I'm excited to see how your Kickstarter goes! This summer has been crazy busy for you, hope things calm down a little for winter.
Beta rules are up now by the way, and yes, it uses custom dice:
https://images-cdn.fantasyflightgames.c ... lebook.pdf200+ pages, a lot to go through.
Just finished reading the setting they presented, seems pretty standard to what we all know as L5R. Notable is that the office of the Jade Magistrate/Jade Champion hasn't been filled for years...
Mantis are a Minor clan and specifically mentioned as being powerful enough to command greater respect than most Minor clans.
Scorpion are detailed as reiterated as their role of being the loyal villain. Explanation also shows them taking the role of the Otomo: "They keep all clans united in hatred against them, yet divided so that no one clan can challenge the line to whom they owe undying loyalty: the Hantei"
Despite having custom dice, there is still the Roll and Keep mechanic. Ring (6 sided)+Skill (12 sided) keeping ring.
Skills aren't tied to rings, so you could roll an Earth+Katana or even Void+Katana for example depending on what you say you want to do (where in current it is Fire+Katana always). Say in Combat an Air would be to do a feint, Earth would be for enduring, Fire to overwhelm, Water to shift around an opponent, and Void to do whatever it takes no matter the cost to self.
TNs are 1 through 8.
Symbols: Success (grants 1 to beat TN), Explosive Success (Grants 1 to beat TN+roll extra of same dice symbol was on), Opportunity (secondary benefits, based on what ring you used), and Strife (negative effects).
Strife doesn't negate success, but builds up, once you hit your characters threshold, bad stuff happens. Bad stuff is pretty well laid out too so you don't have to come up with it on the fly. (A list of options to choose from)
Derived attributes such as health or strife threshold are a combination of two rings. Lots of balance here it seems.
Void points are a little different. start game with 1 per session, can gain more each session (examples are given) up to void ring. May be spent to roll and keep 1 extra ring die, block a critical hit, or activate a technique
Honor and Glory grant special extra flaws or disadvantages based on score.
Clan gives Status,family gives glory, school gives honor. (all give extra ring and skills. School gives techniques. )
Lots of options in character creation to flesh out stances on things and fleshing them out give extra mechanical benefits.
One random table during creation (heritage)
Advantages and Disadvantages are in.
Additional techniques not related to school (but require different stats) are in. Involve martial and social!
Duels are in and more deadly than skirmishes.
Combat still has stances.
Range system uses how far something is and how big it is.
Lots of modifiers for combat such as terrain, stances, position, etc etc.
Characters can sustain damage equal to their resilience then take crits. Crits are a sliding number, 1-16. Crits can outright kill you (a 16). Can be mitigated by a skill check to reduce how severe the crit is. Void spent to reduce a crit damages a weapon and always sets the crit to a 4, if no weapon instead a players body part can be used setting the crit at 9. Can still roll the skill to lower crit effect after as well ( always a fitness check) Unconscious characters can't use Void
Mass Battles are in!