The End of the Hantei Rules: Difference between revisions
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This page has rules changes and conversions to better handle L5R's setting and genre assumptions. | This page has rules changes and conversions to better handle L5R's setting and genre assumptions. | ||
==Combat Rules== | |||
'''Dual wielding''': Using a weapon in each hand gives -2 to Combat Skills if the weapon is Small or -5 if it is 1-handed in exchange for a +3 shield bonus. You also have the advantage of choosing which weapon to attack with each turn. If both weapons are identical you also increase the damage you deal by +1d6. | |||
'''Tied Attack Rolls''': Instead of counting as a failure for both fighters, ties counts as normal successes for both. Thus damage is inflicted to both. | |||
'''Critical Success''': Rather than treating all Crits as a roll of 20 use the actual result or 20 whichever is greater. You only deal double damage if the enemy fails or has a normal success. If the opponent has a Crit with a lower value treat that as a Minor Success and do only normal damage. On a tied crit both fighters take normal damage. | |||
'''Weapon Breakage''': On a Fumble your weapon breaks as normal. You may also choose to break your weapon on a Minor Success to gain a shield bonus to your armor: Small or hafted weapons grant +3, metal weapons +6. Two-handed weapons and Katana grant an additional +3. This bonus is cumulative with all other shield bonuses. If you are wielding 2 weapons you may choose to break either of them on a Minor Success. On a Fumble your opponent chooses which breaks. | |||
==New Skills== | |||
*'''Artisan''': Replaces Industry. You must select a specialty. Separate specialties are entirely separate skills. You gain Glory if you create a gift and present it in public. | |||
*'''Calligraphy''': You always gain Ordinary Glory when using Calligraphy if you display your works. | |||
*'''Lore''': Education of all kinds not covered by other skills. You must choose a specialty as per Artisan. | |||
*'''Meditation''': Used to recover Passions, Spells and Kiho. Successful use of meditation prior to an activity can grant a bonus to the first skill roll used at GM discretion. | |||
*'''Shadowlands Lore''': Replaces Faerie Lore, used to identify Tainted creatures and landmarks in the Shadowlands. | |||
*'''Spellcraft''': Used to learn and identify magic. | |||
*'''Tea Ceremony''': Gain Ordinary Glory and participants can recover use of Passion or snap out of Melancholy. | |||
==Skills by Category== | |||
===High Skills=== | |||
These are the refined skills seen most often in the courts. | |||
*Acting | |||
*Artisan | |||
*Calligraphy | |||
*Compose | |||
*Courtesy | |||
*Dancing | |||
*Gaming | |||
*Fashion | |||
*Flirting | |||
*Heraldry | |||
*History | |||
*Intrigue | |||
*Lore | |||
*Orate | |||
*Play | |||
*Recognize | |||
*Romance | |||
*Singing | |||
*Tea Ceremony | |||
===Bugei Skills=== | |||
These are the skills of the warrior. | |||
*Awareness | |||
*Hunting | |||
*Swimming | |||
*Battle | |||
*Siege | |||
*Horsemanship | |||
*All Weapons | |||
===Merchant Skills=== | |||
These are professional skills either practiced mainly by heimin or by samurai whose duties require them. | |||
*Chirurgery | |||
*Falconry | |||
*First Aid | |||
*Folklore | |||
*Meditation | |||
*Religion | |||
*Sailing | |||
*Spellcraft | |||
*Stewardship | |||
===Low Skills=== | |||
These skills are never suitable for use in public. Samurai risk honor loss when using them unless their use is absolutely needed. | |||
*Shadowlands Lore |
Latest revision as of 20:51, 6 April 2013
This page has rules changes and conversions to better handle L5R's setting and genre assumptions.
Combat Rules[edit]
Dual wielding: Using a weapon in each hand gives -2 to Combat Skills if the weapon is Small or -5 if it is 1-handed in exchange for a +3 shield bonus. You also have the advantage of choosing which weapon to attack with each turn. If both weapons are identical you also increase the damage you deal by +1d6.
Tied Attack Rolls: Instead of counting as a failure for both fighters, ties counts as normal successes for both. Thus damage is inflicted to both.
Critical Success: Rather than treating all Crits as a roll of 20 use the actual result or 20 whichever is greater. You only deal double damage if the enemy fails or has a normal success. If the opponent has a Crit with a lower value treat that as a Minor Success and do only normal damage. On a tied crit both fighters take normal damage.
Weapon Breakage: On a Fumble your weapon breaks as normal. You may also choose to break your weapon on a Minor Success to gain a shield bonus to your armor: Small or hafted weapons grant +3, metal weapons +6. Two-handed weapons and Katana grant an additional +3. This bonus is cumulative with all other shield bonuses. If you are wielding 2 weapons you may choose to break either of them on a Minor Success. On a Fumble your opponent chooses which breaks.
New Skills[edit]
- Artisan: Replaces Industry. You must select a specialty. Separate specialties are entirely separate skills. You gain Glory if you create a gift and present it in public.
- Calligraphy: You always gain Ordinary Glory when using Calligraphy if you display your works.
- Lore: Education of all kinds not covered by other skills. You must choose a specialty as per Artisan.
- Meditation: Used to recover Passions, Spells and Kiho. Successful use of meditation prior to an activity can grant a bonus to the first skill roll used at GM discretion.
- Shadowlands Lore: Replaces Faerie Lore, used to identify Tainted creatures and landmarks in the Shadowlands.
- Spellcraft: Used to learn and identify magic.
- Tea Ceremony: Gain Ordinary Glory and participants can recover use of Passion or snap out of Melancholy.
Skills by Category[edit]
High Skills[edit]
These are the refined skills seen most often in the courts.
- Acting
- Artisan
- Calligraphy
- Compose
- Courtesy
- Dancing
- Gaming
- Fashion
- Flirting
- Heraldry
- History
- Intrigue
- Lore
- Orate
- Play
- Recognize
- Romance
- Singing
- Tea Ceremony
Bugei Skills[edit]
These are the skills of the warrior.
- Awareness
- Hunting
- Swimming
- Battle
- Siege
- Horsemanship
- All Weapons
Merchant Skills[edit]
These are professional skills either practiced mainly by heimin or by samurai whose duties require them.
- Chirurgery
- Falconry
- First Aid
- Folklore
- Meditation
- Religion
- Sailing
- Spellcraft
- Stewardship
Low Skills[edit]
These skills are never suitable for use in public. Samurai risk honor loss when using them unless their use is absolutely needed.
- Shadowlands Lore