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
Raises
So, time for some genuine L5R heresy. Let’s talk about Raises.
The concept of Target Numbers (TNs) and Raises is at or near the core of the L5R Roll & Keep system, and it is certainly a clever and creative mechanic that I greatly admired from the very beginning of my experience with L5R. I’m not sure, but I suspect this mechanic may actually have been pioneered by L5R; certainly I don’t recall seeing it in any earlier games, although it has appeared in several others since then… notably Savage Worlds and L5R’s systemic sequel 7th Sea.
At the basic level, the concept of “it’s this hard, but you can make it harder in order to get a better result” is one of those ideas that immediately feels right, especially in the context of a heroic fantasy game. In particular, it lends itself very nicely to the idea of a PC making a “do-or-die” move to try to win a desperate fight – especially when combined with things like the “exploding 10’s” mechanic and Void Points.
So, it’s the ideal system for L5R, right?
Well, I thought so for a long time… but maybe not anymore.
There are a number of problems that have slowly become apparent to me. One of the first ones I recognized was actually pointed out to me by a freelancer/playtester who worked on 4th Edition. She noted that the Raise concept didn’t work properly when applied to knowledge-type Skills such as Lore. How could trying to remember or research extra-obscure information on a topic result in your not knowing anything about the topic? And I realized she was quite right. I tried to come up with a way to solve the problem and realized that within the context of L5R as written, in all four editions, it couldn’t be solved. The TN/Raise mechanic simply didn’t work for those Skills.
This led me to think more carefully about the whole TN/Raise system, and I realized that Lore Skills were not the only place where it was not quite so ideal as I had once thought. The problem wasn’t confined to a character trying to use Lore. There were all sorts of situations where it didn’t make any sense. For example, consider a PC trying to follow the trail of some bandits who kidnapped the local Lord’s daughter. So, he calls a couple of Raises to try to learn information from the trail – things like how many bandits there are, if the kidnapped girl is walking or being carried, etc. And because he called Raises, he misses the roll and learns nothing. Which means that trying to get more information from the tracks somehow caused him to lose the tracks altogether!
(Now, unlike the problem with Lore rolls, there is a solution here. Namely, adopt a variant of the Gumshoe system’s approach to Skill rolls, in which simply having Ranks in the right Skill means the PCs automatically get the minimum information they need to advance the plot, and actual Skill rolls – and Raises to those rolls – are used only to get additional more-detailed information. But this solution is itself a new mechanic added on to the system; needless to say, when it comes to adding new sub-systems YMMV. As someone who prefers that a narrative-driven system be as simple and intuitive as possible, I don’t necessarily favor this solution, at least not without changing the approach to the TN/Raise system as a whole.)
Another issue I noticed once I started paying attention was the way the TN/Raise system devalued rolling well. For Skill rolls, players only had to roll well enough to hit their TN – anything beyond that was “wasted.” (Certain non-Skill rolls, primarily Initiative rolls and Damage rolls, were the exceptions to this principle -- more about those later.) In the overwhelming majority of cases, getting a really good Skill roll basically has no value, which feels odd and often disappointing.
(3rd Edition had a sub-mechanic – the recovery of Void via multiple exploding 10’s – that created some value for rolling well. However, 3rd Edition was also a trainwreck of bad design, of which its absurdly over-cranked power-level was one of the worst aspects. Getting back Void from multiple exploding dice without all the other ridiculous power-gaming nonsense of 3rd might be a worthy idea… but then again, this brings us back to the problem of piling on too many sub-mechanics.)
The more I thought about it, the more I felt like there was something subtly wrong at the root of the TN/Raise system, something that didn’t work quite right. But short of piling on a bunch of special-case rules and over-complicating the system, was there a solution? During my original design period in2013-2015 I wasn’t able to find one, but I’ve continued to wrestle with the question from time to time, and eventually I had a thought: What if we let players call Raises after the roll?
This clicked with me immediately. It gets rid of both the problems with Lore Skills and the problems with Raises derailing the basic Skill functions. It makes rolling well intrinsically good, which “feels” right. It makes spending a Void Point on a roll inherently a good idea.
But wouldn’t this be too strong, too super-heroic, given that Raises would now happen much more often?
Well, about that…
That leads me to the other problem I noticed recently as I dug into this aspect of the L5R design: how poorly Raises were defined in the L5R system and how varied their listed effects were. Sometimes the rules make Raises very powerful; other times they seem to be almost trivial. The same game-effect – a +5 to the TN – can do something strong like adding a target to a spell, or something weak like increasing the spell’s duration by 20%. (But for some spells, in some editions, adding a target takes 2 Raises instead!) A “Free Raise” generates +5 to damage, but a called Raise generates only +2 (the mathematical effect of adding an unkept die). A “called shot to the limb” with no mechanical effect at all requires the same number of Raises as a Feint that inflicts major additional damage. If you’ve player L5R, no doubt you can think of many more examples.
I‘ve come to feel that the “margin” for Raises – that +5 TN increase – is too small, making it difficult to clearly define how strong Raises should be. They wind up being underpowered in the majority of situations, but overpowered in a minority.
So… a second thought came to me: What if Raises were done in increments of 10, instead of 5? So, getting a Raise isn’t as easily done as before, but when you get one it is guaranteed to be something very useful. And with that change, calling Raises after the roll (instead of before) becomes much more viable as a new approach to the mechanic. Of course, changing this basic mechanic would have “ripple effects” throughout the game – many Techniques would have to be redesigned, for example. Still, I think the net gains would be worth it to build a stronger foundation to the game.