THE LONG AWAITED -- Changes in the fourth printing of the L5R RPG (This is from a post by Ree Soesbee to the L5RRPGINFO mailing list) 4/11/00
Removed every instance of "rounds", replacing them with "turns"
Properly capitalized all Game Terms.
Corrected the pluralization of Japanese words.
(Pg 5) Updated sidebar: We took the advantage of a fourth printing to clear up some ambiguous rules, fix blatant errors and do a general clean up of errata. The Book of Air is better than ever and you will find that many game terms have been standardized.
(Pg 9) Updated sidebar: When is this?
    Those readers who are already familiar with Rokugan are probably asking themselves "When is this?" We set the roleplaying game approximately four years before the events in the collectible card game. The Official Isawa Calendar shows the date of Rokugan at 1123. More importantly, the Imperial Court recognizes the 22nd year of the 38th Hantei as the current timeline of Rokugan.
    Over a year and a half has passed since the first printing of the L5R RPG.
Various expansions have capitalized on the timeline developments, including Winter Court: Kyuden Seppun and the Way of the Clan Series.
(Pg 18) The present age is correctly called the "Age of the Kami."
(Pg 42) Added ties to Contested Rolls.
(Pg 43) Description of initiative in Game Terms:
    "Initiative: During Combat it is important to determine the order in which Actions take place. The highest Initiative roll goes first followed by others in descending order."
(Pg 55) Added the syllable "tu" to the list of Rokugani sounds.
(Pg 58) The Sidebar now describes Hiruma Gohiro, not Kage.
(Pg 62) Added the Scorpion outfits:
Scorpion Clan
Bushi: Basic Outfit
Shugenja: Basic Outfit
(Pg 66-67) Removed fixed prices from the miscellaneous equipment.
(Pg 68) Clarified the Bard Skill:
Bard (Awareness): This is the Skill of telling war stories and reciting history. Storytelling in Rokugan is an ancient tradition. Every lord has a bard in his court, telling tales of samurai of long ago. It is not uncommon for a samurai to tell a tale of his deeds in court, to impress his lord. This translates to glory awards.
(Pg 69) Horsemanship no longer includes shooting from horseback.
(Pg 69) Hunting no longer includes the training of falcons.
(Pg 71) Iaijutsu and Jiujutsu are properly alphabetized.
(Pg 73) Clarified Blackmail:
Blackmail (Glory of Blackmailee, Minimum 1)
(Pg 74) Clarified and increased the cost of Quick:
Quick (5 Points): You’re just faster than other folks. When determining Initiative (see "Skirmishes" in The Book of Fire, p. 105) roll an additional unkept die.
(Pg 75) Clarified Way of the Land:
Way of the Land (2 Points, 1 Point for Unicorn Characters)
You know your home province like the back of your hand. You never get lost and know all the best travel routes. Characters may also purchase this Advantage more than once and may choose provinces other than their own.
(Pg 79-91) Replaced bow with Yumi or Dai-kyu as appropriate in starting outfits.
(Pg 79) Second portion of Way of the Crab now is specifically for Hida bushi, not
all Crab bushi.
(Pg 81) KAKITA BUSHI Rank 1
Way of the Crane: Bushi from the Kakita School may add their Iaijutsu Skill to any Initiative Roll and may also use Iaijutsu in the place of Kenjutsu when attacking with a katana.
    Note: This change reflects the fact that they do not get to do this with no-dachi or with wakizashi. Further it explains why they also learn kenjutsu.
(Pg 83) MIRUMOTO BUSHI Rank 1
The Daisho Technique: Beccause opponents have to deal with 2 weapons instead of one, the TN to hit a Mirumoto bushi is increased by +5 while wielding a daisho; this includes during a Full Attack.
    Note: Clairifying that you must be using both the long and shord swords to gain the benefit, and that it does still aply during a Full Attack.
(Pg 83) MIRUMOTO BUSHI Rank 4
The Unrighteous Will Fall: If this bushi's Damage Roll with his katana kills his opponent, that strike does not count as one of his Attacks this Turn and he amy Attack again immediately. The bushi may only Attack opponents with this technique that were within range at the begining of theTurn.
    Note: These changes make the technique an extension of the daisho technique. It only works with the katana, and no longer is there the mechanically possible if logically absurd notion of the bushi killing a 50 mile long line of goblins in a single turn. Like the orgininal text, the 'free' attacks are performed immediately.
(Pg 83) Errata to Agasha School Skills:
Skills: Calligraphy, History, Meditation, Shintao, any High Skill, any Bugei Skill
(Pg 87) PHOENIX BUSHI Rank 3:
One With Nothing: At this Rank, the bushi learns to fall into a "no-mind" trance. The bushi may spend a void point to gain an additional Action this Turn. This ability cannot be used to gain an additional Attack or Full Defense. This technique may be activated multiple times in a single Turn.
    Note: This change makes clear that Shiba bushi may not do tricks like making a Full Attack and Full Defense in the same turn (vaguely possible under the older wording), and that the technique may be used more than once in a single turn.
(Pg 89) SCORPION BUSHI Rank 2:
Pincers and Tail: The bushi has learned the infamous Scorpion Feint. The TN to hit an opponent who attacked and missed this character last round is reduced to 5 + armor for this Bayushi bushi’s next Attack.
    Note: This is the only technique that was radically altered (as is mentioned in the What's New column in the back). It creates an effect simliar to the old feint, but does so automatically when an opponent misses the Bayushi and only applies to the Bayushi. It aplies only to the Bayushi's next attack, so those who have two attacks per turn must seize upon the advantage on their very first attack that turn. Opponents who realize that they are off balance from their failed attack last turn might choose to make a Full Attack, but if they do they expose their lowered TNtbH to everyone, and to a possible second attack from a high ranking Bayushi.
(Pg 91) SHINJO BUSHI Rank 1
Way of the Unicorn: "When on horseback, the bushi may add his Horsemanship Skill to any Bugei Skill Roll"
    Note: While it seemed clear at the time, in hindsight the the next text of the technique lost certain key words that describe it's action. The bushi adds his Horsemanship skill to any bugei skill while mounted, just as they did in the first three printings. The change is that they do not add their Horsemanship skil to every skill.
(Pg 91) SHINJO BUSHI Rank 2:
The Dance of the Blade: The Unicorn fighting style involves techniques the Clan learned while on the other side of the mountains. The samurai may choose to make a "Shinjo Parry." The TN to hit a parrying bushi is (Reflexes + Defense + Kenjutsu) x 5. This is considered a Full Defense Maneuver.
Note: This is the one instance of flavor text for a technique being changed. While other bushi do not parry often, or with anything approaching the skill of a trained Shinjo, it is still a small component of other schools basic kenjutsu knowledge.
(Pg 93) Updated summary to match all changes.
(Pg 103) Added ties to Contested Rolls.
(Pg 103) Clarified the use of void points: Spending a void point increases one of your Traits, Rings, Honor or Glory by 1 for a single roll.
(Pg 104) Clarified that successful meditation restores all void points.
(Pg 105) Hand-to-hand corrected to do only 0k1 damage.
(Pg 106) New sidebar describing ranged combat more thoroughly:
Ranged Attacks: L5R uses two range categories. Up to half maximum range is considered close range, while anything from half to full is known as extended range. While Attacking with a ranged weapon beyond at extended range, roll 2 fewer dice for Attacks. The effectiveness of Ranged weapons diminishes over distance. In fact, a weapon’s potential for damage decreases significantly. To represent this, at extended range, weapons roll 1 less die for Damage.
(Pg 106) Clarified Full Attack:
Maneuver: Full Attack: If a character chooses a Full Attack, he gains an additional 2 dice to roll – but not keep – when he attacks. The TN to hit a character who is making a Full Attack is only 5 + Armor for the entire turn.
(Pg 106) Incorporated errata to Full Defense:
Maneuver: Full Defense: The Full Defense maneuver is used by characters who simply want to get out of the way of another character’s attack. Their only Action this Turn is to dodge. After declaring your action, roll (Defense Skill)k1 and add this total to your normal TN to be hit for the entire round.
(Pg 106) Unicorn archers always use their Agility instead of Reflexes when
shooting the dai-kyu.
(Pg 109) Errata to Iaijutsu Duels and surrounding etiquette:
    After the Awareness Rolls have been made, but before any other Action takes place, either opponent may declare his opponent the victor. This is not a cowardly act; recognizing the winner without spilling blood is always a noble act. If both opponents disengage after one has declared the other the winner, the duel is over. However, if one opponent does not disengage, he has committed a horrible and dishonorable act. The only outcome of the duel is now murder.
    If both opponents agree to continue, the duel proceeds as follows:
- The winner of the Awareness roll, decides who will have the option of
focusing or striking first.
and clarified:
- Focusing continues until one opponent announces "Strike." When a duelist
announces "Strike," his opponent rolls his Agility + Iaijutsu against the
last TN he Raised to. No further raises may be declared.
(Pg 114) Deleted the rule that three consecutive victories on the Battle table
ends the battle.
(Pg 114) Corrected all references to round(s) of battle. They are now called
"Battle Turns."
(Pg 116) Clarified that "Duel" results on the Battle Table are skirmishes, which
may be resolved by iaijutsu.
(Pg 120) New sidebar describing special weapon rules: Rokugani Weapons:
The Die Tsuchi, Nage-yari, Ono, and Tetsubo do not gain the pole-arm initiative bonus.
Samurai must have a minimum Strength of 3 to wield a Die Tsuchi or Tetsubo.
The Die Tsuchi treats heavy armor as light armor and light armor is ignored. Creature armor is reduced by three while the Die Tsuchi is employed.
The Tetsubo ignores all samurai armor and reduces creature armor by 5.
The Nage-yari has a range of 50 feet when thrown.
(Pg 121-125) Removed fixed prices from weapons.
(Pg 124) Incorporated errata regarding arrow damage:
Bows have a fixed Strength of 2 for purposes of Damage.
(Pg 125) Clarified the peasant weapons:
"Peasant" Weapons: All of these weapons were developed by monks and taught to the peasantry so they could defend themselves against bandits and drunk samurai. Samurai do not use these weapons, with two exceptions. Magistrates frequently carry the jitte and the Doji family has been known to employ the bo staff. To use a weapon outside of these conditions brings shame to a samurai’s katana.
(Pg 126) Clarified the rules for armor:
The Rules: Armor makes you more difficult to hit (a sword stroke which hits an armored part of the body may as well have not hit at all), but it also restricts your movements. A samurai who is wearing Heavy Armor has the TN to hit him increased by 10, but he has a +5 to his TNs on all physical Actions. A samurai wearing Light Armor has the TN to hit him increased by 5, but has no associated TN penalty. Armor bonuses are in effect at all times, including Full Attack.
(Pg 145) Corrected the Elemental Masters Sidebar:
The five Elemental Masters: Isawa Tadaka (Earth), Isawa Eju (Air), Isawa Tsuke (Fire), Isawa Tomo (Water), Isawa Ujina (Void)
(Pg 148) Added a new sidebar:The Rokugani Hour
When a spell indicates that an hour duration or casting is a component of the magic, that hour is actually a Rokugani hour. Remember that Rokugani hours are two of our hours.
(Pg 152) Added a new sidebar: Single Use
Some spells are denoted with the trait of Single Use. Such spells are usually quite powerful and as a result, the kami imbued within the energies of the spell consume the scroll as the spell is being cast. Such scrolls can only be used once and many shugeneja have created several copies of a scroll of this nature for such an occurrence.
(Pg 145-159) Corrected and unified Spell formats. All spells are presented as:
Name
Base TN
Casting Time
Duration (in units of time, not actions)
Mastery
Concentration
Raises
Effect
Sense Raises: Accuracy, Casting Time.
Commune Raises: Information.
Summon Raises: Casting Time, Volume.
Counterspell. The fourth spell taught to many shugenja is Counterspell. Counterspell is like the three spells above, in that it can be used with Earth, Water, Fire and Air, but it must be used in a very specific manner. Raises: Effect.
Benevolent Protection of Shinsei. Duration: Until Sunrise. Raises: Radius.
Calling the Elements. Raises: Area of Effect, Duration.
Courage of the Seven Thunders. Raises: (2) Additional Target, Casting Time, Duration.
Earthquake. Raises: Area of Effect, Casting Time, Duration, Effect.
Earth’s Stagnation. Raises: Duration, Effect.
Elemental Ward. Raises: Casting Time, Duration, Effect.
Fires From the Forge. Duration: Permanent. Raises: None.
Force of Will. Raises: Casting Time, Duration, Effect.
Hands of Jurojin. Raises: Casting Time.
Jade Strike. Raises: Damage, Number of Targets.
Sharing the Strength of Many. Raises: Casting Time, Duration, Effect.
Strike at the Roots. Raises: Casting Time, Duration.
Tetsubo of Earth. Raises: Casting Time, Duration, Weapon Damage.
Tomb of Jade. Base TN: Target’s Earth x 5. Raises: Casting time, Damage.
Bo of Water. Raises: Casting Time, Duration, Weapon Damage.
Blessing of Purity. Raises: Casting Time, Honor Roll Dice.
Calm Mind. Raises: Additional Targets, Casting Time.
Castle of Water. Raises: Casting Time, Depth, Duration, Radius.
Heart of Nature. Raises: Casting Time, Duration.
The Path to Inner Peace. Raises: Casting Time, Effect.
Reflections of Pan Ku. Raises: Casting Time.
Reflective Pool. Raises: Casting Time, Duration.
Reversal of Fortunes. Raises: Casting Time, Duration.
Sympathetic Energies. Base TN: Target Ring x 5. Raises: Casting Time, Duration.
Torrential Rain. Raises: Area of Effect, Casting Time, Duration, Effect.
The Ties that Bind. Raises: Accuracy, Casting Time, Duration, Range.
Amaterasu’s Anger. Raises: Casting Time, Delay Recovery.
Amaterasu’s Blessing. Raises: Area of Effect, Casting Time, Duration.
Biting Steel. Raises: Casting Time, Duration, (2) Effect.
Evil Ward. Raises: Casting Time, Damage, Duration, Radius.
The Fires That Cleanse. Raises: Casting Time, Damage.
Fires of Purity. Duration: Turns equal to Target’s Honor Rank. Raises: Casting Time, Duration.
The Fire from Within. Raises: Casting Time, Damage, Number of Targets.
The Fist of Osano-Wo. Raises: Casting Time, Damage.
The Fury of Osano-Wo. Raises: Casting Time, Damage.
Heart of the Inferno. Raises: Casting Time, Damage, Defensive TN, Radius.
Inflame. Raises: Casting Time, Effect.
Katana of Fire. Raises: Casting Time, Duration, Weapon Damage.
Wings of Fire. Raises: Carrying Capacity, Casting Time, Concentration Level, Duration.
Accounts of Shorihotsu. Base TN: Mastery Level x 5. Raises: Casting Time, Information.
Benten’s Touch. Raises: Casting Time, Duration, Effect.
By the Light of Lord Moon. Raises: Casting Time, Duration.
Call Upon The Wind. Raises: Casting Time, Duration, Speed.
Cloak of Night. Raises: Casting Time, Duration.
Command the Mind. Base TN: Target’s Willpower x 5. Raises: Perception TN.
Echoes on the Wind. Duration: Until Delivered. Raises: Casting Time, Message Length, (2) Permanent.
Essence of Air. Raises: Casting Time, Concentration Level, Duration.
Know the Mind. Base TN: Target’s Willpower x 5. Raises: Casting Time, Duration, Information.
Know the Shadows. Raises: Casting Time, Duration, Perception TN.
Mists of Illusion. Raises: Casting Time, Duration, Effect, Perception TN.
Nature’s Touch. Raises: Information.
Quiescence of Air. Raises: Area of Effect, (2) Bubble, Duration.
Secrets on the Wind. Raises: Casting Time, Duration, Range
Tempest of Air. Raises: Casting Time, Duration, Targets.
Way of Deception. Raises: Casting Time, Duration, Effect, Perception TN.
Whispering Winds. Raises: Information.
Wind-Borne Slumbers. Raises: Duration, Earth TN.
Wind-Borne Speed. Raises: Casting Time, Duration, Speed, Targets.
Wind’s Distractions. Raises: Duration, Effect, Targets.
Yari of Air. Raises: Casting Time, Duration, Weapon Damage.
(Pg 190) Creatures have their fear ratings in their descriptions as well as listed
in the sidebar.
(Pg 204) Numerous small corrections to the introductory adventure.
(Pg 218) The NPC contestants have the basic Traits and Skills of their schools.
(Pg 246) We’ve Made Some Changes...
Here are some of the changes mentioned earlier. If you have any questions drop us a line! Our address is listed back on page 2.
Clans and Schools
The school techniques have been once again updated and clarified. Some errata was incorporated into the book. If you’ve read very carefully, you’ll notice the Scorpion have a new Technique. This replaces the previous, less useful technique and shows that the Scorpion are gearing up for something big.
Spells
The spell section has been dramatically changed, again. All of the spells have been meticulously edited and all of them have the same format and proper nomenclature. Scott and Jim stayed up all night reading every single last word of the spells to make sure that the verbiage was precise, useful and
understandable.
The Return of the Fear
We’ve taken the Fear Ratings in the sidebar on page 192 and incorporated them into each of the prospective creatures for easier reference while still maintaining the information on page 192.
Iaijutsu Duels
Once again, Iaijutsu duels have received a face-lift. There are a number of important differences to the new system and a careful read should discern the changes. In addition, the GM’s Survival Guide has an in-depth dueling system that we sampled from (for this and weapons, below). If you like what you see here, you may want to check out the book.
Weapons and Armor
We’ve changed a few things, updated a few rules, and addressed the effectiveness of yumi at long ranges. In addition, all outfits have been updated to include the word Yumi rather than bow (which no one in Rokugan knows how to pronounce).
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