Game Mechanics
Conversion Notes
Posting and Combat Scenes
House Rules
Weapons
Unique Schticks
Other Rules
Special Weapons Manoeuvres
Experience
 


This is where I'll be posting discussions of game mechanics, as well as any addition or modification I make to the core rules of Feng Shui.

Last updated 7 March 2002 (experience).
 

Conversion Notes

Let me start by listing the challenges in converting L5R to use the Feng Shui system:

(1) Feng Shui has four main attributes, not five, so it's hard to relate it to the concept of "five elemental rings".

(2) Feng Shui has some 81 fu schticks, or dedicated combat moves, to choose from , aligned along 13 paths of varying length and complexity.  L5R has one or two schools per clan, with five levels in each which all give you one special manoeuvre.

(3) L5R has a long list of fairly static spells which can be somewhat customized to a situation but have very specific effects.  Feng Shui has 8 main spellcasting flavours, or basic schticks, each having 4 to 10 special effects which in turn are fairly open-ended.

My first try at converting the system was to select the fu schtick that most resembled the bushi school rank abilities, but then that limits every player to pretty much the 5 schticks of his/her school.  Since some character templates start with several fu schticks, they would have little room for choice or for growth.  Then I realized that in the selected time period, very early empire, most of the bushi schools wouldn't have been founded yet, let alone perfected.

So I decided I would open up the list of schticks as normal, but I ask everyone to pick schticks that are in keeping with the character, clan, and family selected.  The same reasoning goes for shugenja and magic: if you're shugenja school specializes in earth magic, try not to take weather magic as your character's forte!  I will veto extravagant choices, but I am known to be susceptible to good backstory and roleplaying when it's time to rule.  If it's a cool character that is well played, I'm pretty accomodating.

Return to top
 

Posting and Combat Scenes

The only (but arguably major) slowdown resulting from using the Feng Shui system for a PBeM is from combats.  Because Feng Shui uses a shot system with various initiative (or shot) cost for various actions, players cannot just state their actions at the beginning of a round and let the GM resolve all of them simultaneously.  They have to pay attention to what shot we're on and when their next action will take place.  This can become confusing; to help with the flow of posting, I am trying the following posting guidelines:

(1) I name both the characters and players to make it clear whose turn it is (e.g., "This is Shot X, and it's Raku (Player A)'s turn").

(2) I give advance warning (e.g., "this is Shot X, it's A and B's turn; and on Shot X+1, C and D are up"); this should give people the time and warning to at least read the actions immediately before theirs.

(3) I give a short turnaround time.  I want to be flexible, but try to answer within 24 hours.

(4) I try to use pictures to help visualize the setting, but I do not give detailed maps.  This is because maps tend to constrain the action and Feng Shui thrives on cinematic resolution.  Maps also require a lot of GM time that is better used writing action posts.

(5) I try to limit combat to useful scenes (except for the semi-gratuitous opening scene).

(6) Unless people write to me to say they prefer rolling their dice themselves through the Irony Games Web dice server (the day it gets back up) or through Shadow Island's e-mail dice server, I handle the dice rolling.

In exchange, I want players to read what has going on before, to post promptly, and to write exciting descriptions of their actions (not "On Shot X, I activate my fu power and hit the guy.")  The compiled story, pictures, info, and rules of this Web page are there to help with continuity.

I included an example of combat on another page to illustrate the process.

Return to top
 

House Rules

Note that I will be using the house rules published by Brad Solberg on his page at <http://www.flick.com/games/RPGs/fengshui/#house-rules>.  In addition, the following house rules are in effect:

Weapons

Unique Schticks

Other Rules

Return to top
 
 

Special Weapons Manoeuvres

Some weapons allow for special manoeuvres not found in the basic Feng Shui book.  These include:
 


In addition, I've authorized the conversion of some Gun schticks to be usable with melee weapons instead.  Player Characters have taken advantage of the following schticks to date:

Return to top
 

Experience

Because of the slow rythm of PBeM games, I will give experience points as we go along, normally after significant scenes, instead of waiting for the end of an adventure.  Here is a little cost table based on the Feng Shui rule book:
 
Characteristic
Cost to Buy or Increase
New Tattoos (5 + X) experience points, with X = the number of Tattoos you will have, including this new one.  Players may not buy any one schtick more than five times, where multiple purchases of the schtick are allowed.
New Creature Abilities (8 + X) experience points, with X = the number of Creature Abilities you will have, including this new one
New Fu Powers (3 + X) experience points, with X = the number of Fu Schticks you will have, including this new one
New Gun (Ranged Weapon) Schticks (8 + X) experience points, with X = the number of Gun Schticks you will have, including this new one
New Magic Schticks (16 + X) experience points, with X = the number of Magic Schticks you will have, including this new one
New Blast Special Effects 3 experience points apiece above the basic 3 effects you get at first
New Stat Schticks (Current stat score + number of schticks you already have in that stat), as per Golden Comeback.  Stat must already be at 11 or better.
New Skills (8 + X) experience points, with X = your rating in the base attribute of the skill
Improve Skill Bonuses You can increase by 1 a bonus in a skill by spending experience points equal to the new Action Value you will have once you have learned the skill
New Transformed Animal Schticks (8 + X) experience points, with X = the number of Transformed Animal Schticks you will have, including this new one
Raise Primary Attribute by 1 (4*X) experience points, with X = the new rating you will have in this Attribute, + Attunement to a Ki site
Raise Secondary Attribute by 1 (2*X) experience points, with X = the new rating you will have in this Attribute, + Attunement to a Ki site

Return to top



Return to DoK Index Page