In the past few days I have seen a couple of video's talking about the illusion of choices that characters have in Pathfinder and D&D.
Taking20 - I'm Quitting Pathfinder 2e Because of This Issue
Dungeon Craft - The Illusion of Choice: My Reaction to Taking20 Quitting Pathfinder
Taking20 - Illusion of Choice - Breaking it Down
Perhaps a comment in one of the video has summarizes the main issue best:
if your encounter design is good and your group is putting together a good, compelling adventure then your choices in game will matter and that is ultimately what is important and what you will remember in the long run. Whether you picked a feat that gives you an extra +2 on your attack rolls isn't the sort of thing most players are going to remember and tell stories about in a ttrpg.
One of things that's freeing about systems that are light on rules is that it makes you realize what your character does is up to you as a player and is not what your abilities give you permission to do. Deciding to raise your shield and distract the enemy while your rogue flanks around back to get into an ambush position are things you can just do. They don't require game mechanics to let you do them. That is one of the reasons why many groups choose games that don't require you to choose from lists of hundreds of feats and abilities to build out a mechanically optimized character that can perform exactly what you want it to within the constraints of a crunchy system like Pathfinder.
This is where we get back to this discussion of the illusion of choice. The illusion is that you don't need tons of rules to do things in game and most of the time it all comes down to a single D20 roll anyway, so why burden yourself with loads of rules baggage if those rules aren't really enhancing your fun anyway?
Once again though, if you are the type of player that loves crunchy, granular rules that give you tons of powers to choose from that's fine. Your fun is your fun and there is nothing wrong with that. For many of us though, those choices just amount to unnecessary book keeping and get in the way of what is actually fun about these games.
This has made me wonder,
does l5r contain any illusion of choices in the way the mechanics have been build?
I think the core game of l5r is playing a character in a samurai drama. So combat isn't the only important aspect of the game of course, we also have investigations and courtroom shenanigans. But do you experience in your game (as a player or gm) that you are always are using the same loop in certain kinds of scenes, maybe because that is the most optimal option?
typo