@ganymede said in FFG L5R:
@ominous
Courtiers are quite literally one-third of the entire game. You can't just write them out.
Then create and support mechanics for them to do things that non-courtier characters can't. If you're not going to do that, cut them from the MU. It's a simple binary choice. No one wants to play a useless character. Well, almost no one. I dabble in useless idiots.
@faraday said in FFG L5R:
Cue the social combat holy war. Or just copy paste from the countless other times we've gone round and round and round on this.
No. No, social combat holy war here. I'm not saying you must have social combat on all MU*s. I am saying that, IF you make a social archetype available, you MUST supply a means to make that archetype viable in relation to other archetypes.
I run an old-school D&D game. There are no social rolls and there are no bards or other classes that fit the courtier archetype. The only "social rolls" that exist in that game are morale checks for monsters and hirelings, a charisma check when someone tries to hire hirelings to see if the hireling will work for the offered pay, and rolling to try to haggle a merchant, which is essentially the same as hiring hirelings. Everything else is played out. You want to bluff the guard that you are totally invited to the party even though you have no invitation in hand? You, as the player, need to tell me what your character says and does and I, as the GM, will decide if it's believable. I might roll some dice if I decide that it's questionable whether or not your words and actions are on the edge of being good enough.
However, if the group were to suddenly jump to new-school D&D or L5R, we'd be playing with the social rules from those games, because those games have characters that fill a social role, and I don't want to tell one of my players "Sucks that you picked a bard and dumped a bunch of points into bluff and diplomacy. I'm never going to ask you to roll those skills."
EDIT: And it doesn't have to be a social combat system or anything like that. For other games with courtier players, I have suggested stealing ideas from board games. Have different overarching influence groups like "The Peerage," "The Underworld," "The Merchants," "The Peasants" or whatever, and players can put skill points into those categories. Every week or month or whatever, the player is awarded a number of cubes (remember, we're stealing from board games) for those groups based on their skill. The cubes can be traded with other players, but there could be another social skill that determines a maximum number of cubes a player can hold without excess cubes being discarded at a slow rate, say 1 cube a day or something, until the number of cubes is under the maximum "hand size." Cubes can then be used to pay for attempts to influence the NPCs of each group. Want the third estate to support your idea of guillotines and suddenly shorter nobles? Bid your cubes and make some rolls to see if you make headway or lack-of-headway in that particular case.