Rokugan

The award-winning Legend of the Five Rings setting in the enormously-popular d20 system.

*This is a can’t miss product for anyone purchasing Oriental Adventures!

This 192-page hardcover supplement picks up where Oriental Adventures leaves off, going ever deeper into the world of the Emerald Empire. Rokugan is completely compatible with the Dungeons and Dragons 3rd Edition d20 system, and includes not only a wealth of world material for GMs and players, but also new core classes, new prestige classes, new skills and feats, new spells, and far more. Learn the stories and history of Rokugan; meet its heroes and join their ranks. Includes conversion rules, so you can play with existing L5R RPG characters in the new system.

Follow-up and strong tie-in to eagerly-awaited Oriental Adventures book.
Conversion rules means product will appeal both to existing fans and to new fans arriving through Oriental Adventures.
 

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Rokugan

One of the most popular Asian fantasy RPGs in recent years was that of Rokugan in the Legend of the Five Rings RPG by AEG. The Legends of the Five Rings setting was inspired by Japanese history and myth, but much like many other fantasy settings that emulated Europe, the setting was not based is a psuedo-historical version of its inspiration, but in a totally fresh fantasy land.

Wizards of the Coast felt that the Legends of the Five Rings setting was attractive enough that it was worth using as a sample setting in their Oriental Adventures book for Dungeons & Dragons 3e. However, the L5R property was sold to AEG. Along with it, AEG acquired a license to use the Oriental Adventures trademark and refer to the material therein.

Rokugan is the AEG's central D20 book for the Legends of the Five Rings setting. It requires both the D&D 3e Players Handbook and Oriental Adventures to use, and goes into greater depth of detail about gaming in the setting than Oriental Adventures does.

A First Look

Rokugan is a 224-page hardbound book. The cover has a beige coloration, with a picture of a warrior wielding a pair of Japanese-style swords. The interior is color.

The Rokugan book has a graphical style very similar to the Dungeons & Dragons 3e Oriental Adventures book. Similar fonts are used, and like OA, it has the chapter and section names in the margin; Rokugan is slightly different in that these margin labels are blue. Most of the artwork is color. Most of the illustrations are appropriate to the section that they are in vice being merely decorative, and most have captions pointing out what general or specific character is depicted. The beginning of each chapter has a stylistic ink picture that helps lend the book a nice Japanese feel.

The text density is very good. When borrowing the style of OA, Rokugan also borrows the layout of the "cap system" books. The font size is small, and there is little wasted space. The book is priced at $29.99 US, which is about normal for a color book of this size. The text density and layout deliver a decent value.

A Deeper Look

Rokugan is organized into seven chapters and five appendices.

Chapter 1: Characters

The first chapter contains the new options for character creation as it differs from the Dungeons & Dragons 3e and Oriental Adventures baselines.

The chapter leads off with details of the different clans that the Rokugani characters may hail from. Each clan is given a good deal of exposition, including the nature of the clan, their role in Rokugan, their philosophies and relations, and their general appearance. Then, each family in each of the major clans is detailed, and some minor, lost, and ronin clans are also detailed.

Rokugan assigns mechanical traits according to family vice clan (as was done in Oriental Adventures). A character's family defines the character's favored class, a bonus class skill, and a "starting outfit". The "starting outfit" is an additional piece of equipment that the character may receive at the start of the game. In addition to these mechanical items, the character's family also determines the character's starting honor, a new trait introduced in Rokugan (see below).

In addition to the human clans, Nezumi (ratmen) and Naga (snake-men) are described. Nezumi are slightly revised from the way that they appear in Oriental Adventures, and have tribes that further modify their traits. The Naga are presented in the style of a PC race rather than as a monstrous race as in OA. Similar to Nezumi tribes and human clans, the Naga have bloodlines that further define them.

The next section in the chapter is character classes. It begins with a brief rundown of how the basic D&D character classes fit into the Legends of the Five Rings setting. Some are merely noted as not appropriate for native Rokugan characters. Others are given some mechanical and conceptual considerations. For example, it is noted that while barbarians are appropriate for the Unicorn clan, the barbarian class can be used to represent "beserkers" who are not true barbarians in some Rokugan families. Rangers are also noted as being appropriate to Rokugan, but their spellcasting ability is somewhat out of place. Rangers other than the fox clan and the naga are allowed to take fighter feats instead of access to a new level of spells.

In addition to this short list of considerations, two classes from OA are redefined (Samurai and Shugenja) and three new classes are introduced (Courtier, Inkyo, and Ninja).

The Samurai are very similar to the way that they are portrayed in OA, with just a few tweaks. As with the OA version, they receive fewer feats than a fighter, but more skill points and access to courtly skills. The skill list is slightly refined to include new skills introduced in Rokugan. Also as in OA, they receive a pair of swords (daisho) that the samurai can enchant. However, under the Rokugan version, the weapons are enchanted by sacrificing experience points vice money. This better reflects the nature of the setting, which has less emphasis on garnering treasure than the baseline Dungeons & Dragons game. The Rokugan version also does not require a lawful alignment, recognizing that there are samurai in Rokugan who are less than perfect followers of the social order.

The courtier is a new class, representing a high-born character who is at home in the courts of Rokugan, and with a greater emphasis on social skills than other members of the nobility (such as those with the Samurai character class). The courtier receives a large array of skills, as rouges do. Courtiers are weak combatants, but receive a number of abilities that are useful in the social circles in which they run. They receive some free cash at every level (a small amount by D&D standards), a hefty bonus to non-combat related charisma checks, improved benefit from skill focus when applied to non-physical skills, as well as receiving a number of other abilities as they go up levels. Some of these abilities are courtier abilities that can be selected from a list, similar in nature to rogue special abilities. This class could easily be adapted to make a PC-caliber noble class in another D20 system setting.

The Shugenja is slightly modified from the OA version. The spell advancement and casting methodology is similar: they cast divine spells but do so as a sorcerer. The spells known table is slightly different than the one in OA, but very similar in effect. The one "school spell per level" assigned in OA has been combined with the spells in the character's element, but the character still is assigned one school spell per level. The schools are slightly different than the ones listed in OA. Instead of one list for each Shugenja school, there is simply one list for each element, and some lists are shared by multiple schools.

The Ninja is a new class introduced in Rokugan. In OA, the ninja were not defined as a core class. This was due to the fact that the abilities attributed to them varied wildly and could be attributes to other core classes. So then this ninja obviously exists to represent the ninja as they exist in Rokugan. The Rokugan ninja is a competent fighter, and also receives sneak attack, special dodge and evasion abilities, and a modest amount of stealth related skills.

Those desiring a peek at the Rokugan ninja class can find it online at:
http://l5r.alderac.com/rpg/rokugan_ninja.pdf

The Inkyo, or enlightened monk, is represents a slightly different, less martial monk than the one presented in the PHB. The Inkyo does receive unarmed combat abilities similar to a monk. Their damage progression is slower than the core monk and they do not have the faster attack progression and flurry of blows ability, nor stunning fist or most other standard monk abilities. They do, however, learn how to use "void" points to enhance their rolls or AC, gain a great resistance to elemental magic, and receive a number of free "kiho" feats, which represent esoteric martial arts techniques.

Rokugan dares to try something that most third party D20 system publishers tend to bungle: introduce new skills. They do seem to get some of the most important points right: they tell you which classes get the skills as in-class skills, and they take into consideration how the skills interact with other game mechanics. The new skills include:

-Battle: This skill represent knowledge of tactics and warfare, and the ability to lead troops in battle. No full-blown large-scale warfare rules are defined here, but some basic tasks are laid out that you can perform with this skill, such as getting momentary advantages or recognizing an ambush.

-Games: Similar to craft, profession, and knowledge, this constitutes a number of separate skills, like go and sumai. In a standard D&D game, putting this much emphasis on a game might not be worth it. However, in a setting such as this where such games are considered honorable tests of skill, it seems perfectly appropriate.

-Knowledge: A number of new knowledge skills are introduced. Again, Rokugan takes the time to assign some of these skills to the existing classes.

-Mimic: This skill lets you mimic the voices of other people or creatures. It is a class skill for bards, druids, ninjas, and rogues.

-Poison: This skill lets you brew poison, and even increase the intensity of the poison. Some parts of the text refer to this skill as a craft skill, so I wonder if the original intention was to list it as a craft skill (which I would have done, and would have made it fit well with WotC's Song and Silence) but the ball got dropped during editing.

-Speak Language: A number of new languages appropriate for the Legends of the Five Rings setting are introduced.

-Tea Ceremony: While this skill is certainly appropriate for the setting, I felt it could have safely been tucked under knowledge or perform.

Of course, there are many new feats. Many of them are specific to certain clans. Some of these are ancestor feats that follow the rules for such feats as outlined in the Oriental Adventures book. Others are clan technique feats, and require that the character be a member of the clan and meet other prerequisites, but don't require the character take the feat as an ancestor feat. Finally, there are some new general feats. Examples of some feats are:

-Breaking Blow: If you spend a full round action on a single unarmed attack, you receive an extra 1d6 points of damage per point of strength bonus, doubled if the damage is against an inanimate object.

-Dancing with the Fortunes: So long as you respect a religious figure called a fortune, you can re-roll one dice roll per day. This is a unicorn clan technique.

-Let Him Go By: By spending a void point (see below) while executing a total defense, you may immediately attack anyone who misses you in combat. This is a dragon clan technique.

-Sprit Strike: By spending a void point, you gain an enhancement bonus to your unarmed strike for 1 minute per character level. This is a kiho feat.

-Tread on the Blade: If you beat an opponent's initiative by 10, you may spend a void point to gain a free extra attack. This is a crane clan technique.

-Way of the Crab: This crab technique lets the character ignore movement restrictions, and improves the maximum dexterity modifier and armor penalty of heavy armor.

-Void Use: This feat gives the character access to void points and is a prerequisite for a number of other void-related feats. The character can spend void points to receive bonuses to nearly and roll or their AC. A character taking this feat starts with two void points. Further void points may be obtained by the feat depths of the void.

This is just a small sampling of the available feats. Overall, I found the feats very interesting and balanced. They fit Rokugan well and could be imported into other campaigns as well, especially other Asian-style campaigns.

The chapter includes a short equipment list, including weapons, armor, poisons, and special items like metsubishi (an eye irritant). Some of the items appeared elsewhere, but their listing here indicates their availability in Rokugan, and costs are given in koku, the default unit of exchange in Rokugan. A short section covers the availability of certain items in the Player's Handbook.

A brief section is dedicated to religion in this chapter. Basically, in Rokugan there are three models of worship. The first is the worship of celestial beings called the Fortunes. A sub-category of this sort of worship is ancestor worship, which postulates that spirits of one's ancestors are nearby at all time. Then there is Shinseism, which is a more philosophical standpoint. Students of Shinsei seek enlightenment through unification of the body, mind, and soul.

The character chapter introduces a section that some feel was missing from Oriental Adventures: a numerical system for tracking a character's honor. Characters have an honor rank and honor points. Every honor rank is corresponds to 10 honor points. A character's honor can ebb and flow according to acts of great honor or dishonor witnessed by others. In many cases, the honor points gained or lost is dependant on the characters current honor rank. Honor ranks typically range from zero to 5.

Alongside the new honor rules, the nine Dungeons and Dragons alignments are discussed as they pertain to the Legends of the Five Rings setting. The book is quick to point out that alignment is not as much an issue in Rokugan as it is other settings. However, it discusses how each alignments fits with the concepts of honor in Rokugan, provides examples of characters of each alignment from the setting, and discusses how that character fits the alignment.

Finally, the characters chapter presents 17 new prestige classes. Some are general character types appropriate to the culture of the setting. Others represent specific schools or members of elite organizations. Some resemble the more typical D&D style combat and magic oriented classes, like the dragon swordmaster, lion's pride, or elemental guardsman. Others are a bit more subtle, and may be appropriate to less combative characters, such as the artisan, butei (Scorpion master of disguise), and mastermind. The prestige classes are, for the most part, well conceived and well designed.

Chapter 2: Magic of Rokugan

The magic chapter begins with a discussion of the magical beings that shape magic in Rokugan. This includes the somewhat powerful spirits known as Kami, and more powerful spirits, the Fortunes, the Dragons, and the Sun and the Moon.

Rules are introduced for ritual magic. Ritual magic is basically two or more Shugenja combining their powers to create a greater effect. The involved Shugenja must have the appropriate feat.

Some practitioners of magic in Rokugan have access to esoteric secret methods of magic. The section entitled secret lore introduces the means that a character can access these secret methods. Most of these involve a new set of feats called secret lore feats. Example are the kage yakiin (shadow brand) feat, which allows the character to move at full speed while hiding in shadows, and the tattoo magic of the dragon clan: dragon monks or inkyo may take tattoos described for the tattooed monk class in the Oriental Adventures book as feats.

The spells and magic section introduces new spells as well as a few alterations. One of the most telling alterations from the Dungeons and Dragons game is that in Rokugan, spells that return one from death are considered against the natural order. As such, spells like raise dead and resurrection are not available in the setting.

The spell lists provided for the classes is somewhat similar to those presented in the Oriental Adventures book. Many spells from the Players Handbook are used, but different titles are assigned to them is the spell list. For example, cure light wounds is "path to inner peace" and dimension door is "spirit of air." These alternate names serve to add a little flavor to the spells.

The bulk of the chapters is new spells. This includes Shugenja spells, Maho (blood magic) spells, and a new type of spells: void spells. Void spells may only be taken by characters of the Void Disciple prestige class (introduced in Oriental Adventures) or a member of the phoenix clan with the Ishiken-do secret lore feat. Some of the spells are listed with traditional D&D character classes, allowing you to easily port these spells to other games.

Some examples of new spells:

-Burn the soul (Shugenja 3, Cleric 3) - characters with a low honor score and/or not one of the three "honorable" alignments per OA (LG, LN, NG) suffer damage from the judgement of a kami.

-False Tongue (Bard 3, Shugenja 3) - masks your words with illusionary words. You can use this to make one person hear you say a different thing than what everyone else hears you say.

-Immortal Steel (Shugenja 4) - one weapon instantly becomes a masterwork weapon.

-Kharma (Shugenja 6) - the only acceptable replacement for life restoring magic in Rokugan. Similar to reincarnate, except that it does not manufacture a new body, but awakens the character's spirit in a different body.

-The Penetrating Drop (Shugenja 7) - an object becomes infested with water sprits. If the object does not save, it take 3d10 points of damage per round, plus 3d10 points of damage per round of duration.

-Tsunami (Druid 9, Shugenja 9) - ah, a perennial favorite spell of mine in the 1st edition AD&D Oriental Adventures book! Tsunami summons a huge wave from a body of water that devastates anything in its path.

-Essence of the Void (Void 5) - The target must make a will save every round to do anything.

-Fu Leng's Champion (Maho 8) -If the target fails their saving throw, they are permanently transformed into any undead creature in the campaign of the caster's choice. This one struck me as a little powerful, and will need some consideration if the DM is using a setting broader than Rokugan. What if the DM has nightshades in his world?

-Rise Again (Maho 4) - If the caster is slain within 24 hours of casting this spell, he heals all wounds and returns to life within 48 hours.

One error that I caught was that one of the Maho spells seems to be missing, a 9th level spell referred to as "rise, taint".

Chapter 3: Life in Rokugan

The third chapter covers various aspects important to running a game in Rokugan. The chapter begins with guidelines for a GM looking to run such a game. This includes a discussion of how a GM can handle problems that can arise if the players are not familiar with the setting, how to achieve elements central to a Legends of the Five Rings game such as intrigue, honor, duty, and ettiquette, and pointing out fundamental ways that a campaign in Rokugan should differ from a typical Dungeons & Dragons campaign.

Next, the chapter dives into details of the setting that will be important to the GM and players. This includes things such as the what the different social castes are in Rokugan and what their roles and attitudes are, timekeeping and seasons in Rokugan, details on flora and fauna, customs and laws in Rokugan, possible reasons for adventures, how magic is perceived, and so forth.

The Shadowlands taint and rules for handling are discussed. The rules for taint were introduced in Oriental Adventures. The rules here cover some of the same ground, but it is not too clear from the description whether they are supposed to supplement the rules in the OA or replace them.

Taint points can be initially acquired by spending time in the Shadowlands or by being the target of a maho spell. Once you have taint points, you acquire a taint modifier. You can voluntarily use this modifier as a bonus to physical rolls, but it applies as a penalty to charisma checks. If the character uses the taint modifier as a bonus, they accumulate more taint points. As characters accumulate taint, they acquire physical and mental symptoms of the taint. If they are a spellcaster, they also gain the ability to cast maho spells.

Chapter 4: Geography

Chapter four covers the details of the land of Rokugan. The maps of Rokugan are on the inside covers of the book, and is keyed to locations described in the geography chapter.

The geography chapter is broken up by the clans that controls them - if any. Each region is listed with details on its capital, population, favored religion, imports and exports. Major features such as natural landmarks, fortifications, and significant settlements are listed for each. In addition, each region details one or more significant NPCs, complete with statistics and background information. Some of the character writeups are very detailed, and done in a style similar to the Forgotten Realms Campaign Setting book.

Chapter 5: Deities and Cosmology

Chapter 5 describes the esoteric world of spirits in the Legend of the Five Rings setting. The cosmology of L5R includes spirit realms similar in scope to the planes of Dungeons & Dragons. Each realm is briefly describes, and each has certain attributes. For example, Chikusudo is the "realm of animals", and every animal that exists in the realm of mortals also exists here. The realms are difficult to traverse without powerful magic, but some connections exist and are listed

Next are described the various powerful spirit beings that are central to religion in Rokugan. The so called Seven Fortunes are among the most powerful of a set of being called the "thousand fortunes." The Seven Fortunes are revered throughout Rokugan.

The most powerful beings are Lord Sun and Lady Moon. These are a sort of primordial deity who gave birth to the kami, who would give birth to the clans of Rokugan. The clans pay respect and derive power from the kami who founded the clan. Fu Leng is the one kami who did not found a clan, but is the source of the corrupt power behind the taint and the shadowlands.

Finally, the chapter discusses some of the principles behind sin and penance in the setting, and talks briefly about the seven dragons. The dragons are powerful beings with the potential to drastically affect Rokugan. Dragons dwell in the heavens, but occasionally intervene on behalf of mortals.

Chapter 6: History of Rokugan

Chapter six is eighteen pages long and details the history of the clans of Rokugan. The history covers up to the calendar year of 1158. The chapter is divided up into sections by century, plus a short section on the events of prehistory. Major events are related by year for each century. The twelfth and current century has the most covered events.

A recounting of this history is beyond the scope of this review.

Chapter 7: Organizations

Chapter seven describes a number of organizations that act within Rokugan. The organization, goals, modus operandi, and background of each group is described, and statistics for a typical NPC member of the organization is provided.

The organizations described are:

-The Imperial Magistrates and Emerald Legions: Servants of the emperor, the imperial magistrates are samurai selected to enforce the laws of the empire, and the emerald legions are the elite troops in the service of the emperor.

-The Bloodspeakers: A ghastly cult that once fought to restore a wicked sorcerer, the bloodspeakers exist in secret and practice dark maho magic, spread the taint through the land of Rokugan.

-Ronin brotherhoods: Though Ronin are masterless warriors, many have banded together in one of several brotherhoods. Though some of these brotherhoods are merely bandits, others are honorable figures.

-The Kolat: The Kolat are a secret organization dating back to the days the empire was created. The Kolat believe that the society that the kami created - the empire and its caste structure - should be aboloshed. They suffered some recent setbacks and have been operating as mercenaries instead of conspirators of late, but they may soon return to their original goals.

-The Brotherhood of Shinsei: The brotherhood of Shinsei follow the philosphy set forth by a philosopher named Shinsei. The words of Shinsei provide guidance and comfort throughout the empire.

-The Ninja: The ninja are a shadowy organization of spies and assassins, believed by many to not exist. But exist they do.

Appendices

There are five appendices in Rokugan, plus an index, the obligatory open game license and OGC declaration, and a character sheet original.

The first appendix introduces a number of new magic items for the Rokugan setting. Some of the items have fairly straightforward enchantments (e.g, the Akodo dagger is a +2 keen lawful tanto) but some also grant small bonuses due to the prestige associated with the item. The writeups are a little troublesome, however. The enchantments are not concisely stated, and no item creation details are presented.

The second appendix details three new monsters. Kansen are spirits of the shadowlands that are drawn to potential students of maho magic. Free ogres are intelligent ogres that after being freed from the shadowlands taint recovered memories of an empire of ogres. Mujina are small mischevious fey that are friendly to the nezumI (ratmen).

The third appendix contains rules for converting characters between the D20 system version of the setting and the Legend of the Five Rings RPG. The conversion notes attempt to cover conversions in both directions.

The fourth appendix is a list of recommended reading and viewing. This includes L5R novel and game products as well as movies and books inspired by feudal era Japan and other parts of ancient Asia.

The fifth appendix is a glossary detailing terms commonly used in the Legend of the Five Rings setting.

Conclusion

I have to admit that I am by no means a fan of the old Legend of the Five Rings game. Concerns about the system and the heavy handed nature of the metaplots associated with the game kept me away from it despite an interest is Asian-style fantasy.

However, I found the Rokugan book simply excellent. The presentation is very good, with text density and layout on par with Wizards of the Coast, which is to say better than a majority of third party D20 system publishers. More importantly, the mechanics were well implemented and further, the ideas so presented seem like they would make excellent character making material. The feats are interesting, and the prestige classes are appropriately applied and well done.

Getting into the D20 version of L5R could be costly if you do not already have the Dungeons & Dragons 3e Players Handbook and Oriental Adventures book, but from what I understand, older version of the setting required quite an outlay to have a complete set of character making material. And from what I understand, Rokugan actually gathers a considerable chunk of L5R material in one place.

So, if you have any inkling for the L5R setting, any liking for the D20 system, and either a tolerance for metaplots or the wherewithal to shut out the metaplots and make your own stories, I would definitely recommend this book. If you are a D20 fan looking for more "crunchy bits" and ideas for your own Asian style campaign, you will probably get some good value out of this book, but not quite the same value as you got out of OA, as much of Rokugan is campaign specific exposition.

-Alan D. Kohler
 

Asian themes in RPGs have always intrigued me. After my brief, but intense, affair with Oriental Adventures, I found myself wanting more. Enter Rokugan.

Rokugan takes everything that's fabulous in Oriental Adventures and whips it into a sequal that leaves you with a smile on your face. The entire work is presented in a very professional manner that does nothing if reflect WOTC's style with OA. Same font, similar layout; the whole thing reeks of a first party product, which is good.

The rules are presented in a subtle and smooth manner. You won't need a hammer and nails to attach the rules to the core d20 world, they fit seemlessly. The classes are done well, none having the shotty production of many third-party productions (including AEG's other releases). The prestige classes are well designed and created with a firm idea in mind. Too many companies offer you prestige classes that seem to do too much, too poorly. Not the case here. The new feats offer a plethora of choices, and even intorduces an entire new realm of feats with Void Use Feats. Very cool. The new spells are well designed but don't leave drooling at the mouth as the rest of the book does.

Aside from the new rule introductions the fiction is very intriguing. I never played L5R in CCG or RPG form before, so I was nervous at entering the world with just this book. Surprisingly this book gives plenty of background for a new player (or DM). Having read the book I feel confident playing in the campaign world.

The whole product is well done. It gives all you can ask for, and leaves you wating with baited breath for the next release in the line.

In a word, fabulous

D R Anderson -s4dfish-
 

Rokugan is to Oriental Adventures (OA) what ice cream is to pie: an unbelievable addition.

Set during the Four Winds story arc of the Legend of the Five Rings (L5R) CCG (also published by Alderac Entertainment), Rokugan d20 adds to Oriental Adventures more classes, more clan abilities (heck, more clans), new spells, and a new tree of feats: techniques.

To start let's talk about classes. Rokugan may not have the sohei, shaman, or wu jen, but you won't miss them very much when you see the courtiers (nobles), inkyo (weaker but Void-using monks), and the ninja. Yes, you heard me right. OA had a prestige ninja, but Rokugan has an actual 20-level ninja class.

The clan/family abilities have been updated too. In OA, you got one automatic class skill and favored class depending on your clan. In Rokugan, the abilities have been updated depending on your family now too. PLUS, if the class skill you get matches a class skill from the chosen class, you get an automatic +1 to all checks with the skill. Also this time around, the Mantis clan (my favorite clan), the minor clans, and ronin (unaligned people) are included.

Spells have been greatly increased. There are tons of new spells for shugenja. My favorite would have to be Wheel of Fortune, which causes two random abilities of one target's to switch. I would hate to be the shugenja with a 9 Strength but a 16 Charisma who gets hit with that spell.

The technique feats are cool as well. Depending on your clan, you could get a technique feat that gives you Ambidexterity and Teo-Weapon Fighting with kamas, or you could get the ability to add your Intelligence modifier to your Initiative. It definitely individualizes your character beyond "Crab Samuari #6 with Power Attack."

Now to the part I enjoy talking about in an RPG: the art. I have been playing the L5R CCG for almost 6 years now, and the CCG is famous for it's unbelievable art. When I opened Rokugan for the first time, I fell in love with a ton of the art. It was NOT reproduced art. It was NOT black-and-white art. It was full-color, original, beautiful pictures (my favorite would have to be the one of the Crane shugenja on page 177, I'd sell my soul, first born child, and foil Yoritomo Kumiko for the original piece; that is how beautiful I thought it was).

In conclusion, if you've never played a 3rd edition Oriental Adventures game, go out and get OA and Rokugan, GET THEM! Trust me, you'll love every second of it.
 

Well having decided to run an oriental campaign, I decided to start researching supplements and accessories outside of the the actual oriental adventures core rulebook, and so I turned to Rokugan, as that is the campaign setting that the OA corebook was based upon.

Upon arriving at my local gaming store I started looking for the Rokugan book, found it, purchased it, and then went home to begin absorbing the campaign setting. I was glad to see that AEG had used a nice hard cover and full color art and pages inside the book, although color isn't everthing, and pictures don't really provide any rules, its always nice to see a book that has some interesting and quality artwork, as well as some color. I also noticed that the book had a similar layout to the PHB as it listed the clan descriptions where you would normally find races, followed by the character classes, skills, feats, combat, and magic. This immediately made me feel at home with the book as I already felt as if I had gone through it several times. After making my quick reference through the book and catching some of the headlines I backed up and really started reading.

Clans

The clans section was great, pure and simple. It goes through each of the major clans and describes the clan actions, motives, and overall view that each clan expresses. This section goes into much greater detail then the OA book and adds on several new minor clans that offer the DM and players clans that they can manipulate and alter as they are only briefly described. I immediately locked on to one of these minor clans and am using it as a focus for my campaign.

Classes

The classes section is layed out just as you would expect and actually has more to offer than one would think. First of all your common D&D core classes are mentioned and they are each given a small paragraph to describe how they would fit into the Rokugan campaign. Then the move into the actual OA classes, the samurai, the shugenja, etc. Now the first thing I noticed was that the monk, shaman, sohei, and the wu jen where not really mentioned or referenced to, which was kind of disappointing. The campaign setting itself has made the shugenja the magic user of choice, and has apparently completely left the sohei, shaman, and wu jen out of the loop. While my campaign will include these classes you won't find any relative information on them in this book. Even with this negative the book does give very good descriptions on the samurai and the shugenja, offering some rule variants to the OA versions. There are also two new core classes in the book, the ninja and the inkyo, which is a monk variant, which offer some different options to players.

Skills & Feats

Not much changes in the skills department, just your typical new ways to use old skills descriptions. As for feats, well this is where the book really shines in my opinion. AEG has incorporated the clans into some of the feats, offering clan specific techniques, as well as offering a new feat called void use, which is tied to the inkyo class and other feats. All of the new feats are very OA themed and fit perfectly into an OA campaign, really offering the combat style and visualization of what you would think of when watching old kung fu movies and samurai films.

Spells and Magic.

This section is actually kinda of short, and to be honest I was hoping for more spells. This is where we get back to the fact that AEG and Rokugan have not embraced the shaman or the wu jen, so you won't be finding any new spells or descriptions for them, which to me is a big downer, especially for the wu jen class. AEG did go through the shugenja list though, and gave old spells some new OA style names, and did add new spells for the shugenja. In this section they also describe a new type of magic called blood magic, and a short (very short) spell list for this style of magic. In Rokugan this is forbidden magic. I would elaborate more, but they really don't elaborate on it in their campaign book so........

The Flavor Text

This is a nice area that explains the history of Rokugan and takes time to make tie references to the full color maps shown on the inside of the hard cover of the book, detailing the territories of the major clans and points of interest. I enjoyed this area of the book as it was not only a nice read, but clearly and concisely explained what is going on in the empire to date.

Monsters Section

The monsters section of this book is somewhat lacking and actually seems to me ( as I found out later ) that it steers clear of giving to much allowing for a later supplement.

Honor

There is an honor system described in the campaign book, and although it isn't described in detail they have it broken down into levels of honor and what actions can make it go up and down. I was kind of disappointed in this system as it only ranks from 1 to 5, not leaving much room for adjustment. While it is a system I feel it could have been better.

All in all I think this is a great product and for those DM's who want a good resource book to run an OA campaign I would recommend it. I would also like to point out that the campaign setting also has many supplements unto itself, namely a creatures book, magic, and fortunes as well as individual class books. So if you are thinking of running an OA campaign and you don't want to build it from the ground up, I would say this is the direction to go, and even if you are building, it makes for a great reference book with lots of useful information and rules.
 
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