Placeholder: House rules<br/><br/>- - - - -<br/><br/>Ok, first and foremost, no acting In Character on information known Out Of Character.<br/><br/>Information on others character sheet - you don't know it unless you see it being used<br/><br/>Information gained while your player was not in a scene - unless someone fills you in, you cannot act on it.<br/><br/>- - - - -<br/><br/>Dice rolling.<br/><br/>You are samurai. You live by the code of Bushido, which includes Honour and Honesty. For this reason, dice rolling will be on the honour system. I will trust you to use the dice roller here and simply give me the results.<br/><br/>Insanely high rolls, or consistantly high ones, may be spot checked :)<br/><br/>- - - - -<br/><br/>How I handle combat<br/><br/>I figured it might be worth a post here explaining how I run the combat here. After everyone has rolled their initiative, the players declare their action from the lowest to the highest. This gives those with better initiative the ability to assess the situation, and perhaps take a better action than someone who has reacted slower, and who hence reacts rather than acts (if that makes any sense).<br/><br/>Then when the actions actually kick in, you go with highest initiative getting their action first. The players declared action won't kick in until their initative result is reached, but they have already commited to that action, so it carries out.<br/><br/>In a situation where the action is no longer possible .. say two attack the same target, and the faster player kills it, in effect the slower players action is wasted for that round.<br/><br/>As an example<br/><br/>Player A rolls 23 for initiative<br/>Player B rolls 13<br/>Player C rolls 15<br/><br/>Player B declares their action first<br/>Player C declares their action second<br/>Player A declares their action last.<br/><br/>Player A acts first<br/>Player C acts second<br/>Player B acts last.<br/><br/>The higher initiative person has a better chance to react to what others are doing.<br/><br/>- - - - -<br/><br/>If a person is familiar with earlier editions and wants to use something from one of those that isn't currently in 4th ed, I may allow it, depending on balance and if the mechanic can be updated easily enough.<br/><br/>- - - - -<br/><br/>Since the players are Magistrates, I have added the emphasis of Hojojutsu under Jiujitsu. This is the ancient art of tying up someone with rope (generally the likes of battle captives and criminals). A successful use of this still against an opponent in combat will leave them<em>Entangled</em>as per the 4th ed combat conditions. This rule may be revised depending on how it plays out in terms of game balance.<br/><br/>- - - - -<br/><br/>Any spending of XP must be cleared by the GM. Some skills may be learnable on your own, others will need a teacher. I prefer to see XP spent in line with what the character has been doing.<br/><br/>1 bonus point of XP will be awarded for each player who writes up a 'report to the Emerarld Champion', detailing what happened in the game session, so those not playing can enjoy the story too. Needless to say, they should be in character.<br/><br/>- - - - -<br/><br/>Link to glossary of Rokugani terms -<strong>useful</strong><br/><br/>http://l5r.wikia.com/wiki/Category:Rokugani_Language (http://l5r.wikia.com/wiki/Category:Rokugani_Language)<br/><br/>- - - - -<br/><br/>More as I think of it.