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Before I continue, let me slap on the missing rules that were left out of the adventure module by some
mischievous printing goblins, but were corrected in the L5R Forums:
Spellcasting
Casting a spell is a (Ring + Shugenja School Rank) Keep (Ring) roll, where the ring is the same
as the spell’s element.
The TN is equal to 5 times the Mastery Level of the spell, +5
Affinity with an Element grants the caster +1k0 on the spellcasting roll
Deficiency with an Element inflict a -1k0 penalty on the spellcasting roll
(Affinity and Deficiency both do more than that, but that’s what you need to play the pregens)
Shugenja get a number of spell slots of each elements equal to their ring in that element.
Void spell slots can be used as wildcards (they can be spent to cast a spell of any other
element).
Casting time is still equal to the Mastery Level in number of Complex Actions. It can be
reduced with Raises made on the spellcasting roll (1 Raise = 1 CA less), to a minimum of 1
Complex Action.
Finally, all shugenja know the 3 universal spells Summon, Sense and Commune
Armor Mechanics:
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Light Armor adds +3 Reduction/+5 Armor TN, but adds +5 TN to Athletics and Stealth
Rolls;
Heavy Armor adds +5 Reduction/+10 Armor TN, but adds +5 TN to all skills rolls
involving Agility and Reflexes.
For two weapon fighting, the primary benefit is adding the character’s Insight Rank to his/her
Armor TN (or +1 for Rank 1 characters). There are associated penalties with carrying a weapon
in the off-hand, but it’s probably easier for this module to limit two-weapon fighting to the
Yoritomo Bushi and Mirumoto Bushi.
So given that, and a bunch of pre-generated characters in the Sample Adventure, I went about trying to put
together a sample combat to see how things work.
For something short and sweet, I decided to put the pre-generated Crab Clan Bushi against the Lion Clan
Bushi. I was also using the normal Wound Calculations, so the fight didn’t last more than three rounds due
to the default lethality of the setting.
Round 1:
Lion assumes Defense Stance
Crab assumes Defense Stance
Initiative Rolls:
Lion: 4k3 = 24
Crab: 3k2 = 10
Lion Draws his katana (Simple Action), moves within striking distance
Crab Draws his ono (Simple Action), forfeits his remaining Simple Action
-End of Round 1-
Round 2:
Lion assumes an Attack Stance
vs.
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Results:
38 vs. 23 Armor TN, a Hit!
Crab Wounds:
Healthy (15) 0
Nicked (6) 0
Grazed (6) 4
Hurt (6)
Injured (6)
Crippled (6)
Down (6)
Out (6)
vs.
20 Base TN of Lion
+5 from Light Armor
+2 from Grazed Wound Penalties (Penalty reduced by Strength of the Earth Advantage)
Results:
34 vs 27 Armor TN, a Hit!
21 Wounds (Terrible rolling right here. A 7k4 roll would usually yield a lot more wounds.)
–3
Lion suffers 19 Wounds
Lion spends 1 void point to negate 10 Wounds, and does not suffer any wound penalty
Lion Wounds:
Healthy (10) 1
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Nicked (4) 0
Grazed (4)
Hurt (4)
Injured (4)
Crippled (4)
Down (4)
Out (4)
-End of Round 2-
Round 3
vs.
Results:
31 vs. 20, a Hit!
46 wounds
– 5 Reduction from Heavy Armor
Crab suffers 41 wounds.
Crab spends Void Point to negate 10 wounds
Crab suffers 31 wounds, and is Out
Crab Wounds:
Healthy (15) 0
Nicked (6) 0
Grazed (6) 0
Hurt (6) 0
Injured (6) 0
Crippled (6) 0
Down (6)0
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Out (6) 3
-End of Round 3-
Analysis:
Combat remains to be one of the more lethal types found in RPGs. The stances are a good mechanic, and
present another layer of good tactical consideration without being too much to remember. The
Techniques are familiar, and the new Armor rules are a mix of added difficulty to hit -and- damage
reduction, which makes things interesting.
Luck is still a major factor as evidenced by some really low rolls from the Crab, and some high ones from
the Lion. Given the scarcity of void points, I can imagine their use being much more rare in skirmishes
involving more than just two combatants going up against each other.
I’m pretty certain that movement will be more interesting later on, and perhaps when I have more time, I’ll
try a fight on a more chaotic location complete with interactive scenery and such.
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