Disclaimer/Background. I'm a big fan of the old L5R rpgs, especially 4th edition. I've enjoyed everything from Trinity and Changeling to Numenera and Call of Cthulhu and Dragon Age. Currently playing Infinity the RPG. My all time favorite system has to be Warhammer Fantasy RPG 3e by FFG. I think my previous posts reflects how enthusiastic I've been about FFG taking over this property. And randomly, I can't stand percentile systems.
So. I've read through the beta a few times, and I've ran it once as GM for my group. And one question sticks in my mind: why do we need this?
I thought 4th edition was a brilliant refinement with great mechanics, a great world, and beautiful art. It suffered from a cluttered timeline and limited distribution & marketing. I own every book and have run some amazing campaigns with it. But I also love WHFRPG3E, and I thought the same type of mechanical genius and boldness in trying something new might be applied here. That hasn't been the case.
- WH3 has unique dice based on which stance you are in. Reckless is high risk, high reward. Conservative is slow, steady success. L5R simply has a little stance mechanics table.
- WH3 has many interacting dice symbols. Success and failure, fortune and misfortune, critical success and crisis, delays and stress/fatigue. A roll tells a story. L5R has a grand total of..... 4 symbols. On 2 types of dice. Why again do I need to pay for this? Why is it better than my old D10's and raises?
- WH3 has you juggling stress and fatigue, as well as critical wounds. If you want, you can add insanities, diseases, and mutations. Since it's Warhammer. L5R? It has you juggling.... your emotions . Seriously.
I don't know, I could go on and on but I'm just disappointed. I had hoped for cool dice mechanics, but there's nothing here except emotional roll & keep with special dice... I had hoped for interesting, deep combat. I don't need Exalted 3E, but at least something with depth. Instead, I find a step backwards in tactics from L5R 4e. That's in addition to a lot of other little changes that rub me the wrong way, like how shugenja are no longer friends of the kami. They're magicians trading trinkets for power.
I really, really wanted to love this game. But neither I nor my group can understand why we need this or why it is better than L5R 4e. In my opinion, they should ask Jay Little to do a complete rewrite of the core mechanics. No cosmetic fix or balance change in the Beta can change what is, at it's core, a fundamentally uninteresting core.
On a final note, since I don't want to only bash the game without adding anything concrete, I do have suggestions on dice:
- Attribute/Ring Dice - Your potential.
- Skill dice - Ýour training.
- Stance dice - Aggressive or defensive.
- Honor dice - Honor is stronger than steel.
- Difficulty dice - How challenging your task is.
- Obstacle dice - Additional challenges to success, like weather, defense, or distractions.
Let the dice results help tell a story. Give each bushi school, courtier school, and shugenja school a technique at each level to slightly bend and exploit the system in a thematically fitting way. Lion Bushi gain extra benefits from going aggressive, Scorpion with low honor can use honor dice if loyally sacrificing their honor for Emperor and Clan, Phoenix courtiers can neutralize Aggression dice, etc.
FFG + L5R should have been so, so much more than what we've got.