how about players say I am going to try and do X example" I am going to try and strike the dragon with my naginata while in fire stance" then they roll and get opportunities then they narrate for the character
he gets 3 successes and 2 strife and 2 opportunities "my naginata slices at the Dragon samurai he tries to dodge gets clipped and I slice deep into him" (crit strike and +3damage)
ok some clarifications on stuff as I see it .
1: I see a lot of stuff about perception and spotting things so I will cover that and a dev should say something if I am totally wrong. Tactics, sentiment, Theology, survival, &courtesy cover all possible perception and spotting out side of artistic things. here is why. Tactics and any Approach could be used for answering player questions like Do I sense an ambush (void) Can I spot a place where I would set up an ambush (air) Did a fight a happen here (earth) Was this ground scorched by lightning or did someone set this fire on purpose (fire). Sentiment could be done for Scholarly endeavors. Theology for spiritual perceptions. Courtesy for social awareness. and each artisan skill has it's own established way of viewing it's specific section of art.
2: Approaches and skills as above you can have many Approaches to each skill so lets try and break down each element a little easier
Earth: solid stoic direct this is the grounded Approach straight to the point no real fluff
Air: Graceful perceptive cunning and Precision is what the book says so think of it has the way the wind blows some times it's narrow and harsh other times and can cut wear down stone after a while.
it's the bird flying so gracefully in the air that it can take your breath away. it also represents the mind and social graces in the same manner.
Fire: your emotions run hot and fast passion is your friend and foe your desires burn your soul you act with ferocity and speed no pretense to being subtle in a social Aspect.
Water: think of water in almost all it's natural states. The powerful rushing torrent of a rapids, the way it adapts to where it is flowing around through and over everything, how it nurtures the crops, how it is everywhere in almost everything so the kami of water is aware of just about everything. a water Approach should cover them aspects in some manner. in a conflict the extra action is the speed of the water and the ability to adapt (sheath and draw a new weapon you need to us or drop your bow draw your melee weapon and strike at your melee opponent). in a social environment flowing around the conflicts and smothering the hot heads with cool reason.
Void: the mystery of the void magic, wisdom, intuition and instinct all the things one can not put a finger on right away. be it the lucky day or the horrible night you suffered from. that little voice in the back of your head that whispers someone is trouble but most people ignore. the awareness of the mystical and the paranormal the goosebumps ya get when a spirit is near. this is the void everything and nothing at the same time. everything that the other elements are not.
now seeing how the Approaches are now you have to relate them to skills lets take the lowest skill skulduggery picking a lock (AIR perception , and knowledge ) . Stealth(water cause you flow away from the troubles and around the terrain), Setting a trap[mechanical] (fire cause of the invention of a trap) , waiting for the right time to strike or move(earth Discipline and patience), planning a mission (void Wisdom instincts and intuition)
so try to look at all skills in this manner this and you will find picking an Approach will be easier and more intuitive (look you used void).
well that's all for skills now my rant on advantages and disadvantages
Advantages and disadvantages should have a point value and should be taken out of the 20 questions (drop the questions to 16)
it should be you must take at least 10 points of disadvantages and advantages and then value advantages and disadvantages properly then you could add in a lot more with different effects
Bring back Prodigy at 10 point advantage and have it do +1 skill die to every skill on your advancement chart and have that your high mark for advantages work down from there.
change disadvantages so they fit better not just here have some strife or reroll them 2 successes and if ya fail get a void point there is so much more potential.
all advantages and disadvantages that are RP possible should be RPed a bit by the player if he is not doing it then you need to have a conversation about it with him if someone took flirtatious but is not flirting then he is just taking a disadvantage for no reason. if you have a warrior that's idealistic then he should act that way.
I think that is enough for now I hope this is helpful both to the GMs Players and, Devs.
L5R 4e is good and I really like it but this is not about 4e vs 5e this is about 5e and how it can be i improved and it has a lot of flaws but that's why we are beta testing to help smooth it out it is a lot different than
how 4e plays yes it's not as intuitive , or smooth for combat, the strange dice make it hard to see how it flows with out real dice to test with(apps do not work like RL dice and real dice we do not have how the facings are actually set on dice. so with that said lets focus on stuff we can help with reorganization of information cover page for character creation so we have like a flowchart and page numbers for referencing stuff during it. maybe a screen with all the opportunities breakdowns , quick reference for skills(ring) effects,and list of techniques with quick mechanical references . I am sure we can come up with more.