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Messages - loganic

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General Legend Discussion / Re: Fantasy Grounds ruleset pak
« on: February 04, 2014, 08:31:22 PM »
A physical mat is great when you can get a group in RL, but sometimes that not realistic, or difficult to find, depending on your area. Programs like Map Tools or Fantasy Grounds is mainly for online groups, although you're right, I suppose you could used it with a tablet or projector.

General Legend Discussion / Fantasy Grounds ruleset pak
« on: February 04, 2014, 09:27:41 AM »
Quite some time ago, I had been researching VTT clients because a Map Tool game had gone south. It happened largely because things had been moving so slowly. The GM had been trying to use vision and getting it to automatically show a set range. Constant tinkering with that and other technical issues just caused the group to fall apart.

Fantasy Grounds came up as being one of the most streamlined and robust programs(for D&D play anyways)
I'm considering getting a license soon, after all this time. Does anyone else have any experience? Has anyone tried to implement a Legend ruleset?

Legend Homebrew / Re: [Utter Brute Replacement Circle] Unfettered
« on: October 11, 2013, 02:22:29 PM »
Utter Brute tries to be different versions Terminator all rolled into one.
You have versions of him, with scary weapons, or just near impossible to stop
Warping around just doesn't quite fit the theme, directly. Ultimately, you can get something very similar with just the couple of teleport feats.
If you really want to add something unique as far as hunting them down goes, this might add something genuinely new.
Or you may want to create a whole hunter track.

Choose one of the following
Mark of Fear: 1/Encounter, target opponent gains Mark of Fear for 3 Rounds. You may choose to consume Mark of Fear at any time after an opponent has moved away from you. Doing so, allows you to move half that distance, towards that opponent.
Mark of Terror: 1/Encounter, target opponent gains Mark of Terror for 3 Rounds. You may choose to consume Mark of Terror at any time after an opponent has moved away from you. When you do so, the target must make a Will save (10 + half level + CHA), the result of failing depends on the distance the opponent has moved away from you.
40' Panicked 1 Round
30' 1 Round
20' Frightened 1 Round
10' Shaken 1 Round
(I am not near my books to see the fear ladder). At the beginning of the next round, that opponent must make another Will save, or suffer the next tier down effects for an additional round.

It would pair very well with Barbarian's fear aura.

Gaming Discussion / Re: Adventure Seeds!
« on: September 21, 2013, 11:47:20 AM »
(go ahead/move it)

A sinkhole opens up with no apparent bottom in a subarb, and continues to expand. Dark rumors abound about things going bump in the night.

Gaming Discussion / Re: Adventure Seeds!
« on: September 17, 2013, 02:16:30 PM »
A friend of yours goes home for the holidays to the town of Erin. The town has an odd annual celbration with a pact made with an extraplanar being.

Dungeons & Dragons / Re: Planejammer
« on: September 09, 2013, 11:36:54 AM »
I'm thinking DB water orc/Raptoran, Crusader.

General Legend Discussion / Running Legend Characters in DnD adventure?
« on: September 07, 2013, 12:54:31 PM »
 I have no concept of power comparisons, which is partly why I'm asking.
How tough would it be to directly use Legend characters with Legend rules to run around someplace like World's Largest Dungeon? Both rule sets side by side for characters abilities vs monsters ect.

Use Larceny instead of Search/Disable device.
Recovering damage from traps/enounters ends up simply being a function of time.
Use the original stats for monsters traps spells existing in the dungeon, including abilities, against Legend characters.
Assume that alignment restraints are removed.
(Smite Good for example for against all the characters)
Minimal modification to original content.
Ignore loot, except for potions, assume that characters have miraculously found the Legend loot they would naturally acquire along the way.

What kind of issues would there be with scaling?
What other factors have I just overlooked. I imagine there's a lot of little things

Dungeons & Dragons / Re: Planejammer
« on: August 31, 2013, 08:24:00 PM »
PBP I'm assuming?
I like the idea of a Planar game, I have loved the concept of planes, but have never been able to really practice it.
Let me put something together

General Legend Discussion / Re: The Non-Attrition Game
« on: August 17, 2013, 10:16:51 PM »
I am playing World's Largest Dungeon using core materials in DND 3.5
My DM had allowed us some generous minor adventuring to get using minor amounts of gear (still level 1), including a wand of cure.

It's F'ing scaring. Darkmentals, random rats, diseases. We can heal through most of it, but it's almost always a fight for our lives.

Playing a mostly not optimized, especially low level game of DND is very reminiscient of how Legend should play.

There's an inevitable progression towards a specialization.
Much like low level casts may spend some time making general attacks at low levels for lack of spells & versatility, they stop at higher levels because they can focus on what they really do best.

It's no different for fighters, at lower levels, the straight DPS guys specialization doesn't really shine as much.
Vice versa is true for Disciples of the serpent, at lower levels, they may spend more time just hitting guys who die quickly than grappling every last one.

In short, the lower the level, the more similar the play styles & overlapping good options.

General Legend Discussion / Re: Questions about the rules, thread #2!
« on: August 14, 2013, 12:46:33 AM »
All that matters is the sum totals at the end, what they're left with
One item worth 2 points, or a unique greater ect plus a one item worth one point, or a unique lesser

Any traded/missed attacks still continue to count as attacks
Limit exists to avoid letting characters get an abnormal amount of attacks, using combat maneuvers for example, or kensai to gain focus Points

This has no basis on actual numbers/play, but from most of what I've seen building characters, it either balances, or you end up playing Rock/Paper/Scissors

Someone who focuses on little else besides AC will have 50/50 odds against someone who has high attack, but will probably get fried with Reflex/Will saves.

The fun thing is that in Legend, overoptimizing leaves you open to so much other stuff. A true defensive character has decent AC, saves & condition recovering, by which point, you don't have a lot of attack.

Focus on a single stat/number =  fail on most everything else
Focus on a general aspect, attack/defensive/spells, and you'll generally be succesful, especially in a party.
Don't focus on anything and try to be well balance in everything = suck too

You're better off mixing versatility & specifics ideally. It's good to have some focus, but not too much or too little.

Gaming Discussion / Re: World building during play
« on: August 11, 2013, 01:00:13 PM »
Have you looked at something like this to help your players help you make the world.
It certainly would be very very memorable, as far as them going into it know the history, ect.

General Discussion / Would you play it? (d20 the card game)
« on: August 11, 2013, 12:42:23 PM »
If D&D + MTG had a lovechild, would you play it?

How would it look:

Draw 2 cards per rounds from your decks
Resource cards: Taverns, Libraries, Blacksmith, Magic Shops, Dungeons

Resource phase: Play up to 2 Resource cards
Summon Phase: Summon Traps, heroes, monsters ect
Attack Phase: Attack, ect
Closing Phase:

Attack Phase details
Trap Finding: At the start your attack Phase, if you have any heroes with Trap Finding, make a d20 roll, add this modifier to your roll. For each hero beyond your first you have with trapfinding, add +2 to your original roll. Reveal any traps whose DC's you meet.

Attack: At the start of your attack Phase, if any of your heroes are attacking, roll a d20, use this as the base roll when determining whether your heroes overcome AC.

Krom, Barbarian 5, Resource cost: Tavern 3
HP 24
Attack: +2
TAC: +2, medium
When Krom comes into play, you may also play equipment cards costing up to 2 Blacksmith tokens to play on Krom
2 handed weapon specialty: add 4 to Krom's attack & 9 to Krom's damage if he wields a 2 handed weapon
Cleave: 1/attack phase, if krom kills an opponent allow him to attack again.
Trap Sense: If there are unrevealed traps when Krom attacks, allow any heroe you own with trapfinding to make another search check.

Mar'j Wizard 5, Resource cost: Tavern 3
Arcane caster
HP 7
TAC: +2, no armor
When Mar'j comes into play, if you have less than 3 Libraries in play, you may play one from your hand.
Spells require 1 less arcane caster to play,  if using Mar'j to cast.

Resource cost: 2 Arcane casters, 3 libraries
Deal 5d6 damage to enemy creatures, reflex for half.

Kobold lure
Resource cost: 2 Dungeons, 1 Arcane caster
Search your deck for 3 kobold creature cards, costing 1 Dungeon or less, and put them into play.

Bear trap:
Resource cost: 2 Blacksmith
Search DC 15, 3d6, reflex save half
If revealed, this does not trigger on hero attacks.
If this card deals damage, put it in your graveyard.
Sacrifice this card at any time for 1 Blacksmith token.

I understand this could use some streamlining, but I like the general concept and think it might be workable., let me know what you think?

Some decks would be more evil minion/dungeon lord, some would be caster/spell heavy, and yet others would try to be more balanced party/dungeoneering decks.

I haven't played MTG in eons, but in a lot of ways this makes more sense to me than many abilities I've seen.

In the interest of minimizing rolls, my suggestions would have you rolling 1 attack roll per round, 1-2 search checks, ect.

As a certain designer for a more famous game I'm sure at least a few people on here play (*cough*Magic*Cough*) would say; "Restrictions breed creativity."

I agree some restriction is good, but it is also well enough to keep the system elegantly simple. A few exceptions are fine. Too many are hard to remember. A good selection of choices is fine, an massive amount like the previous article regarding circle based character building is overwhelming. It takes a good straightward balance to get an ideal. I think you've done it.

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