Legend of the Samurai question.

HeapThaumaturgist

First Post
So I have a question about how the things in Legend of the Samurai are laid out ...

I'm, well, sort of thinking of doing a mystical sword-fantasy rooted in Japan, a little Ninja Scroll / Inuyasha sort of action.

Would LotS do well for something with flashing swords and bisected bodies and the occassional Oni or even half-demon PCs ... fighting mystical monsters, and perhaps, just once in a while, screaming for half an episode while stones explode and your hair gets big?

Not all-out Anime action, but, let's say, Samurai Champloo + Ninja Scroll.

--fje
 

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I would say so. Its Japanese fantasy, with Ki powers and plenty of martial arts (especially on the weapons side of things).

I have run it with the magic classes included, and with no magic.

I hope this helps. Feel free to ask more questions if it doesnt and I'll be happy to answer them.

Chuck
 

I'm sorry to highjack, but I have a few questions.

1. What time period was Legend of the Samurai designed primarily for? I've heard the history section goes up to 1867. I've also heard the words "ancient" and "medieval" thrown around a lot. Could Legends of the Samurai be used in Tokugawa rule/1600s?

2. What level of magic does it assume? Is it useable with Western/standard D&D magic levels as long as the magic systems did not intermingle?

3. Do the classes depend on the usual D&D magic item system to be balanced?

Thanks.
 

The maps cover the 16th century, though presence of elements like the Yakuza and obviously Musashi-inspired classes and styles mean that the book still has a significant stake in the 1600s.
 

Psychotic Jim said:
2. What level of magic does it assume? Is it useable with Western/standard D&D magic levels as long as the magic systems did not intermingle?
I helped playtest this book. Its my opinion that the magic level is a bit lower than your traditional D&D. Magic weapons are a bit harder to come by specifically.
Psychotic Jim said:
3. Do the classes depend on the usual D&D magic item system to be balanced?
This book, like Legends of Excalibur, uses the spell point system initially seen in LoE. I liken it closely to psionics, where you have a point pool to dip into to cast spells. Unlike psionics though, the spell point cost for spells drops as your caster level goes up. Many of the spells in the RSRD are available,with some new ones as well.
 

Psychotic Jim said:
I'm sorry to highjack, but I have a few questions.

1. What time period was Legend of the Samurai designed primarily for? I've heard the history section goes up to 1867. I've also heard the words "ancient" and "medieval" thrown around a lot. Could Legends of the Samurai be used in Tokugawa rule/1600s?

As Psion pointed out, one of the key inspirations for the game are the films of Kurosawa and the characters played in those films by Toshiro Mifune. One of the playtest mini-campaigns that I ran was the 7 Samurai in fact.

The only thing that I think would need some serious GM time for the game to work in the 1600s would be the introduction of firearms. If your focus is late Sengoku warfare, then you'd likely want firearms to play at least a small role and I chose not to address this in the game. If your focus is on the many duelists that wandered Japan during the Tokugawa period, I think the game fits your needs pretty well as is.

2. What level of magic does it assume? Is it useable with Western/standard D&D magic levels as long as the magic systems did not intermingle?

The classes in the game would, I think work with the traditional magic system. I never playtested it that way, but neither did I design the game to be totally dependant on a lower level of magic.

3. Do the classes depend on the usual D&D magic item system to be balanced?

Thanks.

Magic items are a factor in the game, but as Paul pointed out there are some restrictions on the creation and use of magical weapons. Basically only one class, the Shokunin can create magic weapons and armor, and a feat is required to use the magical abilities of a weapon.

However, I did playtest the game without any magic at all, and the only thing you would need to add yourself to run the game without casters of any kind would be one of the many alternate HP systems out there (my two recommendations would be the Hit Point/Wound Point system and the Reserve hit point system, both found in Unearthed Arcana).

I hope this helps :)

Chuck
 

Hello

I bought the book a few days ago and I was very impressed by it (I hope you will see this "bump" to the thread)

I had a few questions:

1: Some martial styles are not strenght based - I thought that was pretty clever, but I would like some more details. Let's take, for instance, ninjutsu. Does a character add his dex bonus (instead of strenght) to his attack and damage rolls, or only attacks? If the damage is modified, does this affect 2-handed weapons (time and a half "strenght" so to speak)? Is this bonus only in effect when fighting unarmed? What if you are fighting with, say, a ninja-to? In other words, are all your (mellee) attacks "ninjutsu" style or only those that specificaly benifit from the art (in this case, feint attacks and unarmed ones).

2: Could you coment a bit more on handing out honor points (or taking them back) in game? I thought you covered it pretty well, but it seems a bit much to keep track of every minor transgression or good action by every player. It aslo seems that a character could easily reach 100 in honor by simbly being very polite to everyone.

3: I'm thinking of having a party that works for a daimo - specificaly, one character would be a 4rth or 5th son (ie, trusted and valued but disposable member of the family since he's not the heir), and the rest would be his "entourage". Is this a model that works, or does it indroduces too much tension?

Thank you very much, and once again bravo for such a solid product!

Ancalagon
 

Ancalagon said:
Hello

I bought the book a few days ago and I was very impressed by it (I hope you will see this "bump" to the thread)

I had a few questions:

1: Some martial styles are not strenght based - I thought that was pretty clever, but I would like some more details. Let's take, for instance, ninjutsu. Does a character add his dex bonus (instead of strenght) to his attack and damage rolls, or only attacks? If the damage is modified, does this affect 2-handed weapons (time and a half "strenght" so to speak)? Is this bonus only in effect when fighting unarmed? What if you are fighting with, say, a ninja-to? In other words, are all your (mellee) attacks "ninjutsu" style or only those that specificaly benifit from the art (in this case, feint attacks and unarmed ones).

If a martial arts style is modifed by an ability other than Strength that only covers attack rolls. Damage is always modified by Strength.

If a martial arts style is specifically a weapon style, then its ability modifier applies to weapon attacks as well (for example Naginatajutsu). If the style is primarily an unarmed style (such as Ninjutsu) then it applies to only unarmed attacks.

2: Could you coment a bit more on handing out honor points (or taking them back) in game? I thought you covered it pretty well, but it seems a bit much to keep track of every minor transgression or good action by every player. It aslo seems that a character could easily reach 100 in honor by simbly being very polite to everyone.

I don't assign Honor for trivial acts of kindness or politeness. When I design adventures I include specific encounters as "Honor tests". So a PC Samurai might be assigned the protection of a child, only to be offered wealth and power in return for allowing a ninja to slip in and kill the child (of course if he refuses there will be combat and another chance to earn or lose Honor for bravery/cowardice).

In other words, only during crucial situations or situations.

The new use of the Diplomacy skill, etiquette, is a way to gain Honor through "politeness" but I generally only call for a check during first meetings or important meetings. Even then since Honor is lost if the skill check fails, I dont think you're going to see radical increases in Honor.

3: I'm thinking of having a party that works for a daimo - specificaly, one character would be a 4rth or 5th son (ie, trusted and valued but disposable member of the family since he's not the heir), and the rest would be his "entourage". Is this a model that works, or does it indroduces too much tension?

Thank you very much, and once again bravo for such a solid product!

Ancalagon

Well to some degree it depends on who's playing the Samurai ;)

Ive used such a model in my Legends of the Samurai campaigns, with some PCs being the retainers of a PC Samurai, while other characters were "noble peasants" who aided the Samurai during the first adventure and were invited to continue helping him.

Chuck
 

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