Un katana est un peu plus long qu'un tessen, il sera tenu a distance par ses adversaires et ne pourra jamais les toucher, a moins de faire un assaut (et encore) ou de sacrifier un round d'attaque pour se rapprocher.
P202 LdB VO a écrit :Weapon Reach
Generally speaking, the matter of whether or not a given weapon can reach an opponent in different combat situations is left up to the GM. For those groups that prefer a more tactical approach, however, we suggest the following rule of thumb with regards to a weapon´s reach: small weapons can reach 1 foot, medium and larger weapons 4 feet, and spears and polearms 6 feet.
Et petit rappel :
MOVE ACTIONS
Characters in L5R can move a certain amount per round depending upon the Action or Actions they devote to that task.
Actions correspond to the following movement rates:
- Free Action: A number of feet equal to five times the character’s Water Ring (Eau x5)
- Simple Action: A number of feet equal to ten times the character’s Water Ring. (Eau x10)
- Complex Action: These are not normally available, but some mechanics can require a character to perform specific tasks as Complex Move Actions.
A character may not move more than twenty times his Water Ring in feet per round unless he has an ability that
increases his maximum possible movement per round.
(Max Eau x 20 / Round)
Movement is also modifi ed by the type of terrain where characters are located. It is far easier to run down a city street, for instance, than a rocky beach. It is ultimately up to the Game Master to determine what level of terrain any particular area falls under. Terrain types and the movement penalties they incur include:
- Basic: City streets, plains, sparse forest, etc. A character has no movement penalties in basic terrain.
- Moderate: Tall grass, foothills, beaches, etc. A character’s Water Ring is considered one Rank lower (to
a minimum of one) for the purposes of determining how far he can move using Move Actions when on moderate terrain.
- Diffi cult: Mountains, dense forest, hip-deep water, etc. A character’s Water Ring is considered two Ranks
lower (to a minimum of one) for the purposes of determining how far he can move using Move Actions when on difficult terrain. GMs may optionally choose to assign penalties to physical rolls (both Skill and Trait rolls) made in Difficult terrain, typically a –5 or –10 to the roll, if it seems appropriate.