I'm putting this idea forward to cover 2 areas that I think need improvement mechanically in the system.
Firstly this will address the Strife system. Even though I don't mind it, there is enough vocal opposition from people who have tried the system that I feel it must require some revision. I get the feeling one of the main points of contention is the forced-strife. In most die rolls you must take some Strife in order to pass your check. I feel people are okay taking Strife "if needed" but feel cheated that there isn't a reliable way to pass a check without Strife.
I also want to address a point of frustration for me, which is the ridged requirements of dice rolls. Having to get 2 success and 2 opportunities is tough. Sometimes I get 3 success and 1 opportunity, or worse I get 1 success and 3 opportunities... There are times when either of these is akin to failure at the roll because it fails to do what I actually intended. The previous L5R system used raises to accomplish the same feat, but with a single TN all dice contributed to the same goal. This is not the case with the new system. 1 Success is still a failure even with 3 Opportunities, likewise while 3 Success + 1 Opportunity technically passes a check, it doesn't do what I might have needed (crit an enraged boar for example.)
What I suggest is we change the dice a bit. They will still feature the current symbols but we will drop the combined symbols. There will not be any Success + Opportunity, or Success + Strife, or any combination results. Each face will have just 1 symbol.
So what does Strife do then? Well it can count as EITHER a Success or an Opportunity if you gain the Strife associated with that facet. It basically acts as a wildcard allowing us to get a little more success, or target a certain success + opportunity combination with the cost that we're pushing harder to make it work aka gaining strife.
I feel this would establish a bit more control over the character. A player wouldn't feel forced into taking Strife just to pass a simple check. If they rolled so badly they didn't get enough raw success they can then opt to take the Strife accepting that the fortunes were not good for them. Clarity is important and this helps a player see clearly what is a Success, and what is a Strife/Success. The overlap is, I think, part of what makes this a bad experience. Currently Ring dice have 2 Success options with Strife, and only 1 without... This specifically targets new players with extra Strife results making it especially frustrating to get into the game. Most players are going to roll 4k3 for their first rolls in the game, with a chance of 1-2 Strife per roll... That's a lot pushed on them. Whether thematic or not, it feels bad because the Strife is pinned to your Success results, not an optional system where you pay the cost for your desired result. (imagine if you took damage every time you attack an opponent)
When a player wants their character to perform a more impressive feat this helps them push towards that more impressive feat with some assurance they might actually succeed, and the strife makes sense for these actions as they're pushing more towards an excellent success, not a simple success. While the dice don't have many actual blank sides, when you specify that you need 2 success and 2 opportunities more dice start coming up "wasted" even if they weren't blank. By adding Strife as a wild card result we can be assured that a few extra sides are tilted in our favor, whatever results we are working towards, if we count that our character is pushing themselves a little bit.
So I pose this change - adjusting the dice so that Strife is an optional Wild Card option with its own face. This more clearly demonstrates the character making it work by pushing through adversity, while also providing a more clear path to true success where they simply do what they were supposed to do without a hitch. Additionally this gives us a better tool to allow our characters to extend themselves into dramatic actions which would require a combination of success + opportunity to achieve where the current system leaves us too prone to failure through getting the wrong combination.
Clean up - what do we do with Explosive results? I think the Ring die should have an Explosive Strife, while the Skill die should have an Explosive Success and an Explosive Strife. I don't think that is too much of a stretch for the design team... nor would it be too difficult to fathom as a player.
My postulated dice facets:
Current Ring: Blank, Success, Success/Strife, Explode/Strife, Opportunity, Opportunity/Strife
New Ring: Blank, Success, Success, Opportunity, Strife, Explode/Strife
Current Skill: Blank, Blank, Success, Success, Success/Op, Success/Strife, Success/Strife, Explode, Explode/Strife, Opportunity, Opportunity, Opportunity
New Skill: Blank, Blank, Success, Success, Success, Success, Explode, Strife, Strife, Explode/Strife, Opportunity, Opportunity
Previous Ring dice give a 17% chance of Success without Strife, and an additional 33% chance of Success with Strife for a total of 50% chance of success. The new Ring dice give a 30% chance of Success without Strife, and 30% chance of Success with Strife cost for a total 60%. The previous Skill dice give a 30% chance of Success without Strife, and 28% chance of Success with Strife totaling 58%. New Skill die gives a 42% chance of clean Success, and 25% chance of Strife totaling 67%
This obviously generates slightly less strife than the current system, but it makes taking that strife more of a decision point for the player rather than a tacked on penalty for success. Crucially it allows the player more freedom to determine what that Strife means to them.. (narratively, as well as success / opportunity options) Because the chances of success without Strife are there, the Strife system can be given a bit more teeth. Rather than having Strife come only from die rolls they can be included as penalties for attacks against them, terrain modifications, or other generally bad narrative things. In this way a GM can push a narrative of Strife on a player with reason, and a player can elect to succeed at a cost, but a player won't simply have a bundle of Strife fall in their lap for seemingly no reason.
Edited by shosuko