[Design] Base mechanic and L5R
Curufea
curufea at yahoo.com
Thu May 4 03:28:42 UTC 2006
Are the dice added together?
Anyhow, I like it - although does it use bell curves (are the dice
totalled). I do think bell curves are better for skills, because the
the sudden attenuations given for lack of skill.
Can traits be raised with experience?
What is the cost difference for a starting character between traits
and skills, or are they not compared to each other (ie distribute x
trait points and y skill points)?
--- Lev Lafayette <lev_lafayette at yahoo.com.au> wrote:
>
> In the past I've pooh-poohed L5R because of the all
> the detail it goes into creating an alternative mythos
> for Feudal Japan when Japanese mythology and history
> would have done just as well.
>
> However, rereading the rules last night I was struck
> by the elegant beauty of their base mechanic, insofar
> it managed to simulate exactly what I've been seeking
> for sometime, that is, a means to differentiate
> between Traits and Skills (which I notice they also
> use as their terms).
>
> A character's Trait detemines how many dice they roll
> against a target number. A character's Skill provides
> bonus dice, but the total number of dice that can be
> used is still limited by the Trait.
>
> So for example, if a character has a Trait of 3 and a
> skill of 2, they roll 5 dice and pick the best 3. An
> unskilled character with a Trait of 4 would simply
> roll 4 dice.
>
> Now L5R uses elements (Earth, Wind, Fire, Water and
> Void) for Traits and uses d10s for dice, but there is
> certainly no reason why the core mechanic can't be
> used.
>
> What do people think?
>
> Regards,
>
>
> Lev
>
>
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Peter Cobcroft
curufea at yahoo.com
Main: http://www.curufea.com/
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