Conflict Sences:
When two or more characters are acting in opposition to one another over an extended period of time, the GM may call for a conflict scene. There are several primary types of conflicts. Each uses the same core framework but has unique rules for the options characters can pursue and for its resolution. Common types of conflicts are as follows:
Intrigues are social conflicts. Even the Emperor does not make decisions without first listening to the counsel of his highest retainers. The most impactful conflicts in all of Rokugan are often the words traded between high-ranking samurai—or at least they begin with those words. Petitions to great lords, treaties, political schemes, trade agreements, pacts, and marriages change the face of Rokugan every day, and exerting political influence is the primary duty of many samurai.
Duels are one-on-one battles of honour. When a matter cannot be resolved with will, wits, and rhetoric alone, honour sometimes demands that a samurai seek resolution by drawing steel. Duels are an important part of the political process in Rokugan, and the mere possibility of a formal challenge can be incredibly potent leverage.
Skirmishes are small-scale battles. From pitched battles between rival factions to targeted raids against enemy clans, skirmishes tend to be chaotic, small-scale battles with a few combatants on each side.
Mass battles are battles between entire armies. Open warfare is relatively rare in Rokugan, but it is devastating in its impact.
On the off chance that their daimyō asks it of them, any samurai must, in theory, be prepared to serve in war in some capacity, whether as a warrior, an advisor, a strategist, or a negotiator.
Conflict Overview:
Although there are numerous types of conflicts, all conflicts follow a general structure. The overview below is a general primer for conflict scenes, while the Detailed Conflict Breakdown, on the next page, presents a more technical set of instructions.
Phase 1—Initiative: During this phase, characters have a chance to assess the scene, opponents, and options by making an Initiative check (see Initiative Checks, on page 250).
Phase 2—Take Turns: After characters have gotten their bearings in the scene, play proceeds to this phase, during which characters
can use the many means at their disposal to pursue victory in the conflict.
Phase 3—Resolution: Each conflict ends with a Resolution phase. During this phase, the conflict’s results are made clear to those involved, and final effects are resolved.
Phase 1: Initiative
At the beginning of a conflict, the GM describes the unfolding scene, and each player can take the opportunity to ask questions about the surroundings. Then, each character makes an Initiative check as they seek to get their bearings in the conflict. Initiative affects the order in which characters act.
Initiative Checks
An Initiative check helps determine a character’s initial value for the scene. Each type of conflict uses a skill for its Initiative check, listed below:
Intrigue: TN 1 Sentiment check.
Duel: TN 1 Meditation check.
Skirmish: TN 1 Tactics check.
Mass Battle: TN 1 Command check.
A character can use any ring for this check. After a character resolves their Initiative check, that character enters the stance matching the ring they used. Each PC participating in a scene should make an Initiative check, as should each sufficiently important
NPC (minion NPCs can generate initiative value without a check, using their focus or vigilance attribute).
Determine Initiative Values
A character’s initiative value is based on their state of preparedness when the conflict began.
If the character was ready for the conflict, their base initiative value is their focus attribute. If the character was unprepared (such as when surprised), their base initiative value is their vigilance attribute.
Then, if the character succeeded on their Initiative check, they add 1 to their base initiative value, plus an additional amount equal to their bonus successes.
Set Initiative Order
Organize the characters by their initiative value, highest to lowest, and record this initiative order along with the values. This is the sequence in which the characters act during Phase 2: Take Turns in many conflict types. If two or more characters have the same initiative value, the one with the lowest honour attribute acts first, followed by the others in ascending order of honour.
Phase 2: Take Turns
After Phase 1: Initiative, the characters involved in the conflict act over a series of rounds. The order in which the characters act and the number of rounds the characters should play out before proceeding to Phase 3: Resolution are defined in each type of conflict.
Rounds
Before any character acts during Phase 2: Take Turns, a new round begins. Any effects that occur "at the beginning of the round" resolve. Then, starting with the character at the top of the initiative order and descending in sequence, each character takes one turn each round. After the turn of the last character in the initiative order ends, the round ends. Any effects that occur "at the end of the round" resolve. Then, the GM declares either that the conflict has ended (and proceeds to Phase 3: Resolution) or that it has not ended (and repeats Phase 2: Take Turns, beginning a new round).
Turns
During a character’s turn, the character performs the following steps:
Step 1: Beginning of Turn
When a character’s turn begins, that character becomes the active character. Any effects that occur "at the beginning of the character’s turn" resolve at this point.
Step 2: Set Stance
Next, the character sets their stance. This is a character’s poise, footwork, tact, or some combination of the above depending on what the conflict entails. Each turn, a character can remain in the stance they were already in or switch to a new stance. As part of setting a stance, a character may set the grip with which they are wielding a weapon (see page 230). A character may also drop any number of items on the ground. Readying a new weapon requires an action, however. After setting a stance, a character remains in that stance until the beginning of their next turn. In addition to determining which ring a character uses for the action they perform during Step 3: Perform Action and for any other checks they make while in that stance, each stance confers a passive benefit during a conflict, described in Table 6–1: Stances.
Step 3: Perform Action
After setting their stance, a character may perform their allotted action for the turn. Each action is a distinct effort the character undertakes, described by their player or provided among the sample actions for the encounter or by the character’s personal abilities. Most actions require a check. Once per turn, before or after performing an action, a character can also move a short distance (narratively or in range bands, as described on page 265).
Step 4: End of Turn
After a character performs an action and completes any associated activities (such as movement in a skirmish), the turn ends. Any effects that occur "at the end of the character’s turn" resolve at this point. The character ceases to be the active character, and the turn of the next character in the initiative order begins.
Phase 3: Resolution
Once the characters involved have completed their objectives (or definitively failed), the conflict reaches a clear end, or the GM feels that the scene should logically draw to a close, the conflict concludes. Any effects that occur "at the end of the conflict" resolve at this point. Play proceeds to a new scene as directed by the GM.
Stances:
Earth: When other characters make Attack action checks and Scheme action checks that target you, they cannot spend opportunity to inflict critical strikes or conditions on you.
Water: During your turn, you may perform one additional action that does not require a check. This action cannot share a type with another action you perform this turn.
Fire: When you succeed on a check, you count as having one additional bonus success for each strife symbol on your kept dice.
Air: Increase the TN of Attack and Scheme action checks targeting you by 1. If your school rank is 4 or higher, increase the TN by 2 instead.
Void: You do not receive strife from strife symbols on your kept dice. You can still receive strife from other sources.