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L5R classic vs. L5R d20
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<blockquote data-quote="Pyske" data-source="post: 122424" data-attributes="member: 3567"><p>I'm currently running a D20 Rokugan game; I agree with Paka that I much prefer the older timeline, but I have had little difficulty adjusting it for use with D20. I use the "Way of the ..." books for NPCs and player inspiration, and the campaign is heavily-inspired byt the City of Lies boxed set (and originally 7th Sea's Frieburg and ED's Vivane, culturally converted, but those two cities have gone out of scope a bit).</p><p></p><p>My impressions of the system: the one shot kill / maim is still quite possible using the Iaijutsu Focus rules, after which you enter the "clashing swords and minor wounds" combat mode, which I also like.</p><p></p><p>I plan to write a review eventually on why D20 Rokugan eases many of the difficulties of DMing in D&D. Some quick highlights (since this is off-topic): Harm = maho, CN discouraged societally, Fly & teleport unavailable, built-in character hooks (duty), incentives for political maneuvering (Emperor's favor), etc.</p><p></p><p>Magic of Rokugan was in some ways broken (MHO here) and removed some of these advantages, but had some great concepts (Invoke Kami, Smith class, nemanuri).</p><p></p><p>As to the main thread of comparing the systems: classic power levels compare to mid-range D20 levels: the starting samurai or shugenja is weaker in D20, but the high-level samurai is more powerful than the most powerful classic characters. This makes commoners and the untrained far less dangerous in the D20 version. </p><p></p><p>Hmm, I know there are more differences, but the blood must not be flowing quick enough to my brain this morning. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> In general, my (rambling) point is that the world ports surprisingly well, so the main decision factor would probably be system you prefer (or can get players for).</p><p></p><p> . . . . . . . -- Eric</p></blockquote><p></p>
[QUOTE="Pyske, post: 122424, member: 3567"] I'm currently running a D20 Rokugan game; I agree with Paka that I much prefer the older timeline, but I have had little difficulty adjusting it for use with D20. I use the "Way of the ..." books for NPCs and player inspiration, and the campaign is heavily-inspired byt the City of Lies boxed set (and originally 7th Sea's Frieburg and ED's Vivane, culturally converted, but those two cities have gone out of scope a bit). My impressions of the system: the one shot kill / maim is still quite possible using the Iaijutsu Focus rules, after which you enter the "clashing swords and minor wounds" combat mode, which I also like. I plan to write a review eventually on why D20 Rokugan eases many of the difficulties of DMing in D&D. Some quick highlights (since this is off-topic): Harm = maho, CN discouraged societally, Fly & teleport unavailable, built-in character hooks (duty), incentives for political maneuvering (Emperor's favor), etc. Magic of Rokugan was in some ways broken (MHO here) and removed some of these advantages, but had some great concepts (Invoke Kami, Smith class, nemanuri). As to the main thread of comparing the systems: classic power levels compare to mid-range D20 levels: the starting samurai or shugenja is weaker in D20, but the high-level samurai is more powerful than the most powerful classic characters. This makes commoners and the untrained far less dangerous in the D20 version. Hmm, I know there are more differences, but the blood must not be flowing quick enough to my brain this morning. :) In general, my (rambling) point is that the world ports surprisingly well, so the main decision factor would probably be system you prefer (or can get players for). . . . . . . . -- Eric [/QUOTE]
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