Well what can I Say but good job FFG. Still not fully there but going in the right direction.
Love most of the changes. Some things could use more work, but your getting there.
Still Issues
Red entries: Changes due to Update.
1.Character Creation.
a) Removal of Family and Clans Skills/Rings. The skills should be rolled into the schools and be awarded. example: Hida Defender School +1 Fitness, +1 Martial Arts [Melee], +1 Martial Arts [Ranged], +1 Martial Arts [Unarmed], +1 Meditation, +1 Survival, +1 Tactics, +1 Command. Where player gets them all.
b) Rings should be raised to 2, but keep starting cap at 3. This removes the need for Families and Clans to provide them (which was always an issue in 4th).
c) Players need far more choices then agree/disagree on clan precepts, one on the choice itself and on the award if they disagree.
That will work.
d) the Bushidō question needs to be reworked. The idea that I don't believe in Bushidō so I have Commerce skills makes no sense to me. This is the perfect place to setup a Samurais tenet. What does he believe about Bushidō.
Does he follow his Clans beliefs openly, does he strongly believe in a tenet opposed to his clan, ETC. This is a roleplaying element not a mechanical one so it should be up to him and the GM decide how it is handled not the game.
e) almost all instances of Advantages and Disadvantages need to be removed. These are roleplaying enhancement that should be left to the player. I do like the ideas of passions and anxiety but that’s about it. anything else should be left to the player to decided.
f) There should be a starting pool of XP for the players to customize their PCs as a standard part of Character Creation. Not a tacked-on amount in the adventure.
2. Advantages and Disadvantages
a) Disadvantages need to be divorced from Void gain. Void is centering oneself not overcoming my missing finger.
b) each Advantage and Disadvantage need to be reviewed and have their points addressed. They are in no way equal.
3. Skills
a)
Subskills need to be made part of the core rules as Emphases.
Update: At this point the sub skills IMHO just need to be filled out and added. It’s easier for the GM to remove them then add them.
b) Approaches need to be reworked to something less random and more structured. Right now, players can run rough-shot over the system to powergame them. I would suggest that All Approaches need to be justified to the GM.
4. Techniques
a) a Kata is not a combat techniques. Kata a Japanese word, are detailed choreographed patterns of movements practiced either solo or in pairs. It would be better to call it a school/combat technique.
b) Rituals need to be removed. The concept is nuts and doesn't fit the setting where bushi are not magical.
5. Equipment
a) Replace Ceremonial with Honorable. I believe it just makes more sense in what your trying to say.
b) Razor-Edged: as written makes swords to fragile. I would suggest
"If damage drops below -Damage level it would take effect.
Needs some type of progressive damage system such as.
c) Zanbatō/No-daichi: first range 2 is a bit much. why would I take a Naginata, or Yari over this? it’s a long sword not a pike.
d) Naginata, Yari: with only range of 2.
These weapons are pretty much useless. they need ability to hold a target at range two or (I can't believe I'm saying this) attack of opportunity.
option is to give them the stats of a staff at range 1.
Got some of this with the new movement rules. Still has the issues of range 1.
e) Chokutō: just to point out this is not a tachi, it’s an older sword that predates both the Katana and Tachi. The confusion comes from the kanji for both being translated the same. This type of sword would not be made in the era that this game is set.
f) Dao: again, this is a Chinese weapon which was never used in Japan or Rokugan.
g) Crossbows: should be removed as they have no place in Rokugan.
h) The only way I would say keep these weapons (f, g) is if you created add gaijin trait to the weapons that caused massive honor/glory loss to use.
i) Poison (Noxious Poison) this is way too weak for what it represents.
6. Scenes and Conflicts
a) this area is too hard to go over due to the many other issues I have that would need to be addressed first. see above and below.
7. Strife
a)
the system is a hot mess. one of the biggest issues is no one seems to know what it is or what is for. ask a writer to get one answer, ask a player/GM to get another, read over the rules in the book and get still another.
Nice work here. But still need Some clarifications on narrative ways to get rid of strife.
Such as using the service of a tea house or other such thing we will leave alone.
well that's what I would need to see fix.