Re: Character Creation
FOR BEGINNERS TO L5R
Roll/Keep
Legend of the Five Rings is a roll/keep multi-die system. Whenever you roll dice (allways d10's and usually several at a time) you will keep some dice and drop others. Kept dice are added together to make a total while dice that you drop aren't counted towards that total. Usually you will be rolling a number of dice equal to your Stat+Skill and keeping dice equal to your stat. To suceed at a task the total of your kept dice must be equal or more than the Target Number (or TN) set by the GM.
ex: Bayushi Baku is trying to sneak past Shinjo Kasumi and the GM sets the TN at 15. Bayushi Baku has Agility 3 and Stealth 4 so he rolls a total of 7d10 and gets a 1,1,5,7,8,8,and 9. Because Bayushi Baku's Agility is 3 he only gets to keep 3 of those d10's. So his final total is 8+8+9=25 which is greater than the TN set by the GM so he succeeds.
as a side note, 7k3 means roll 7d10 and keep 3 of those dice.
"Exploding" Dice
Whenever you roll a ten, you may roll an extra kept die. If that die comes up as a ten, you may roll another extra kept die. You may continue rolling as long as your dice continue to come up as ten.
ex: Hiruma Ichigo is trying to hit Akodo Tsurugi. Akodo Tsurugi's TN to be hit is 35. Hiruma Ichigo as Agility 3 and Kenjutsu 2 so he rolls a total of 5d10 and gets 7,7,7,10,and 10. Normally he would only get 7+10+10=27 and fail because he only keeps 3 dice, but because he rolled two 10's he may roll two more kept dice. His exploding dice come up 6 and 9. So his final total is 7+10+10+6+9=42 which is greater than Akodo Tsurugi's TN to be hit so he succeeds.
Certain Techniques or skills will cause dice to explode on numbers other than 10 or may prevent the exploding of dice altogether. These situations will be dealt with on a case by case basis.
Raises
Sometimes you want to do something more impressive than simply suceed at your task, in those cases, you may declare a raise and voluntarily raise your TN by 5. Some tasks require more than one raise (disarming your opponent in combat, for example, requires 3 raises for a total TN increase of +15). The more Raises you take, the more impressive the results, should you suceed. Beware of taking too many raises, however, if you roll and fail to meet your new TN, even if you met your pre-raise TN, you still fail.
ex: Yoritomo Kurako is trying to convince Kitsuki Tatewaki that she wasn't involved in the death of Hida Akane and wants to take a Raise to convince Kitsuki Tatewaki that she wasn't even in the area where the murder occured. Normally the TN would be 35 but because she took a Raise, the TN is now 40. Yoritomo Kurako has Awareness 3 and Deceit 5 so she rolls a total of 8d10 and gets 1,2,8,8,8,8,10, and 10. Her Exploding dice come up 7 and 1. So her final total 8+10+10+7+1=36. While she met her original TN of 35, because she took that Raise, she fails to convince Kitsuki Tatewaki of anything.
Certain techniques or skills will provide you with Free Raises. A Free Raise can be declared just like a normal Raise but will not raise your TN. Free Raises may also be used to lower your TN by 5.