Hello people,
we have recently started playing the L5R - RPG and we love it: the setting, the artwork, the adventures... FFG at its best since Dark Heresy.
However, it did not take us long to realize that this game does have some significant issues, mainly certain parts of the ruleset which are overly complex and can bog down the experience heavily. We identified mainly two areas. Here is our experience with these problems and how we solved them:
Opportunity
Problem: This is just a giant mental cluster-****. Trying to remember which ring opportunity does what requires constant flickering in the rules. Especially for narrative purposes, trying to find an appropriate use for every roll is time consuming and definitely puts a strain on the GM.
Solution: We heavily simplified it, so that opportunity has the same effect on all rings. Narrative opportunities always remove 2 strife. Combat opportunities do the same, as well as the possibility to inflict 2 strife to an enemy instead.
Combat Stances
Problem: This is another way too complex aspect of the rules. Choosing which ring stance according to what they do needs to be contemplated, as well as then remembering all the additional actions and effects they produce. This slows combat down to a crawl and makes it a rule crunch, instead of something fact-paced and exciting.
Solution: Players can simply choose what ring stance they like, effecting number of dice rolled and possible techniques only. The enemy will respond by attacking the PCs in the same stance in which they attacked the enemy, effecting the enemy's number of dice rolls. So you might attack an enemy in a certain ring stance to deny it a high amount of dice in the same stance, even if it means you also do not get your optimum ring stance. If the enemy attacks first, then the GM chooses the enemy's stance, usually the one with the highest dice rolls.
Both have changes have made our game way more smooth and allowed for a more fluent experience in narration as well as combat. What do you guys think about it?