L5R Beta
Greetings! I have just finished my first overview of the rules for FFG’s edition of L5R, which I have taken to calling 5R5. While I concede this is not marketed nor perceived as a 5th edition, I just like the way that 5R5 looks onscreen.
TL/DR: I think the game has a lot of great potential, but a few nuanced problems.
INTRO
I typically don’t like reviews that start with a lot of biography about the writer, but I do feel you should know just a hint of my history. I have been playing L5R since the 3rd edition, though I haven’t been in any campaign that has lasted more than a few sessions. I have had a love and hate relationship with the setting for various reasons, and my group and I had many very immature conflicts over silly things like the definition of honor and… well, that’s it, just a lot of arguing about honor. Also, I don’t own any of the multitude of splat books for the game. The core books + google are my only resources.
When I heard that FFG had taken the license of L5R, my heart soared! I love FFGs board games, so I became extremely enthusiastic about the prospects of future L5R board games. It is no surprise that I am very excited about the upcoming Battle for Rokugan (though I’d rather spend double the price and get some righteous minis). I have an authentic Japanese saki set from the finest tourist shop in Tokyo, ready to pour libations while making references horrible stereotypes and cliché tropes. It’ll be great!
When I saw the announcement for the L5R beta, I was likewise excited. Timing also seems auspicious, since the GM of my current L5R4E game is flying from his home in Oregon to visit in just a few weeks. I look forward to trying this out with him… IN PERSON!!!!
5R5: INTRODUCING CHOICE
The game has custom dice. This is a well-documented point of contention amongst the L5R pundits, and I’m afraid I have to weigh in on the matter. In short: I am excited to try the new dice mechanic. Custom dice have kept me away from Genesis, but in this game there’s only 2 different kinds, and only 4 symbols to understand, so it is sort of the ‘lite’ version of the Genesis dice. Now, I’m not excited to BUY all these dice, especially if I have to buy them for various other people just to get the game played. However, the custom dice appear to provide some opportunities that my stacks of D10 simply cannot provide.
In the traditional roll and keep system, you get to choose the dice you keep, but the choice is a “false choice.” There’s almost never a situation where picking anything but the highest possible result is the thing to do. Yes yes yes, you could choose to take a lower result if you wanted. And everybody seems to go back to the example of not wanting to kill in a duel, so you take low damage dice… that’s the example from the book. Give me 10 examples of why you’d want to take the low numbers and I might re-consider my position here.
In 5R5, you actually have a choice to make with your dice roll. Take the bonus successes, or take the opportunities? Take the strife? This means every die roll will be a mini-game of sacrifices that you have to make to achieve your tactical goals while also trying to avoid strategic catastrophe. This-in theory-will be awesome. This also might-in theory-cause analysis-paralysis prone players to take a long time rolling. There will be times when my players will negotiate with me about opportunities, before deciding to take opportunities vs. successes. This dynamic will vary from group to group of course. We will see how it goes. However, I’m pretty confident in saying that the new system will be UNIQUE, and that is something I’ve been looking for in an RPG for a while.
5R5, A NEW TAKE ON SKILLTRIBUTES
L5R has always struggled to find the right balance between skills and attributes. From what I gather, 2E is the evil stepchild of the franchise because it blundered in this aspect. 3E introduced skill masteries, and 4E changes them (I didn’t say refined/improved, I said changed). I think that using 2 different die types is a pretty genius way to strike a balance between these two aspects of character. Don’t get me wrong, I LOVE skill masteries, and I will miss them. However, I also like trying something different, and I like using different kinds of dice.
I also LOVE that having high social attributes gives you (dis)advantages. This is awesome. Though I’m not too enamored about the fact that they retained the points/ranks division of the social attributes, I think removing the decimal will cause some confusion amongst less assiduous players.
MECHANICS: NEVER FORGET, BUT FORGET
I was talking to Dan the other day about how much I like Advantages and Disadvantages in L5R4E. They stand out from boons in Savage Worlds, Traits in DND5E, or even BITs from Burning Wheel. To me, they give a roleplaying opportunity that is firmly anchored in a rich setting. This is great! Just picking (dis)advantages gives a player a feel for what the game is trying to achieve, a glimpse of the genre that you’re about to embark in.
Imagine that impression, spread over the rest of the mechanics.
Imagine mechanics that deal with the consequences of being over-emphatic in a culture that wants you to be somber. Imagine mechanics that make it actually taboo to carry a 2 Handed Greataxe of Sharpness to a baby’s gender-reveal party. Samurai means “one who serves.” Imagine a game where your Samurai’s service is emphasized, and then intentionally thrown into juxtaposition with his heart’s desires. This is a story about Samurai, and I feel like 5R5’s mechanics and general game advice do a VASTLY better job of embracing these elements than prior editions of the game. Seriously, the book even says that closing to range 0 in a social context is a faux pas! That’s amazing!
In fact, if I didn’t know any better, I’d have guessed that John Wick himself had made a return to the design team. For those of you who don’t know, John Wick was one of the original creators of L5R (and he then went on to slaughter mafia guys, he’s got a broad range). He’s gone on to make other samurai games, one of which is called Blood and Honor. While I don’t much care for the game*, it has some really great GMing advice that is good for GMing in general, and for samurai games in specific. 5R5 looks like it was taken straight from Wick’s own thoughts, and then refined into what appears to be a game with decent mechanics.
One thing that Wick said in Blood and Honor, which I believe with all of my heart, goes something like this: ‘if there isn’t a mechanic, then it doesn’t exist.’ This is another tenet taken to heart in 5R5, nowhere more so than in the Strife rules. The Strife rules, in a stroke, associate a number value with a character’s emotional turmoil. This gives the amazing opportunity to actually make a character’s emotions matter. No more pragmatic deadpan murder-hobos, like the kind you find in most other games. In this game, your guy is going to have moments where he makes mistakes because he’s, well, human. “My samurai wouldn’t chop off a peasant’s head for no reason!” you might exclaim when your Strife runnith over and you have an outburst… but then you recall the fact that you just proverbially bit your spouse’s head off for no reason, last night at dinner, and you realize that it’s impossible for anybody to be good all the time, whether they are real people or fictional heroes.
Strife is also a lever that the GM can and should use to help enforce the genre. When the heroes of my DND campaign encounter nobility, they never-not once-show an ounce of manners. This ticks me off, and has led me to some poor choices. Strife gives me a reasonable method to course-correct the game, simply by informing the players that if they don’t show proper respect, they’ll suffer for it. Granted, this specific example might be an honor or glory loss, I’ll need to study those tables…
5R5 is not the first game to have an emotional attribute. Far from it. I’ve played a few myself. And they’ve all failed. Lets take a popular one: Exalted 2nd Edition. Great game, until I grew up and ran out of time. In Exalted, if you act a specific way, you chuck some dice and add points to your ‘limit.’ If you go over your limit, you have a nasty temper tantrum. Sounds a lot like strife, except for one little difference: Strife is woven into the core mechanic of the game, while Exalted’s “strife” mechanic is tacked on. Strife will be a decision you make any time you take an action. Exalted, well, we forgot to apply its rules most of the time.
If you haven’t gotten the impression yet, I like (the idea of) strife. Strife for Life.
5R5: THE GAIJIN INVAJIN
I suspect that part of the reason why 5R5 has met with mixed enthusiasm is because it has dared to be different from its predecessors. It is the spunky grandkid that has purple colored hair and wears a romper with boots while the old timers sit on the porch and hiss and boo.
The game isn’t afraid to take some of the best elements from other RPGs and paste them into the L5R framework in a bold way. The element that comes to mind is the cooperative storytelling elements of the game. This is something Dan will love. Giving players the ability to change the setting to match their wants and needs is great. Granted, a lot of people aren’t into that, or don’t know how to do it. Well, 5R5 will help those folks, by putting cooperative storytelling into the dice mechanic. After all, that is what Opportunities are, in part. They allow a player to touch the setting and nudge it one way or the other. Yet, opportunities don’t REQUIRE a player to put on his GMing hat every time he rolls the bones, because many times they also have naked mechanical uses that the most ardent tactician can appreciate. In this way, Opportunities can walk on either side of that fine-line which separates the RP from the G in an RPG.
Yet, I think that in some respects 5R5 might have gone too far into the realm of “Story Gaming.” Do you know what a Story Game is? Envision a time when you play action figures with your young nephew/sibling/kid you’re babysitting/sadly by yourself. You make up a story, the kid adds and modifies it (or more likely, overwrites it), and then you play around in the setting. A Story Game is like that, with a light sprinkle of mechanics added on top. You have probably heard of FATE, or Strands of FATE, or FATE Core, this is the seminal mainstream Story Game.
And Story Games suck.
Let me rephrase, they don’t suck, they just aren’t for me. Or the people I play with. Some folks really like them. Which, unfortunately, is likely why those games have rubbed off on 5R5.
Specifically, I am underwhelmed with “Approaches.” Approaches are just a long-winded, pagecount-heavy way for the game to allow you to use any attribute with any skill. Most other RPGs address this in a sidebar. Unfortunately, in 5R5, every single check will become a negotiation/narrative on how things get done. I enjoy this from time to time, but not all the time. Fortunately, my more modern GM theory (from the Angry GM, go read his blog) says… don’t roll the dice so much. I’ll start doing that even more than I already do, methinks.
Unfortunately, avoiding rolls is like avoiding a spouse after an argument: it won’t actually solve the problem. I have some very pragmatic tacticians in my group, and I can already see them churning every single check so that they use their best ring. While I’m 100% a fan of making Rokugan Samurai a little more thematically tied to their element, it won’t be satisfying if 80% of their rolls come from the same ring. I’ve been in this situation before with other story games, and I end up finding myself having to say “no” a lot. I don’t like saying “no” at the table, I think that is adversarial. Luke Crane, author of the excellent Burning Wheel RPG, says “say YES or roll the dice,” and that’s advice to live by. If I want to be an adversary and beat my players at a game, we’ll play Twilight Imperium. I know I know, the beta says that I can make different rings have different difficulties. I think this is a great solution… sometimes. Occasionally. But not with every roll. “Ah Steve, you’re going to use your Fire approach again I’m sure, so I’ll make this a Fire 5, Water 2 task.” That is just… petty. I fear that approaches will force such pettiness on me. And I am not convinced that stance bonuses will change how players roll in a conflict. This will vary from player to player though, I’m sure.
I am also worried about said gamers slowing things down by milking Advantages all the time. I mean, I want advantages to count, and I want them to be BIG, don’t get me wrong. I really want to emphasize that this Samurai has a mean fiancé and that samurai is a beefcake. But I don’t want to have to negotiate their veracity on every-single-roll. And I know the game has advice to limit this. I plan to use it. Story games have advice about it too. Advice doesn’t always work.
I also worry that I am one of those gamers that I’m worried about, and if somebody else runs the game for me, they’ll get annoyed.
So as you can see, the Rings have caused me to gain some Strife. Fortunately, I’m not anywhere near my Composure yet, but unfortunately, I’ll likely blow up tonight when I’m at home asking my wife where she put the tequi… juice.
All that said, Storytelling games have brought some positives to 5R5. I’ll note some of those in my list below.
5R5, THE TABLES HAVE TURNED… INTO MORE TABLES
I didn’t think it was possible for the new edition of 5R to be less complicated than its predecessor, yet still manage to have more tables. There are SO MANY tables, and they’re scattered all over the book. I dread the thought of handing a custom made cheat sheet to my players, saying ‘hey guys! Here is what you can spend your Opportunities on!’ only to see them instantly lose interest in the game because the handout is several pages long. Maybe I can fool them by putting all of the tables onto like a scroll, that they can roll through, so they’d get into a thematic mood long before they realize that they won’t be able to collate or pivot table these things.
Seriously though, I do like that there are mechanical differences between the rings when making Assessment rolls or taking different stances. I like that opportunities function a little different depending on what ring you’re using. I think this is an interesting way to discourage players from spamming their highest attribute. But there are a LOT of them, I sure hope the book comes with a handout that covers all of this stuff.
HONEYMOON TWILIGHT
I started writing this review a few days ago, then I got busy actually working. As I return to it, I find my enthusiasm waning a bit. I’ve read some forum posts that have left me saddened. Lets talk about a few of these little concerns.
Iaijutsu. It’s basically gone. I LOVE that duels are a little more open ended, and that warriors can fight their own way. In fact, I LOVE that warriors can use any weapon with their Martial Arts/Melee skill, this will add a lot more variety to the game. But I digress. Iaijutsu is a barely-noticeable technique now, rather than a genre-staple it once was. This doesn’t just make me sad, I think that it is problematic, if only from a story standpoint. Granted, players can still say they’re doing a fast-draw duel-even without the technique, mind you-but like John Wick said, ‘if there isn’t a mechanic, it doesn’t exist.’ I fear that Iaijutsu duels won’t exist in a game of 5R5.
Another topic that caught my eye is the apparent mortality in the game. Dan really likes that L5R is so lethal. I’m not quite in that boat. However, I’ve always liked that L5R conflicts have generally been fast. It doesn’t matter that the roll/keep system is a lot slower than other dice systems, because conflicts are so short, it doesn’t matter if your dice rolling takes a while. Well, that’s gone. If anything, it looks like conflicts will take a LONG time, and this is disconcerting.
I do want to say that I like the IDEA of the critical hit system. I like that each wound can have some character to it, you’ll long remember that fight when your leg got chop-saki’d. That is cool, so I hope some iteration makes it into the final design. I just hope that they also adjust the dials to ensure that conflicts don’t drag out.
I’m on the fence about another issue, which is that characters don’t have an sort of defense attribute. Every attack is made against TN 2. This has some advantages; players don’t have to ask a monster’s AC, they just roll and tell me how much damage they did. I like that, it is slick. You can also make the argument that in Rokugan, “defense” or “AC” in fact exists, its just called “initiative.” I think this is a valid perspective. You defend yourself by striking first. I also think that there is some nuance to the attack/damage system that may play out better than we think. Firstly, when you’re hit you DO roll dice to reduce the damage. This could be considered some sort of ‘dodge’ roll. Ergo, you’re defending yourself in combat actively, rather than with a passive score, which is empowering to the player (and lets you spend void on the roll). Also, if you take a light hit, it isn’t even do a wound at all, it gives you a temporary condition. This reminds me of the Staggered condition in Savage Worlds… which now that I think about it, I hate the Staggered condition in Savage Worlds, and that game also lacked a defense attribute (against guns, at least). Hmmm…
I have this fear that the simple and alluring elegance of the 5R5 roll/keep system is going to be lost in the nuanced, sometimes fiddly subsystems. This terror has been increasing over the last few days. We will see how it goes.
SUMMARY
If you have stuck around to read this far, I am so appreciative. This quick review ended up being colossal. I hope you enjoyed it though.
Here is a quick list of the little details of the game that I LIKE. I’ll put an asterisk (*) next to the storygame-inspired elements.
ALL THE LITTLE THINGS I LIKE
· Custom dice.
· Rings are more about personality and nature than about actual physical/mental ability.*
· Rings all play into derived values well, except Void, but it gives you void points.
· Discord, another mechanic about ambiance, style and storytelling.*
· Multiple pages about bushido, multiple tables about bushido, because that’s how important it is.
· Meditation is a martial skill. This is totally Crouching Tiger Hidden Dragon, I love it.
· The Mantis Clan isn’t a major clan. Returning to the auspicious number of 7 clans is good.
· Bidding strife is cool. I like bidding mechanics. Esp since strife is so important in a duel.
· Strife is important in a duel. That’s gnarly! If you want to beat your foe, jack around with him before the duel (taunting, murder his family, etc) to amp up his strife. Very action movie stuff.
· Wargear trait: adds verisimilitude in one easy stroke.
· The book focuses a lot on interacting with one’s Lord, though there aren’t specific mechanics for it…*
· Nice campaign worksheet
· Ninjas exist outside of the scorpion clan. But they don’t exist. Nice!
· It is impolite to get to range 0 in a social setting.
· Duels are more flexible, not just iaijutsu.
· Knowing TN before you roll, and getting a void if it is secret! No more guessing games. Speaking of guessing games…
· Raises are gone. I hate raises.
· D12, the petty forgotten die, is finally getting some love. It’s been at home sad about its once famous career in Advanced Heroes Quest, wishing it had a better agent.
· Get void when things go awry due to disadvantages. Even the bad stuff is good! This reminds me of Dungeon World. Good stuff.*
· Players win ties.*
· Staking honor/glory/status.* (though I wish you’d get a bonus after a successful stake)
· Some samurai use a weapon other than a katana as part of their daisho. Apparently the authors did NOT consult Wick.
· Get a void point for running low on ammo.
· Forfeiting honor to act dishonorable. I like this one because I actually pondered it up for one of my homebrew L5R hacks.
· Different clans views of bushido and how it affects honor game/loss.
· NPC demeanor. Though it’s complicated…
ALL THE LITTLE THINGS I DON’T LIKE
· Custom dice.
· Low honor breaks several of the ties.
· Making difficulty different for each ring seems cumbersom.
· Iaijutsu is barely a thing
· Saying “silhouette” instead of “size.” I mean it is more evocative and sounds cool, but…
· 2 sided character sheet.
· Range bands. I appreciate simplifying range, but these are just weird since they’re incrementally different. Also, they seem meaningless since most characters can reposition to optimal range for their weapon with their standard 2 moves (avoid the reach of a spear, get to range 1 for your sword, move out of range to use a bow, etc).
· Intrigue conflicts. I’ve tried ‘social conflict’ rules so many times, they never work with my group.
· A staff does more wounds than a katana, really????
THINGS I FIND WEIRD
· Despite Approach, there are a few instances where specific rings are called out. Why can’t I approach these checks differently? And why is Water ring dominating?
o Water ring is your healing rate for wounds.
o Water ring is your healing rate for strife.
o Water ring to sober up from a night of drinking.
o Commerce (water) to locate an item at market.
o Fitness (Water/Air) to stop yourself from burning.
o Medicine (air) to remove dying condition
o Design or Smithing (Air) to see concealed armor.
o Medicine (earth) to remove bleeding. “Sorry bud, I know you’re dying, but I can only bandage your wounds” says the earth guy.
o Medicine (earth) to apply poison
o Void to calm down from rage.
o Fire ring to restore somebody to conciousness.
· Minions. In most games I LOVE minions, and I’ve always wanted L5R to be more of an action movie genre than a gritty genre. But… it’s a gritty genre. I’m not sure minions fit.
THINGS I HOPE ARE IN THE BOOK
· Advice on how to put together a play group that includes Bushi, Shugy, and Courtiers. As it stands, the game seems to have 2 modes of play, non-fighter talky talky types and fighting warring stuff. Courtiers aren’t expected to fight, and fighters aren’t expected in court. This is one of those divisions that bugs me about the setting. Fix it for me.
· Make Iaijutsu great again… but leave wiggle room for other types of duels.
· A cheat sheet for using opportunities, by Ring or by conflict type.
· Some combination of gaining strife and losing glory if your katana/primary weapon is destroyed or lost. A samurai’s sword IS his soul, after all.
HOUSE RULES I’VE MUSED
I’m a house-ruler. There’s nary a game that I’ve touched that I don’t use them. I used to even modify the .ini files when playing computer games. Here are a handful of ill-conceived ideas I’ve had when reading through the book.
· When you use a ring, “mark” it. You can un-mark 3 rings to gain 1 void. You can un-mark 5 rings to gain 2 void. Thanks to Christian Griffin, author of Anima Prime, for planting the seed of this idea.
· Iaijutsu duels: Perhaps when you do an official iaijutsu duel, you gain a point of glory, since you’re dueling the “right” way.
· Iaijutsu duels: Maybe make a sub-system where you and your opponent mentally batter eachother until the other has an outburst, allowing you to do a finishing blow. That is basically the essence of the Iaij duel, and I love it… so long as it isn’t preceded by a bunch of sword fighting.
· If somebody stakes a social attribute and succeed, give them +1 to that attribute.
· No spamming stances, you cannot choose the same stance twice in a row.