Hot answers tagged legend
7
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
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7
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. ...
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 ...
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
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 ...
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 ...
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 ...
3
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 ...
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 ...
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The answer is that this is a typo, one I’m surprised hasn’t been fixed. It will be gone when “1.0” is released, which should be very soon.
Mundane shields as a separate item were removed from Legend when the weapon revision went out, but the section about them remains. Instead of having a separate item, a character can have a shield ...
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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