Quick clarification: I'm not championing SW narrative dice for L5R. It's just one option. There could also be something totally new. I'd also play another edition of R&K--happily so, if FFG fixes up some of the bigger problems and there's enough interesting changes. I just happen to love learning new systems, and I'm getting a bit bored of R&K.
For me, it's mostly that simple. I wanna be playing L5R, and I wanna be learning something new.
For me, R&K is too granular. How do you describe a katana swing of 26 vs. 27? Or even 26 vs. 30?
Without Raises in the roll, there shouldn't be much difference between 26 vs 30 or even 26 vs 140. The character swings his katana, the attack connects, that's all. The nifty details are up to the GM and/or the player (and the consequent Damage roll). All extra effort must be intentional (via Raises) and thus something the GM can calculate with from the beginning and say "no" if the player has crazy/inappropriate ideas.
At this point it is largely up to playing experience vs story experience. The former is when your party tries to move from Point A to Point B as per the story requires it, then one of the PCs suddenly decide to make a Survival roll... and the next thing you know the party is chased by an Imperial army because the PC rolled 9 Threats and 3 Despairs, and the GM couldn't do anything about it just roll with the result and let the story go loose. The latter is when your party tries to move from Point A to Point B as per the story requires it, then one of the PCs suddenly decide to make a Survival roll... he fails to meet the TN, nothing happens, the party reaches Point B as planned and their story goes on. Both scenarios have their own merits and failings, but they sure result in vastly different gaming environment. At which point we must decide whether we really want the first scenario to get into L5R or not.
That does sound like a pickle of a roll... but it also sounds like a highly improbable outlier, and given the variables brought by any given group, I don't think it's an anecdote on which we can judge the merit of the system as a whole, nor on its suitability for L5R.
While that roll was indeed an extreme, its lesser relatives (results with only Despair+Advantage) were somewhat common tho, and the "lethal joke result" (a roll of supposedly little consequence turns dead serious because Threat overload) quickly became group favorite. So yeah, in my experience , while the system does have its charm, it is unfit for L5R because it is too slow, too unpredictable, and too restrictive. It is good for space-fantasy rebels and smugglers having wacky adventures, but I simply can't imagine it working for your Standard Rokugani Samurai Drama .
Regarding 26 vs. 30 vs. 140, all raises must be intentional: My group found it un-fun to have a bunch of explosions without any payoff, so we used the optional extra raise rule from Little Truths (called raises work as normal, and every 10 over the TN grants a bonus raise). My initial point was merely a bit of nitpicking, but I think it's an interesting question when considering mechanics: If we assume that dice mechanics exist to support and build the narrative, and if a 26 is narratively indistinguishable from a 27, why are we using a mechanic that generates that level of specificity, especially when everything meaningful happens by increments of 5?
Playing Experience vs. Story Experience: Did the player just throw dice? Or did the GM ask for a roll?
Lesser relative rolls, common despair + threat: OOOOOH that's a good point... there's a 1 in 12 chance of a despair on any red die. That's pretty big. Of course, dice can be adjusted, but I'm inclined to agree that red dice as-is (as ... are? plural problems) wouldn't fit L5R well. I'm fairly convinced it won't work as-is, but not convinced it couldn't work with a bit of tailoring.
I really hope we get to see something new, instead of a new edition of R&K. We have 4e. 4e has R&K. It works well enough. People have house rules.
Imagine we get a 5e version of R&K. It will also work well enough. It won't satisfy everyone, especially hardcore forum fans. People will have house rules. And we'll have basically the same thing we had before.
OR. We could have something new, a new take on a setting we're all into, with a fancy new set of rules to deliver it to us in an innovative way. I like this option much more.
I seriously disagree with you on that mentality. A new mechanical system will not necessarily be innovative and may very well kill the game. The far larger player bases of far more popular RPGs have fractured and been seriously injured by "innovative" design. Innovation for innovation's sake is not necessarily a good thing.
Tradition for tradition's sake isn't necessarily a good thing, either (what? On on the L5R forum? Quick, exile me to the burning sands). But maybe a good, new, fun, innovative mechanic would attract new players. (Gotta get my adjectives in the right place this time). And maybe it won't.
Here's how I look at it: The narrative dice system on SW is big enough that people talk about it. It's one of its selling points. PbtA is innovative enough that people talk about the mechanics. Fate was that way once, too. Even the advantage/disadvantage system of D&D 5e was big and simple enough that it got buzz. I wonder--I don't know, I don't have data, but I wonder--if part of making a successful RPG these days isn't just about good setting, production value, and solid mechanics; maybe part of making a successful RPG is making an interesting mechanic that gamers want to talk about. That or be D&D.
...
You may like the idea of fancy new rules, but I'll have to say that it took a while before being able to have a L5R campaign on my side. Only me and a friend was playing L5R and most of the others was like: "Oh... I don't feel like learning a new system." ...
Oof. That sounds discouraging. Do you mind if I ask when this was? Like did it have anything to do with the everything-D20-or-bust days? Do you think learning L5R new system as cured them of system-learning fears, or is it something you think they'll be reluctant to do again?
Gonna get more replies in another post, because I'm a noob at the quote functions on this forum.