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11

The most basic stuff – the fundamental core d20 system – is largely the same. That is, you still roll a d20 and add a bonus, and check against a number. Bonuses of the same type don’t stack. Various character options (races, classes, feats, class features, spells, items) are all new, even if they have the same name as a 3.5 option. ...


10

Like a few things in Legend, the answer is legacy. Legend is based on Dungeons and Dragons 3.5, despite the many massive changes that have been made, and some things exist for no other reason than to make 3.5 players comfortable. In this case, there was also a desire on the part of some portions of the Legend to show that Legend could handle traditional ...


9

You are always your own ally From the glossary, page 212 (emphasis added): Ally refers to any creature in an [Encounter] that you choose to regard as friendly for the purpose of any particular action or ability. You cannot treat a creature as an ally unless they allow you to do so. You are always your own ally. You can assign this term as you ...


8

Yes and no. You can make this trade. You could trade the Barbarian’s Path of Destruction for the Ranger’s Professional Soldier, for example. However, you gain the circles from the new track at the same levels you would have received them with the original track. As a result, you get Reap the Whirlwind at level 2, when you would have gotten Path ...


8

Mechanics OK, on a mechanical/balance level, range is increased because as characters level, they can gain additional movement modes and faster speeds and things: in play-testing, it was found that there was little-to-nothing melee characters could do to keep up with ranged characters, since far too often they were unable to get adjacent. Legend and Fluff ...


6

Valixes here - Legend developer (John Watters) and GM - and I'd like to continue on the previous response, more along the lines of what optimization means in Legend. In other systems, optimization is on the personal level - while in Legend, what makes a party truly powerful is its synergy and combined capabilities. So while a character with I am Not Left ...


6

Fast healing from multiple sources will stack. page 200 "Fast Healing Some creatures have the extraordinary ability to heal very quickly, tagged as [Fast healing]. This ability always includes a number, such as “[Fast healing] 3”; a creature with this ability heals that number of hit points every [Round] at the beginning of its turn. The [Battered] ...


5

No. pg 152, in the vigor skill scaling bonuses section: "5 ranks: Whenever an effect other than [Fast healing] would heal you any amount of hit points, it heals you that many hit points plus five instead." It explicitly disallows [Fast healing] from the bonus


5

Both discharging Mystic Focus and discharging an imbued spell are [Surge] effects, where [Surge] effects are limited to only one per [Round]. There's also a clause on Mystic Focus to reinforce them not combining: "Abilities and effects other than the spell-like ability’s effects that take place as the result of a hit or critical hit don’t activate as a ...


5

So your argument is based on a few premises. Basic deductive logic suggests you simply need these all to be true. I think an analysis, like below is the best way to figure out what needs to be done. The barrier to entry is Complexity Unstated, but generally true. The Shared Track should be Non-Complex An unstated premise, but a reasonable one, is the ...


5

A run-of-the-mill fight is typically 2 less than the PCs party encounter level, or EL. You calculate the EL of a given party by the sum of the number of creatures and their level, or just by the creature's level if it's a party of one; a trio of goblins, each at level 1, is thus an EL 4 encounter and would be a pretty standard challenge against four-person ...


5

That section has been removed from the book as of the “1.0” release. Mundane shields as a separate item were removed from Legend when the weapon revision went out. Instead of having a separate item, a character can have a shield in one of several ways: Describe it as a part of your armor. There is no mechanical extra bonus for it, but Legend ...


4

There is no way to handle it in the rules provides in the current version of the core book, but there is a pair of bonus content releases that provide just what you seem to need. Mooks.pdf provides the generic rules for mooks, which are still limited to a minimum encounter level of 1, which isn't answering your question, but it's on these rules that the ...


4

Having asked a developer, I got the result of Brutal Kick's additional damage applying, and all [Flying] creatures being valid targets for the Whirlwind. Do consider that, by the reading of Whirlwind's text, only creatures that are normally considered within your [Melee] range would be valid targets of the Whirlwind, so if you're not [Flying], you can only ...


4

There is no directory, but here are some guides GM tips: http://www.ruleofcool.com/smf/index.php/topic,1234.0.html Spell-casting guide: http://www.ruleofcool.com/smf/index.php/topic,1156.0.html Just blade guide: http://www.ruleofcool.com/smf/index.php/topic,47.0.html Mount Guide: http://www.ruleofcool.com/smf/index.php/topic,1016.0.html Elemental guide: ...


4

The stats are not close enough Legend uses a lot of familiar D20 terms and ideas, but the way it calculates its values is vastly different from how 3.X does so, as is the way it measures power and difficulty. If you tried to just import a monster, there'd be all manner of problems. But there's good news! A monster's pre-established stats or concept can ...


3

Oh god, that’s complicated. There are several layers here, and once you understand what’s going on, this should be pretty simple to actually run, but the understanding is hard. Effectively, to quote one of the Legend devs: “the gist is that an ally blows up a Generator or Hunger spread as an immediate action. Said explosion deals damage ...


3

I have played DnD (which is extremely similar to Legend when it comes to combat) both with grids and without grids. Here is some advice I hope you will find useful. As you prefer to play descriptively (i.e. without map) rather than with map, I will start there. Playing without a grid When I have improvised games far from home, I have never had a grid or ...


3

I don't think Legend can be played without a grid. Some circles require you to think in terms of squares and the whole tactical game revolves around getting into position in a way that's better not to handwave. Since from you comments I read that any cheap alternatives would definitely be helpful and worthwhile for running a game if a descriptive style ...


2

I would rule that it takes as long – at least – to brew the draught as it would to make the check (the draught can just be saved for when you need the check result now), and I would only allow it for uses of Medicine that involve giving some kind of medical attention to someone.


2

In Legend 1.0, “Any” does not appear for Key Ability Modifiers. These instances have been replaced with “Varies,” and the class or track in question dictates how that is determined (e.g. Sage lets you choose any you like, Rogue bases them on which tracks you select, and so on). In the case of the Elemental Pony track, which has not ...


2

Yes, currently making monsters requires either using Mooks (which are a kind of “easy mode” for their level), or building as player-characters are. However, building a PC in Legend is quite a bit quicker than it is in 3.x, so don’t immediately assume that it’s a ton of work. It’s certainly not negligible and we’re all ...


1

Mooks are the best answer, but I will point out that it's pretty trivial to make a “level ½” character in Legend. At level 1, a character has HP equal to twice their class's HP/level plus twice their KDM, and has the first Circle from two of his Tracks. It would be fairly simple to halve both of these and get something roughly half as ...



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