6 hours ago, Tenebrae said:I'm not saying it's good design. Frag, I haven't even read it yet.
However!
Do make it irrelevant in every encounter. That makes your player feel stupid or like your their enemy. Which is absolutely horrible GMing. Rather, let your player have his fun. Let him feel like he accomplished something, like he did something smart. Then deal with it.
Eg move into the intrigue-space that this edition of L5R looks more relevant for. If you bring a shield to court, it can be a curiousum, but if you try to use it in a fight, that's a faux pas. If you use it in a duel (outside of Unicorn or maybe Crab lands), that's an instant loss and an insult to your lord. Duels are not just fights, they are very formalized interactions. Break the social rules around them, and you can actually forfeit the fight (and your life) before even seeing your opponent. But in doing so, you have brought dishonour to your lord, who gave you permission to duel. Etc.
You don't have to defeat it. You just have to deal with it. To be honest, I'd see it as being more valuable as a gift to some lord than as a piece of combat gear.
Yup, that is basically how to handle it. Using the setting and changing the situations. It still feels like major crutch most of the time though, and is not really friendly to new players.
But yes; using the setting, being a good GM that likes to put that extra work in, and having good players that are not looking at breaking rules can make it work.
Basically, the rules are making it harder, they are an hindrance, instead of facilitating different playstyles.
All your ideas is what I am doing to deal with, well, stuff that can break certain types of encounters. Basically, not using those encounters (or only as push overs) and designing situations in which the players cannot use their tools (or at great cost, honor, status or else).
I do not think it is good design (far from it!) but that doesn't mean it is unplayable.... It just is, very finicky.