UPDATE: The Courtier skill has been renamed Influence, on the advice of forumites, and the note on the Crafty advantage has been altered to match the old version. I've also added details on Court Battle in a separate comment .
There's really no point in me doing this, since for it to really be useful, I'd have to also redesign all the courtier techniques, some of the spells, etc. But when have I ever needed a point to waste my time on something? :-P Maybe I'll get around to that eventually. Or somebody else will. We'll see.
What follows is (the beginning of) my take on a new approach to social matters in L5R. It remains largely within the framework of 4e mechanics; I'm not introducing entirely new system elements, though there have been proposals for things along those lines that I think are interesting. It does, however, make alterations to the 4e framework -- hence saying that I'd need to redo techs and such before this would really be useful.
This can't possibly be all things to all people, of course. I know some of you won't like it, either because it goes too far, or because it doesn't go far enough. :-) I may make alterations to it before I put this together as a PDF and post it somewhere (in particular, I'm still futzing with the mastery abilities, and would appreciate input), but the general shape of it is more or less set. One of the advantages of doing this as a casual side product, rather than an official thing I'm being paid for, is that I can do what I like. :-P
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SKILLS
Underlying principles for this section: first of all, I'm eliminating Low Skills as a separate category. In my experience, players are willing to have their PCs lie sometimes (because they have Sincerity already, and can choose to use it dishonorably), but they almost never intimidate or tempt anybody, because they know they'll be terrible at it. Ergo, I've changed those tactics into Low emphases for High Skills, just like Deceit. Second, I've attempted to clarify and make coherent what effect each social skill has, more clearly delineating the differences between them, laying out ways to roll them (including using more Traits than just Awareness), and discussing their mechanical or roleplay effects. Third, I've given each skill three mastery abilities, which I think should be true of all skills in L5R.
There are five skills (all High, though not always employed in High fashion) which can be used under ordinary circumstances to influence people socially. The divisions between them are not 100% rigid -- there may be cases where two or more skills might be considered appropriate, or the tenor of the scene changes depending on which one is used -- but the descriptions here are meant to give GMs and players a solid basis for deciding which one to apply.
If not described here, the effects of success will be discussed in more detail later. "Significant failure" means that the roll misses the TN by 10 or more.
Etiquette
Emphases: Composure, Courtesy, Insult
This is the skill of influencing how other people see you. It is most commonly used with the Courtesy emphasis to ingratiate yourself with another character, whether by giving a gift or merely making pleasant conversation; this is rolled with Awareness against either a static TN or the target's Etiquette (Composure) / Willpower. Success means the target accepts the gift or views you favorably; failure means their opinion is unchanged; significant failure means you lose Honor for a minor breach of etiquette. This skill can also be used to give calculated offense with the Insult emphasis; in such cases, the contested roll is the same. The Composure emphasis applies to situations where you wish to resist the influence of others or conceal your emotional state; this is rolled with Willpower against either the social skill (if resisting influence) or Investigation (Interrogation) / Perception (if concealing). Success means you are unaffected or hide your true feelings; significant failure has no effect on concealment. Feigning a different reaction falls under Sincerity (Deceit) instead.
Mastery abilities
Rank 3 -- You gain +3 Insight.
Rank 5 -- You gain +1k0 to any Contested Roll using Etiquette.
Rank 7 -- You gain +7 Insight.
Influence
Emphases: Intimidation*, Manipulation, Temptation*
This is the skill of influencing someone else's actions, and is almost always rolled with Awareness against the target's Etiquette (Composure) / Willpower. With the Temptation emphasis, you seek to lure your target into accepting something you are offering, which could be a bribe or a seduction. Significant failure means you lose Honor as if you had committed a minor breach of etiquette (which may rise to major or even blasphemous, at GM's discretion). With the Intimidation emphasis, you roll Willpower instead, and seek to cow your target into complying with your demands. Success inflicts a -1k0 penalty to actions by the target which go against the agent's wishes, while significant failure is the same as with Temptation. Both of these applications usually involve Honor loss for use of a Low Skill, while the target may add their Honor Rank to the total of their roll to resist. Manipulation is used for other forms of influence, such as baiting your target into saying something offensive or embarrassing. Significant failure means you lose one point of Glory for your clumsy and obvious attempt.
Mastery abilities
Rank 3 -- You gain +3 Insight.
Rank 5 -- You gain +1k0 to any Contested Roll using Influence.
Rank 7 -- You gain +7 Insight.
Perform
Sub-types: Poetry, Rhetoric, Singing, Storytelling
This is the skill of affecting the emotional state of your target, inducing feelings of sadness, anger, romance, bravery, or other suitable effects. Rhetoric and Storytelling can be integrated with ordinary conversation, though they can also be executed as a distinct performance; Poetry and Singing are more overt. When used to influence others, these skills are rolled against the target's Etiquette (Composure) / Willpower. Success means you incline your target toward the designated mood; significant failure means you lose one point of Glory for your poor performance. These skills can also be rolled against a static TN purely for social acclaim.
There are, of course, other Perform skills (e.g. Dance or Shamisen), and at the GM's discretion, those can also be used for influencing mood. The four described above are merely the ones best-suited to that application, because of their verbal content.
Mastery abilities:
Rank 3 -- You gain a free emphasis.
Rank 5 -- You gain +1k0 to any Contested Roll to affect someone's mood.
Rank 7 -- If you fail a roll in which you have an emphasis, you may reroll once at no penalty.
Politics
Emphases: Bureaucracy, Court Battle, Gossip, Negotiation
This is the skill of navigating the courtly world on a broader scale. While Influence (Manipulation) most often applies in the roleplay of interpersonal conflict, Politics is more abstract, representing long-term efforts or those which involve speaking to multiple people. The Bureaucracy emphasis is rolled with Intelligence against a static TN, and is used to know who occupies which positions at court, who has the power to authorize or arrange certain things, and what procedures must be followed to conduct business effectively. Success means you gain the information you need; significant failure means you act on incorrect information. It may also be rolled with Awareness to represent the character interacting with that bureaucracy. The Gossip emphasis covers both gathering and spreading rumors, and is usually rolled with Awareness against a TN equal to 10 plus the target's Glory x5, minus your Glory x5. The Negotiation emphasis covers attempts to strike a deal, and is a contested roll against the target's Politics (Negotiation); this can be rolled with either Intelligence or Awareness, depending on circumstances and each character's negotiating tactics. Significant failure means the character concedes far more than they intended. The Court Battle emphasis applies to an optional system, to be discussed later.
Mastery abilities
Rank 3 -- You may attempt to conceal that you are the source of gossip by calling Raises on your roll.
Rank 5 -- You gain +1k0 on Contested Rolls.
Rank 7 -- If you fail your Negotiation roll, you may reroll once at no penalty.
Sincerity
Emphases: Deceit*, Flattery, Honesty
This is the skill of persuading someone to believe your words, and is rolled with Awareness. If the Honesty emphasis applies, you roll against a static TN based on the plausibility of your words. Success means you are believed, while significant failure means the target not only disbelieves you, but puts a negative spin on your words. If the Deceit emphasis applies, this is a contested roll against the target's Investigation (Interrogation) / Perception. Success means you are believed; significant failure means you lose both Honor and Glory, in amounts determined by the magnitude of your lie. Deceit usually entails Honor loss, but it is considered acceptable to use this emphasis to feign a pleasant reaction in place of your true feelings, in order to preserve on and social harmony. If the Flattery emphasis applies, you roll against the target's Etiquette (Composure) / Willpower. Success means you please your target, while significant failure means you lose one point of Glory for your inelegant words.
Mastery abilities
Rank 3 -- You may add your Honor Rank to the total of all Honesty rolls.
Rank 5 -- You gain +1k0 to any Contested Roll using Sincerity.
Rank 7 -- If you fail an Honesty roll, you may reroll once at no penalty.
Example of play:
Doji Himawari is trying to gain the support of a former classmate for her to be appointed the Minister of the Exterior in Shizuka Toshi. Which skill she uses to achieve this goal will vary based on her tactics. If she wants to make her classmate think well of her, such that he will be more inclined to support her based on goodwill, she will roll Etiquette (Courtesy). If she wants to arrange a bargain with him, doing some equivalent favor in exchange for his support, she will roll Politics (Negotiation). If she knows that her main rival is corrupt -- or at least wants her classmate to believe it -- she will roll Sincerity. And finally, if she wants to take the more direct route of persuading him to support her, she will roll Influence (Manipulation). Any of these approaches are possible, and for an important scenario she might combine them for greater effect. But on their own, Etiquette and Sincerity are more of a shot in the dark; in both cases Himawari is simply doing something to boost herself or tear down her rival, without actually referencing the outcome she hopes to achieve. Politics is more targeted, but involves a cost in return. Influence is the most straightforward approach, with the least cost -- but in many cases it is also the least elegant choice, and may be more difficult to achieve unless Himawari has first prepared the ground with other efforts.
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MODIFIERS
Although the above describes the basic use of TNs and Contested Rolls, social interactions can be affected by a number of different factors, which can make a result easier or more difficult to achieve. Rather than attempting to list numerical values for such factors, the following section describes the significance of each potential type of modifier, and what kinds of situations it applies to. "Agent" means the active character in the interaction; "target" means the opponent in a Contested Roll.
How often these modifiers should be brought into play will depend on the GM and the players. Some groups will enjoy modeling nuances with frequent adjustments to their dice pools; others will not. The concept of what each modifier type represents, however, will continue to be used throughout this revision.
Skill-based bonus
Social behaviors often draw on more than one ability at a time. This can be reflected by adding a character's Rank in a relevant Skill to the total of a roll with a different Skill. Many combinations are possible, but some are more common than others. For example, you may add your Calligraphy Skill Rank to social rolls made via writing. Characters who practice Meditation may add that to their Etiquette (Composure) rolls, drawing on their inner serenity. Lore skills or other fields of speciality may be used when speaking on a particular topic, or ingratiating oneself with a target knowledgeable in that field. Depending on circumstances, you may chose which Skill to roll, and which to add as a bonus; the former will be considered the primary effect. A character who rolls Sincerity (Flattery) and adds Poetry to the total will be more effective at pleasing his target with a complimentary poem, but will not be remembered for a memorable composition; if he rolls Perform: Poetry instead and adds his Sincerity, the poem's aesthetic qualities will take primacy over its flattering effect.
Boost to the agent's dice pool
When your character has prepared well for an interaction, you may gain additional unkept or even kept dice for your roll, scaled to reflect the effectiveness of the preparation. Such boosts are commonly obtained by making other rolls in advance, especially if the player calls Raises on that roll. Investigation / Perception, for example, can reveal points of leverage that make a character easier to manipulate with Influence, and Perform can put the target into a receptive mood for a subsequent request. The GM may also grant additional dice as a reward for out-of-character effort: a player who writes an actual haiku or tanka may gain one or two unkept dice on their Perform: Poetry roll, and one who comes up with an especially vicious line of dialogue may get the same on an Etiquette (Insult) roll. If the circumstances that make a task easy have more to do with the agent than the target, this modifier should be used.
Reduction of the agent's dice pool
Circumstances which put the active character at a disadvantage should be modeled by removing unkept or kept dice from the roll. If he is asking for a favor from a samurai he has previously offended, for example, he might face a small reduction; against a sworn enemy, this reduction may become large. If the circumstances that make a task difficult have more to do with the agent than the target, this modifier should be used.
Boost to the target's dice pool
Characters are often less susceptible to certain kinds of influence than others. A happily married character or a lifelong celibate is a more difficult target for seduction; someone with little coin to spare will be reluctant to loan money; a character actively standing guard will be hard to lure away from his post. If the circumstances that make a task difficult have more to do with the target than the agent, this modifier should be used.
Reduction to the target's dice pool
Conversely to the above, a character may be more vulnerable to particular arguments. A guard who has continually been slighted by his lord may be tempted by a bribe to look the other way; a character who is drunk will have less control over his emotions. If the circumstances that make a task easy have more to do with the target than the agent, this modifier should be used.
Free Raises
This modifier should be used very sparingly, as it not only improves the character's chance of success, but allows them to achieve a better result overall than they might have been capable of on their own. In most cases the only way to obtain a Free Raise is through a technique, or else through gaining ten ranks of skill, but the GM may choose to award one for excellent preparation or a particularly vulnerable target.
Target number
For non-contested rolls, of course, the GM can easily adjust difficulty by choosing an appropriate target number. For simple tasks and unimportant NPCs in particular, it is often easier to simply choose a TN than to decide on a dice pool and appropriate modifiers.
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RAISES
The mechanic of Raises can be used to represent situations where a character chooses to forgo the basic result of a roll, opting to aim for a more difficult (but more effective) goal, with an increased risk of failure. A basic example would be a character rolling Politics (Bureaucracy) / Awareness to request a meeting with an important minister. A successful ordinary roll means the meeting will occur, but at a time convenient to the minister -- which, depending on the Status gap, may not be any time soon. By calling Raises, the character can press to have the encounter happen in a more timely fashion. Failing such a roll, however, means the minister is offended by such pushy insistence and refuses to meet at all.
It is impossible to fully outline the potential uses of Raises in social interactions, or to precisely measure the benefits they bring. Unlike combat, conversation is not (in this system) designed around quantitative values such as damage or Armor TN, which means the effect of a Raise will always be subject to consensus between the players and GM: calling one makes an effect "stronger," but the exact result will depend on the characters, the situation, and the scale the participants have agreed upon. In general, however, GMs should bear in mind that every samurai begins with a Void Rank of 2. Therefore, one or two Raises should give a relatively ordinary benefit, while calling three or more moves into territory others might acknowledge as impressive. (This is especially true on Contested Rolls, where there is less certainty as to what the "TN" created by the opposing side will be.)
Raises are not suitable for rolls in which the character is not choosing to attempt a more difficult task, or there is no increased risk of failure. For example, players should rarely if ever call Raises on Investigation rolls: scalar success (giving more information for a higher result) is a better reflection of the in-character reality, as the character searching for small clues is unlikely to overlook the dead body in the middle of the floor.
The following gives guidelines, some more quantitative than others, concerning what Raises can achieve depending on the use to which the skill is being put.
Etiquette (Composure)
Raises are not generally used on these rolls, as attempting to remain more serene or resist manipulation does not entail a greater risk of losing control entirely.
Etiquette (Courtesy)
A character who makes a Courtesy roll without calling Raises successfully performs the expected etiquette of Rokugani society -- a task which may be quite difficult on its own, if she is being presented to the Emperor at Winter Court or entering some other highly ritualized situation. To make more than a neutral impression, she can call Raises; this may indicate that she presents a gift with particularly flowery language, shows surprising facility with local customs, or otherwise distinguishes herself from the common herd.
Etiquette (Insult)
Although insulting someone may not seem like a task that requires a roll, in Rokugan, insults must be performed correctly or they will bring consequences. A successful ordinary roll means the one giving the insult has done so according to custom, without disgracing himself. With Raises, the insult is more cutting and elegant: the target loses one point of Glory for each Raise called, unless he responds in kind or calls the offender out for a duel. (This often creates a cycle of insult, as both characters want the last word, and explains how many minor altercations rise to the level of dueling.) Significant failure means you lose one point of Glory per Raise for your boorishness.
Influence (Intimidation)
As described above, successful Intimidation roll inflicts a -1k0 penalty to actions by the target which go against the agent's wishes. For each Raise called on the roll, this penalty increases by an additional 1k0. Significant failure, however, earns the character one point of Infamy per Raise.
Influence (Manipulation)
The effects of this emphasis are less clear-cut. One Raise may be sufficient to provoke the target into a minor breach of etiquette; three could increase this to a major breach. The difficulty of inducing other kinds of actions will depend on circumstances. One Raise could persuade the target to speak positively about the agent in a particular cause, while three could make him to actively campaign for her side.
Influence (Temptation)
Raises on Temptation most often represent the agent offering a less substantial bribe for a more serious favor, or trying to lure the target more rapidly into a dangerous indiscretion. Significant failure earns the character one point of Infamy per Raise.
Politics (Bureaucracy)
As described above, Raises on Bureaucracy rolls can help a character navigate the machinery of court more efficiently. Generally speaking, the greater the Status gap between the agent and the character who can grant their request, the more Raises the agent must call to achieve their goal rapidly.
Politics (Gossip)
Characters who have at least three ranks in Politics may call Raises to conceal they are the source of a new rumor; this increases the TN of the Investigation roll by 5 per Raise. When gathering Gossip, a roll with no Raises will bring in whatever information is most readily available through the grapevine, but Raises allow the agent to obtain greater detail on a more specific topic. Raises can also be used to conceal the agent's interest, in the same manner as above.
Politics (Negotiation)
When bargaining, both parties usually have a minimum goal they wish to achieve, which can be obtained with a successful ordinary roll. By calling Raises, the character can attempt to achieve a better result, either by obtaining more, or by conceding less to the other party. Significant failure on such a roll means a major and unwanted concession.
Perform
As with Artisan and those Craft skills which are considered High, each Raise called on a successful Perform roll earns the character one point of Glory. When the skill is being used to influence the mood of others, Raises are necessary: a single one might mean the target empathizes with the performance, while a roll with three Raises means that his mood is affected enough to influence his actions, and five Raises could provoke a public display of emotion.
Sincerity (Deceit)
A character who wishes to embroider his lie with additional, less plausible detail must usually call Raises on the roll: "There was indeed a man slipping out of his room last night, my lord. In fact -- though I could not be certain of this; the light was so dim -- I think it may have been Kakita Norisuke." Raises may also be required if the character wishes to feign a reaction which is strongly different from the reality, such as pleasure when meeting a sworn enemy.
Sincerity (Flattery)
Raises on a Flattery roll may translate into a small bonus on a subsequent roll, if the agent is asking for a favor or otherwise making use of her success at ingratiating herself with the target. The size of this bonus should depend on circumstances, but +1k0 per two Raises is a suitable guideline.
Sincerity (Honesty)
Characters will not ordinarily call Raises on Honesty rolls, but the GM may allow it if the player wishes to speak bluntly without giving offense.
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GLORY
In this approach, Glory is expected to fluctuate on a regular basis. The skill descriptions above outlined some of the ways in which Glory can be lost, but one of the most common ways for it to drop is for the player to spend it for mechanical benefit. By spending one point of Glory, they may add their Glory Rank (minus their Infamy Rank, if applicable) to the total of a social roll. This represents the character putting the weight of their fame behind their words, and only applies in situations where that reputation might do them good: for example, Etiquette (Composure) rolls cannot benefit from this mechanic, nor can any roll in contexts where the character's identity is not known. Characters with Infamy may choose to spend a point of Glory to instead add their Infamy Rank to Influence (Intimidation) rolls. If the Glory Rank of the character is equal to or lower than their Insight Rank (such as 3.0 for an Insight Rank 3 character, not 3.7), they cannot spend for this effect.
When rolling Lore: Heraldry to identify a character based on their Glory and/or Infamy, success above the normal TN yields further information about the samurai in question, beginning with whatever is best known (their deeds, their lineage, or other such details).
STATUS
Although Status does not give one samurai the right to give orders to people outside their scope of authority, it nonetheless carries a great deal of social weight. GMs who wish to emphasize the force of Status in Rokugan may choose to represent this mechanically, by allowing characters to add their Status Rank to the total of their social rolls. Under this optional rule, a threat from a family daimyo is more frightening, and a sworn statement from an Emerald Magistrate more convincing. The GM may rule that certain kinds of rolls cannot receive this benefit -- but even a performance may be more impressive, simply because samurai are conditioned to admire the works of their betters more than equal attempts from someone of no significance.
FATIGUE
The Fatigued condition inflicts -5 to the total of the character's roll, rather than a +5 to their TN. The purpose of this change is to bring the form of the modifier in line with the standard for this revision.
ADVANTAGES
Altering the mechanics of Advantages/Disadvantages is not strictly necessary in most cases, but I might as well go through it all, both to tidy things up and to bring modifiers in line with the system being used here.
Balance
-- eliminated (because of redundancy)
Clear Thinker
-- choose Etiquette, Influence, Perform, or Sincerity when you take this Advantage. You gain a bonus of +1k0 against attempts to influence you with that skill. You may take this Advantage more than once, for a different skill each time.
Crafty
-- operates according to the 4e version, but applies to any Low usage of a skill in which you have no ranks (e.g. Intimidation for if you have no Influence).
Dangerous Beauty
-- +1k0 when attempting to seduce someone attracted to your gender.
Irreproachable
-- eliminated (because of redundancy)
Crab Hands, Sage, Sensation, Soul of Artistry
-- the Advantage continues to add +1k0 even when you have ranks in the skill, but the first rank in each skill costs two XP instead of one.
Disturbing Countenance
-- you suffer a -5 penalty to the total of all your social skill rolls.
Frail Mind
-- inflicts a -2k0 penalty on the roll, instead of granting +2k0 to your opponent. This cannot reduce your dice pool below 1k1.
Greedy
-- you suffer a -1k1 penalty to resist Influence (Temptation) rolls involving bribery.
Gullible
-- you suffer a -1k1 penalty against Sincerity (Deceit) and Sincerity (Flattery).
Lechery
-- you suffer a -1k1 penalty to resist Influence (Temptation) rolls involving seduction.
Lost Love
-- you suffer -5 to the total of all your rolls, rather than a +5 to your TN. This does not apply to rolls that are not contested and have no TN.
Benten's Curse
-- you suffer a -1k1 penalty to all Etiquette rolls not involving the Insult emphasis.
Soft-Hearted
-- penalty of -1k1 to all rolls when triggered.
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Up next: Court Battle. I have the framework, but should put together a chart and Heroic Opportunities to flesh it out. (Update: it's been added here .
Edited by Kinzen