Hypothetical R&K L5R-RPG 5E

By Celeryman, in Legend of the Five Rings: The Card Game

IR in initiative: Except I don't think general experience helps you react quickly... I think relevant experience helps. <snip>

I'd disagree. Training in a skill (high ranks in a skill) is not the same as having insight into using that skill (higher IR).

So I think we're discussing "transfer of learning", which is the process by which learning one task improves performance on a different task. It's still a big issue being researched. I haven't read up on it in awhile, but I remember getting a pretty conservative view of it (i.e. there's not a whole lot of transfer; to get better at a thing, do that thing)... I have to go find a book I read like a year ago and get back to you.

And I think your descriptions of skills and IR don't mesh with RAW. Skills are "What characters learn through training and experience " (emphasis added) (p. 79). That RAW description matches the XP mechanic: play the game, get experience, get points, invest those points in skills, improve those skills. So while skill ranks represent training, they also represent other experience. I would think insight* into using that skill comes from experience (*using insight in the colloquial sense, not the game mechanic sense).

Insight Rank, on the other hand, "is a means of measuring the overall abilities of the character" (104). It's an abstraction that describes all abilities, not just understanding. Most of the game is consistent with that description. Initiative is weird in that regard; enough skill in anything lets you react faster--like lore, artisan, divination, and sincerity, which have nothing to do with reacting quickly.

Alternative initiative: <snip> trait roll of Reflexes or Perception <snip> Simple options make the game more accessible, which could help it spread to new players.

Your "simple option" is not as good as you think it is and will not make things more accessible. It is more a min-maxers tool than an accessibility option. It makes the Water Ring incredibly powerful as it now determines Movement speed, Initiative and damage dealt by melee and thrown weapons.

Yes, the water ring becomes more powerful, which makes it more comparable to the air ring, which was part of the point.

I fail to see how it encourages min-maxing... given the importance of basically all the other traits (except maybe intelligence), perception is usually a pretty min-able stat.

(pro tip: if you really want to avoid min-maxing, don't play with min-maxers. I'd rather not forgo sensibility or verisimilitude to punish bad behavior)

I want there to be something akin to Kata for Courtiers.

We unified the three main types of combat (skirmish, social combat, mass battle) under a single combat system and thus made katas compatible with social combat. Not all of them, but several katas can be bought in a way that they take effect in social combat (or mass battle) rather than in skirmish.

Do you have this documented anywhere? I'd definitely be interested in checking that out.

Here. It is a "players' guide" version, sadly I don't have the more complete GM version.

Missing relevant stuff is how katas actually work: Active Katas are normal actions, a character can perform any number of them in the same turn as long as he has Initiative points for it. A character can benefit from one Passive Kata that - as its name suggests - gives a continuous bonus. Activating and changing Passive Katas are done in the Resolution Stage. I think the only limitation on katas is that Dazed/Stunned characters cannot use them... otherwise, you are free to build up whatever crazy combo you want (there are a few). Oh, and katas with the "Social" keyword can be taken for social combats and katas with the "Battle" keyword can be taken for mass battles.

I'm for keeping R&K but it needs few things:

1. As mentioned, Clean up Kata and make them useful. I've rarely had anyone use the things, and I've been running since 1st edition.

2. Okay, For critters, let's pair back on things being Shadowlands by Default. Because the Previous editions were The Shadowlands!....and everything else. The Obakemono project (now defunct) had a long list of very weird spirits that would not fit into the Shadowlands template....or anything else very much. They were also very different as they just did things that would not make immediate sense to most players. I'd like more of that.

3. 5 levels for shugenjas technique seems to be a good idea. Everyone else has it...why not them?

4. Clean up and presentation of the system itself. I have full confidence in FFG;s editing skills compared to AEG's

5. Clan themed dice. These will sell. Trust me