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Post by zoomfarg on Oct 5, 2016 19:53:11 GMT -8
I like L5R a lot, but sometimes some of the rules bug me a bit. So I spend a lot of time thinking about house rules, and I even noodled an ORE hack awhile ago.
Anyone have house rules that worked well for L5R? Especially rules for art? R&K RAW treats art as an economic good, but to me it seems more important in the social sphere, and I haven't come up with a good way to handle it.
Has anyone played L5R in a different rule system than R&K? Which rule system? How did it go? Why did you a different system?
As I said, I've been noodling L5R in ORE. My reasons are many, but mostly that I like them both and wish I could do them both more. Also I really like ORE initiative and wound boxes. Overall, I dunno if it's easier to put L5R into another system, or to hack R&K to my liking.
EDIT: I know there was a GURPS port posted, and I know Samurai World exists.
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Post by akavidar on Oct 5, 2016 22:13:14 GMT -8
There was a d20 version of L5R too.
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Deleted
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Post by Deleted on Oct 5, 2016 22:43:05 GMT -8
You could check out Blood & Honor by John Wick. Its meant to be more realistic, but it acomplishes a samurai game decently.
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Post by vonscooterbodden on Jan 31, 2017 7:50:23 GMT -8
I use a homebrew rule mechanic in my game similar to a bennie in savage worlds. at the beginning of each session my players vote on a player to receive the imperial favor (a game token ) as a roleplay award for the previous session. each player gets one vote and is not permitted to vote for their own character. The Imperial Favor allows the pc to force one reroll whether on them self, another player, or even me as the gm. If the Imperial Favor goes unused it becomes an experience point at the end of the session in order to prevent players from hording imperial favors. I have found that this has helped promote more active role playing as opposed to roll playing and in a game that can be as lethal as L5R has been the saving grace of more than one player.
thoughts? ideas?
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Post by ericfromnj on Feb 1, 2017 20:25:52 GMT -8
I am learning the system so I am hacking or houseruling NOTHING at the moment...
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Post by yojimbohawkins on Feb 11, 2017 12:47:12 GMT -8
Some of the splat books go into a bit more detail about some of those topics. For example, in the Great Clans book, the Crane chapter features the Kakita Artisans as a playable school, and a lot can be extrapolated about the Rokugani approach to artistic endeavours. I think the Phoenix chapter features the Shiba Artisans as well, but that may be another book. Emerald Empire has a lot of fluff around the society and those particular functions, like art, that are also used in the political and social arena, but that doesn't necessarily help if you don't have the book!
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Post by sovereigncitizenkane on Feb 16, 2017 16:16:36 GMT -8
I've thought up some houserules I'd like to use as soon as I run it.
One of which is not limiting raises to Void. There's a lot of interesting thing that can't be done because of that stuff.
Also, I changed around some of the costs for advantages. Some are way too cheap or expensive for the benefits they provide.
Another is that katanas aren't the only swords in Rokugan so that non-samurai aren't prevented from using swords without a death sentence or using ninja weapons.
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SirGuido
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Preferred Game Systems: L5R, Traveller, Fate Accelerated, Masks
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Post by SirGuido on Feb 18, 2017 7:28:00 GMT -8
I've thought up some houserules I'd like to use as soon as I run it. One of which is not limiting raises to Void. There's a lot of interesting thing that can't be done because of that stuff. Agree 100%. I limit raises to double the Void score. Meh, I think they're mostly fine. This I very much disagree with. A katana is the pinnacle of weaponry in Rokugan. Its a BIG DEAL to own a katana. To toss other swords in the mix completely dilutes the mystique and importance of owning a katana.
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Post by yojimbohawkins on Feb 18, 2017 13:48:23 GMT -8
I'm of two minds with limiting raises. Leaving it as is encourages players to invest in Void, and I'm uncomfortable with making potentially three attacks easy to achieve. On the other hand, house-ruling it encourages players to call raises to achieve spectacular results, which is cool! I guess it boils down to what sort of game you want to run and what your players want from it.
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goluptiousgeek
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Currently Playing: D&D
Currently Running: L5R
Favorite Species of Monkey: Japanese Macaque
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Post by goluptiousgeek on Feb 21, 2017 11:32:26 GMT -8
I've found that most if the house rules I need to implement come from the need to make the game a little more playable for my group. Samurai not dealing with their own money is one that I had to throw out. I'm not going to roleplaying two npcs haggling over the price of a wooden box in front of my players. I recently wrote a blog post about house rules, specifically in l5r. I included the descriptions of the house rules that my group uses. goluptiousgeek.wordpress.com/2017/02/13/house-ruling-rpgs/
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Post by Deleted on Feb 22, 2017 1:56:23 GMT -8
Have to say that I disagree with the need for most of those but especially with the penalty for dying in a dishonourable manner. I generally disagree with new characters starting on lower XP but I really hate the idea of permanently penalising somebody for playing to character. The world is already set up in such a way that being dishonourable has severe consequences. If a player then actively chooses to be dishonourable then for me it makes things interesting because they are asking for their actions to have repercussions*. To then penalise their next character just seems mean.
*Note: I'm assuming the player isn't a murder hobo who assumes they can just kill / lie / steal without it having an in game downside.
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