@reason The roll and keep is still there, but with FFG style symbol dice, which... honestly is the tricksiest part for a MU. For Star Wars/Genesys, all dice happen and math each other. For L5R, you have to decide if you want the die with a success, or if you want the dice with advantages to trigger fancy ability.
Also, given that everybody uses rings and not attributes, this puts further importance on having the skill. You roll ring (d6 with symbols) + skill (d12 with better rng symbols) and get to keep (ring #) dice.
Edit to add: so it is not just 'big number good, but bid for cooler thing'... now it is 'I attack you at difficulty 1 and could have 4 successes... but I only NEED one, so I keep that die, and also these other two advantage dice that instead of directly dealing damage, I spend to maybe disarm you... or mess up your footing do you have a dice penalty... or aimed the blow so well I ignore your armor DR... or a bunch of other stuff outlined under each skill