shipping Lanes
- Charge of the Baraunghar
- The House of a Thousand Stories
- Winter Court: Shiro Hanagensai
- In Search of the Future
- Compassion, The Code of Bushido
- Bayushi Lineage: Fathers and Sons
- Unexpected Find
- Legacy of My Ancestors, Shipping Lanes
- Corrupt Officials
- Grave of Heroes, Ominous Portents
- Voice of the Emperor, Ominous Portents
- Imperial Funeral
- Test of Purity, Ominous Portents
- Essence of Yume-do
- Shadows on the Court
- Strength From Weakness, Twenty Goblin Winter
- City of the Lost, Twenty Goblin Winter
- Failure of Courage, Twenty Goblin Winter
- Kharmic Vengeance
- Sleepless Nights
- Honesty, The Code of Bushido
- Journey to the Burning Sands
- The Tortoise and the Hare
- Harsh Lessons
- A Champion's Heart
- Corrupted Region, Shipping Lanes
- Unexpected Betrayal
- Courage, The Code of Bushido
- City of Empty Dreams
- Campaign Fiction: Scenes from the Empire, Summer 1502
- Secluded Village
- Cursed Gift
- Touch of Obsidian
- The Siege of Shiro Usagi
- Campaign Fiction: The Seppuku of Bayushi Tenkai
- Retirement
- Shadows of Beiden
- Into the Darkness
- Heated Discussion, The Code of Bushido
- Campaign Fiction: Scenes from the Empire, Autumn 1502
- Broken Words
- Assigning Blame
- Winter Court: The High House of Light
- Winter Court: Shiro no Shosuro
- Duty and Honor, The Code of Bushido
- The Cherry Blossom Festival
- Campaign Fiction: Scenes from the Empire, Spring 1503
- Undignified Death
- Loyalty, The Code of Bushido
- Marriage Celebration
- Fall Before the Master
- Border Conflict
- Campaign Fiction: A Summer of War, Parts 1-4
- Nemesis of Justice
- Summoned to Justice
- Essence of Toshigoku
- Doom of the Crab
- The Hidden Heart
- A Long Journey, Shipping Lanes
- Allegiance to the Emperor
- Campaign Fiction: A Summer of War, Part 5 and 6
- Contest of Artistry
- Reverence for Chikushudo
- Masterpiece: Iron Crane Chef
- Mujina Tricks, Remorseful Seppuku
- Spider's Lair
- Words and Deeds
- The Final Interactive: Weekend in Rokugan 2010
- Campaign Fiction: Brother and Sisters
- A Fallen Friend
- Truth and Falsehood
- A Hard Rain Will Fall
- An Arranged Marriage
- Whispers of the Moon
- Fate of the Assassin
- March Unto Death
- Celestial Journey
- Words Cut Like Steel
- To the Last Breath
L5R Homebrew
- A Root Problem: Conflicting Themes
- Power Levels and Power-Creep
- ➔ Defense Versus Offense
- Raises
- Narrative Control Mechanics
- Wounds and Death Part 1
- Thugs Versus Characters
- Dueling
- Wounds and Death Part 2
- Schools, Techniques, and Kata Part 1
- Spells and Secrets
- Schools, Techniques, and Kata Part 2
- What's with these Shugenja, anyway? br>
- Unofficial 5th Edition
Defense Versus Offense
One of my biggest personal design insights was the realization of how much L5R was still in thrall to ancient D&D concepts, concepts that even today are used by most RPGs simply because that is how things are done, and they are done that way because…. well, because that is how D&D did them.
Consider the near-universal paradigm whereby defense is passive (you sit and wait to see if the enemy hits you) while offense is active (you get to roll dice to try to hit the opponent). This goes right back to the original Chainmail/D&D concept of “Armor Class” as the measure of a character’s defense. When applied to a samurai world like L5R, this concept introduces all manner of problems. Historically, samurai learned defense just as assiduously as offense, and the great swordsmen of history were extraordinarily adept at not getting hit. Miyamoto Musashi, the man whose writings helped inspire L5R, in his old age would “spar” by simply evading his opponent’s strikes until his foe admitted defeat. This sort of thing is impossible to depict in any edition of L5R, even in 3rd Edition where the rules could be exploited to raise one’s TN pretty high. Since defense is unrealistically (and more importantly, out-of-thematically) weak, players respond by pursuing the only other way to stay alive: raising their Earth to get more Wounds. Designers of later editions, sympathetic to players’ desire to have their characters last more than a session or two, also encouraged this approach by increasing the number of Wound Ranks, reducing the penalties for Wounds from dice to mere TN modifiers, adding the “x5” Wound Rank, and adding the option to spend Void Points to negate Wounds.
So a game about samurai ends up going down the same path as D&D, where the ability to survive fights is derived mainly from soaking up the damage inflicted by the enemy while inflicting more damage on that enemy. Fights become slogging grinds to wear down the opponent’s Wounds, character Rings and Traits become skewed as all the points go into Agility and Earth, and the resemblance to samurai fiction – with its lightning-fast deadly and dramatic fights – fades and vanishes.
How to solve this?
There are a number of interrelated issues here – Wounds, weapon lethality, the role of Skills and of armor – but the core problem at the root of it all is passive defense. So, I decided a long time ago that I wanted to abandon that – not just in L5R but in my own personal game designs as well – in favor of making combat into Contested Rolls, attacker versus defender.
If one is sticking with the L5R 4th Edition Skill list, this would mean the attacker rolls Skill/Agility with the appropriate Weapon Skill, while the defender rolls Defense/Reflexes. If the attacker wins the roll, he hits and inflicts damage on the defender; if the defender wins, the attacker misses.
Right away, one can see the advantages to this system. The Agility Trait is no longer supreme in combat, now being rivaled by the previously less-valuable Reflexes. The undervalued Defense Skill is now well worth learning and improving. It is now entirely possible to create an authentic Musashi-esque “defensive fighter” who uses high Defense and Reflexes to avoid being hit.
(A side question here: who wins a tie? Technically, the defender is setting a TN with his roll and the attacker succeeds by matching that number, but my impulse would be to lean the game a little more toward defense by letting the defender win a tied Contested Roll, at least in this specific situation. The GM can go either way depending on preference.)
An alternative approach would be to drop the Defense Skill entirely and instead have the characters make Contested Rolls with their Weapon Skills. This makes sense given that in the real world, training in a weapon naturally includes defensive fighting as well as attack, and every weapon is used differently on defense as well as on offense. A samurai who is skilled at defending himself with a sword will not automatically be equally skilled at defending himself with a knife or a spear. So using the appropriate Weapon Skill for both attack and defense would encourage characters to be more well-rounded and develop Skills in multiple weapons, as samurai actually did in reality.
How does one handle ranged weapons – bows, hand-hurled stuff, etc – in this system? If one is using the Defense Skill, it still works the same way – though now both combatants are using the Reflexes Trait. (Personally, I lean toward using a different Trait for ranged attacks, but that’s a discussion for later.) If one is instead using Contested Weapon Skills, though, things get trickier – it doesn’t make much sense for a character to use their own Archery Skill to dodge an incoming arrow.
Perhaps, though, a character normally shouldn’t be able to use a Skill at all when defending against arrows? After all, dodging an arrow is a whole different sort of challenge than deflecting or avoiding a melee attack. Maybe the defenders should just use raw Reflexes, thereby giving a boost to archery – the “Way of the Horse and Bow” – that the game’s basic design lacks? And, of course, this would leave open the option to introduce arrow-cutting (which did exist in reality, albeit only among the rarest and most skilled people, and is definitely a part of samurai fiction/film/animation) by way of Techniques or other special rules.
What about armor? How does it work in this system? There are two possible answers:
Option 1: Armor grants bonus dice to your defensive roll. This is actually my personal preference. How many dice, and what kind, is a question for GMs to test out. I went back and forth many times myself on this question. Should light armor be just +1k0, or better than that? Should heavy armor award a kept die? Should ashigaru armor be depicted at all? My current option is ashigaru +1k0, light +2k0, and heavy +2k1, but those are obviously open to change.
Option 2: Armor reduces damage. In 4th Edition, we added a damage-reducing ability to armor in addition to its TN boost. (I argued at the time that we should do one or the other but not both, but this was one of a number of design arguments that I lost. Not all that surprising given that I was the junior partner in the Design Team at the time.) In the real world, of course, the value of armor is not avoiding being hit but rather avoiding being hurt when you do get hit, so a GM who wants to lean his L5R toward greater realism should probably take this approach. If you are using the standard rules-as-written damage-roll system of L5R 4e, I would suggest making the damage reduction equal to the TN bonus the armor would award under the standard rules, e.g. 3 for ashigaru, 5 for light, and 10 for heavy.
This is a good place to mention that I also sought to redesign the damage system in order to reduce die-rolling and change the overall combat paradigm. I’ll get into the nitty-gritty of that later, but regardless, such a change would have to interact with any sort of damage-reduction mechanic, which could get tricky. Thus my design work in 2013-2015 stayed with the idea of armor boosting one’s defensive rolls. (And it would do so against archery even if you didn’t get to use a Skill to defend against archery attacks.)