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Rokugan RPG fantasy setting conversion for D&DNext (preliminary thoughts)
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<blockquote data-quote="Li Shenron" data-source="post: 6351269" data-attributes="member: 1465"><p>Yes, I'm still thinking about skills as a whole in Rokugan, and the list is certainly not fixed yet.</p><p></p><p>We have to keep in mind that Rokugan adventures are typically different compared to classic D&D, for instance intrigue and investigation play a bigger role than combat. Exploration is less about sneaking, lockpicking and trapfinding, and mental acuity and knowledge often have the edge over physical prowess. So this means that some skills & tools that are a big deal in D&D may not be that important in Rokugan (Athletics, Stealth, Thieves' Tools...).</p><p></p><p>At the same time there are some skills which are going to have specific functional purposes, e.g. Concentration, Battle and Tea Ceremony. But they are by no means necessary, they only provide additional capabilities: for example, Tea Ceremony provides a mechanic for replenishing void points faster than normal (in 5e it will be something like for gaining void points back with a short rest rather than with a long rest). That's <em>not</em> necessary for every PC group to have, but at the same time it's typically enough for <em>one</em> PC to have it.</p><p></p><p>The default 5e skills list is very short because it's built specifically with the purpose of letting a group of 4-5 characters to basically "cover everything". This is something I specifically do <em>not</em> want in our Rokugan campaign. I want the gaming group to make strategic choices: do you want to focus your party strategy on using void magic? Then Tea Ceremony will give you an edge. With 4-5 PCs you can have quite a range of strategic specialties, but not all those possible. This is by design, so that every campaign is guaranteed to be strategically different, at least a little bit. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p><p></p><p>BTW Etiquette is still very much in the open. I need to figure out if it's worth being its own skill or be in fact just assumed that everyone has it.</p><p></p><p>edit: don't forget that Courtiers (who are supposed to be skills specialists in Rokugan) will get quite a lot more skills compared to the other classes... everyone gets 2 from class (chosen from a list) + 2 from background (fixed) + 1 from race (totally free). Courtiers get 2 more from class, and even more later from Versatile.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6351269, member: 1465"] Yes, I'm still thinking about skills as a whole in Rokugan, and the list is certainly not fixed yet. We have to keep in mind that Rokugan adventures are typically different compared to classic D&D, for instance intrigue and investigation play a bigger role than combat. Exploration is less about sneaking, lockpicking and trapfinding, and mental acuity and knowledge often have the edge over physical prowess. So this means that some skills & tools that are a big deal in D&D may not be that important in Rokugan (Athletics, Stealth, Thieves' Tools...). At the same time there are some skills which are going to have specific functional purposes, e.g. Concentration, Battle and Tea Ceremony. But they are by no means necessary, they only provide additional capabilities: for example, Tea Ceremony provides a mechanic for replenishing void points faster than normal (in 5e it will be something like for gaining void points back with a short rest rather than with a long rest). That's [I]not[/I] necessary for every PC group to have, but at the same time it's typically enough for [I]one[/I] PC to have it. The default 5e skills list is very short because it's built specifically with the purpose of letting a group of 4-5 characters to basically "cover everything". This is something I specifically do [I]not[/I] want in our Rokugan campaign. I want the gaming group to make strategic choices: do you want to focus your party strategy on using void magic? Then Tea Ceremony will give you an edge. With 4-5 PCs you can have quite a range of strategic specialties, but not all those possible. This is by design, so that every campaign is guaranteed to be strategically different, at least a little bit. :cool: BTW Etiquette is still very much in the open. I need to figure out if it's worth being its own skill or be in fact just assumed that everyone has it. edit: don't forget that Courtiers (who are supposed to be skills specialists in Rokugan) will get quite a lot more skills compared to the other classes... everyone gets 2 from class (chosen from a list) + 2 from background (fixed) + 1 from race (totally free). Courtiers get 2 more from class, and even more later from Versatile. [/QUOTE]
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