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
Thugs Versus Characters
In all the versions of L5R that AEG published, the game depicted combat in the same way regardless of the nature of the combatants. Everyone had a passive “TN to be Hit” (we changed the name to “Armor TN” in 4th Edition but the mechanic worked the same) and made a Skill Roll to attack their foes. Everyone had to be worn down with Wounds that inflicted penalties and eventually culminated in being Down/Out/Dead. The only distinction between the PCs and their NPC opponents was that nonhuman foes had more variety in the number of Wounds they could take and how severe the penalties were they took for those Wounds. (3rd Edition, bizarrely, actually dropped this and tried to give all nonhuman opponents human-style Wound Ranks. This had all sorts of disruptive and unbalancing effects, with weak creatures like goblins getting way tougher while formerly terrifying foes like oni became much easier to defeat. I made it a point of honor to change 4th Edition’s rules for nonhuman Wounds back to how they had worked in 1st/2nd Edition.)
The problem with this approach is that it reinforced the game’s internal conflict between heroic samurai fantasy on the one hand and gritty characters-are-expendable nihilism on the other. Samurai fiction, cinema, and art (including L5R fiction and art) routinely depicts heroic or villainous samurai as carving their way through hordes of lesser opponents. But it has almost always been impossible to represent such action in the game, due to the number of Wounds that even low-powered opponents have relative to the damage that PCs can inflict. Instead, fights become “grinds” in which each foe must be battered down. In the absurdly overpowered 3rd Edition rules, really high-Rank samurai could drop low-power foes with single hits, but even in those rules one had to be a bushi who had reached at least Insight Rank 3 to attain this capability, and if you weren’t deliberately min-maxing your character it took considerably longer. 4th Edition pulled back from 3rd’s overcranked power-level, but also moved the “x5” Wound Rank to the top of the Wound Ranks from the bottom, with the result that even a lowly commoner bandit could absorb 34 Wounds before going Down.
The answer to this problem is a “thug” rule of the sort that many cinematic/narrative RPGs have used to depict low-power villains who rely on mass numbers to oppose the heroes’ superior power. I first encountered this concept in Wick’s 7th Sea (where these low-value enemies were called “Brutes”) but the pioneer of the concept seems to have been Robin Laws’ Feng Shui, an RPG based on Chinese action/fantasy cinema. I liked the idea quite a bit, and actually suggested using it in L5R in 4th Edition’s section on alternative playstyles (for “cinematic gaming”).
For my design work in 2013-2015, I decided to make a Thug (Yaro) rule intrinsic to the game and thereby resolve the conflict between theme and mechanics. The design made a specific distinction between Characters (the PCs and their higher-power opponents) and Thugs, who represented both low-power human enemies (bandits, peasant rebels, generic castle guards, etc) and the majority of nonhuman opponents (e.g. goblins, zombies, etc).
-- A Character defends with a Contested Roll against the attacker. A Thug just has a flat TN to be hit (I called this “Defense TN” since I felt that “Armor TN” was a confusing term). This would typically be about 15 for a basic Thug, increasing to 20 or 25 for more dangerous ones. Really easily-defeated Thugs might have TN 10.
-- A Thug’s attack roll will be weak, but multiple Thugs have the ability to “gang up” on the PCs, with each assisting Thug adding +1k1 to the “primary” Thug’s attack roll and thereby generating a meaningful hazard to PCs.
-- Thugs normally inflict 1 Wound on PCs they hit, with no ability to increase that. So the threat from Thugs is attrition, a hero brought down by a barrage of cuts and bruises, rather than instant crippling/death.
-- A Thug does not take Wounds. Instead, one hit from a Character defeats/kills him. Moreover, just as in 7th Sea, a Character can use Raises to hit additional Thugs with a single attack. (At the time, playtesting showed that this tended to make it too easy for the PCs to cut their way through huge packs of Thugs, and I was considering raising the Thugs’ Defense TNs somewhat to compensate. However, this was before my later realization that it was better to switch Raises to margins of 10 rather than 5. At margins of 10, the listed TNs work fine.)
All of this represents the “baseline” for Thugs, but can be modified in all sorts of ways to add flavor or challenge. For example, tough Thugs such as Crab bushi or Ogres might have to be hit 2 or even 3 times to take them out. (Or hit with a Heavy Weapon.) Dangerous Thugs – creatures with razor-sharp claws, or veteran bandits – might inflict 2 Wounds if they hit. Extremely fast or cunning Thugs such as Goju or Hanemuri might have higher Defense TNs. No doubt many other options will suggest themselves, all built on the basic foundation of an enemy that is individually weak and easy for a samurai to defeat, but dangerous in numbers.