I’ve recently picked up a copy of Legend of the Five Rings (3rd edition). never in my life have I seen a more attractive book. It’s filled with beautiful color artwork, with a nice background per page which doesn’t affect reading, good formatting, and a handsome cover. It gets points strictly on looks alone.
inside the cover, you’ll find it has a nice concept and good central idea but some problems with editing. It’s also clear they didnt’ give enough thought to some poewrs and abilities. I haven’t read earlier editions, so I’m not sure how much was carried over. Judging by some information I do have concerning 1st edition, I think they added some bits without thinking about the consequences.
Overall, the system is solid and fairly quick to use. It uses a “bidding” system for characters to try and roll higher than a base target number. Not bad in and of itself, but your rolls are pretty reliable, without much chance of getting higher or lower. You can fairly accurately guess how many “raises” you can bid for, so I 'm not sure this will work out.
The combat system needs some fine-tuning; it’s dangerously easy to take so much damage from a single shot that your penalties (from taking wounds) renders you useless. Armor might help, but doesn’t actually add a whole lot of protection and doesn’t decrease the actual damage you take.
The neatest things in the system are the uber-cool schools. Whether you’re a warrior, a wizard, or a monk, a spy, a courtier, or whatever, there are several schools to pick from. The schools are a little too focused, and it looks like characters will have trouble doing anything outside their speciality. Nonetheless, I think everyone will be eagerly awaiting the chance to increase their school, and eventually trying to learn other schools. However, they forgot to list some very important information for some schools, like what spells you get, etc.
The magic system works pretty well, but I do wish they had more non-combat spells. Overall, it’s fairly smooth and easy. One flaw is that it’s not clear which spells you get if you start play as a wizard (Shugenja in the game). There’s a blatant conflict with the information in the Magic chapter and the individual Shugenja school listings. I honestly have no idea which is correct. In addition, a simple spell enables you to create* any* natural substance in vast quantities. I know Samurai don’t normally worry about money, but having vast fortunes at your beck and call is still a huge disadvantage.
One potential problem point are the Monks. They aren’t particularly bad on their own, but some of their abilities are extremely troublesome if comboed. One ability, for example, is available to every single starting Monk and lets you succeed at any task automatically except combat rolls with 30 seconds of concentration. It also seems to cut out any time requirement. Your starting Monk, with no skill in crafting, can make any Legendary item in 30 seconds. Craft skills don’t see all that great thereafter. Another monk ability can combo with Shugenja to let you toss off infinite numbers of spells.
All in all, the game is pretty cool, and I’d reccomend it. But the Game master definitely needs to take a look at the above problems and decide how he or she wants to handle them. I’d recommend creating minor schools characters can study without taking up their main School’s abilities (thus making them more flexible) and using the optional rules for skills.