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Messages - Iceberg256

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Legend Homebrew / Re: Players Handbook 2?
« on: December 28, 2017, 01:57:13 PM »
The formula is a bit cumbersome, but I don't think there's a problem with it mechanically.  Rolling a skill as part of a move action for added effects does seem to be a pretty prevalent part of Legend's skill system.  However, I wouldn't be opposed to something more simple.

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Legend Homebrew / Re: Players Handbook 2?
« on: December 22, 2017, 05:15:26 PM »
Some minor thoughts for a few last adjustments.  I think if you're considering divorcing some tracks from the fighter class, my vote would be show fighter, although that's more of a flavor judgement than based on any mechanical reason.  I feel many characters could take advantage of that track from a story standpoint and according to RAW, that would lock characters out of selecting any of the other Martial Style choices.

Also, I would suggest renaming the Soldier track, considering Ranger already has "Professional Soldier".  My suggestion would be "Consummate Warrior", probably also replacing all instances of Soldier in the Circle abilities with Warrior as well.  It does not appear to be any conflicts with those titles.  Only other uses of warrior I could find are the skeleton's "Eternal Warrior" circle ability from the Undead track,  the "Psychic Warrior" school of powers, and Tattooed Warrior track.

On the PDF, it seems that the headers for the Fighter and Psion classes are showing up on the page previous to where they should be, causing a bit of layout issues.

I really appreciate the work done here and glad to see something for Legend completed.  I'm strongly considering getting a game together in the new year.

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Legend Homebrew / Re: Rock-Off Skill Game
« on: December 04, 2017, 06:07:20 PM »
I've always wanted to use Legendary for a Brutal Legend inspired game.  If that ever happens, I'll definitely give this a try and let you know how it goes.

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Legend Homebrew / Re: Players Handbook 2?
« on: November 08, 2017, 03:22:05 PM »
This is fantastic.  I'm glad to see someone at least attempting to collate the various extra material that was developed for this system.  I felt there was plenty of potential for this game and am sad to see it abandoned.  I really don't have much to add other than to share my thanks for doing this work and reinvigorating some of my interest Legend.

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General Legend Discussion / Re: New system using Legend's mechanics?
« on: April 12, 2016, 12:26:27 PM »
Tracks are definitely a keeper. races and classes are chaff. It needs more support for out of combat abilities. Avoiding locking attributes to specific combat abilities is good.

Bell curves sound nice, but don't work so hot in practice. It amplifies every difference. It makes rolls tend towards the mean, so someone who has a little bit more AC than normal ends up pushing a lot of the rolls to misses, and similarly someone slightly more accurate hits a ton more. The allowable variance in what can be rolled and still remain balanced plummets.

I'll just say this isn't entirely hypothetical

Definitely some good points there.  Having 2d6 or a similar die mechanic would certainly require an extremely tight control and a limited range of modifiers and target numbers, so yeah, it would make sense to stick with a flat probability for a system like Legend.

If you were to develop something new using ideas from Legend, I'd certainly be interested in seeing what comes of it.

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General Legend Discussion / Re: New system using Legend's mechanics?
« on: February 04, 2016, 02:38:21 PM »
I could certainly see that.  One of my biggest gripes with 5e is that it doesn't allow much customization with some classes.  If race, class, and background each provided benefits across all levels like Legend's tracks (or like Basic, Expert, and Master paths of "Shadow of the Demon Lord"), then 5e would probably be fairly more palpable to me.

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General Legend Discussion / New system using Legend's mechanics?
« on: August 21, 2015, 03:20:09 PM »
What I'm curious about is, using the OGL, would it possible for someone to take the all the mechanical rules of Legend and create their own system with them?  Would there be some legal product identity issues that would prevent such a thing?  I'm only really asking for the sake of a thought exercise, as I'm certainly not volunteering for such a project.  I hardly have time to play games, let alone develop one.

For the sake of further discussion, if you were to develop your own Legend based fantasy heartbreaker system, what elements would you keep?  What would you eliminate or change?

Personally, I would certainly retain the tracks and tiers.  Without them I don't feel there would be any reason to repurpose this material.  Therefore I would retain a level-based character development, especially considering I feel Legend was one of the few systems that handled levelling mechanics well outside of class abilities.  I also really love the customizable equipment and magic items, so I would endeavor to retain those systems.

I would like to do away with races and classes.  The species of a character would largely be flavor and role playing based, with specific tracks or feats handling explicitly non-human capabilities.  Classes largely feel like an artificial restriction on track selection that's pretty easy to mostly work around within the rules as it is.  I would do away with Ability Scores. I would keep the modifiers in one form or another, although perhaps the specific abilities and their number could be different.  I would like to considerably pear down and simplify conditions in the game.  I would also consider changing the base die mechanic, perhaps to 2d6.  Not a huge fan of d20, as I prefer a bell curve and feel the wide range of 1d20 to be wildly random.

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General Legend Discussion / Re: Any news?
« on: January 14, 2015, 12:58:59 PM »
Sadly I have to agree.  Early on this game was doing an amazing job of releasing mechanical extras on the website.  That slowed down a bit but then we had a burst of interesting setting and fluff articles.  But after the announcement of Mr. K having left the project, it was dead for nearly half a year.  A year ago I helped encourage a state of the game update, hoping that would provide some concrete previews of work being done. Instead we only got the blog post of no substance that has been sitting at the top spot for a year now.

It's really sad to see this happen to such an interesting system.  I would just hope that those who had been working on the project would release all that has been done and let us few remaining fans try to revitalize the system as an independent project.  Then again, I would be truly happy to be proven wrong and have some good quality commercial products released.

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General Legend Discussion / Re: State of the game address?
« on: January 28, 2014, 10:37:45 AM »
At what times are game development discussed? Is there a way to access a chat log of previous discussion?

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General Legend Discussion / Re: State of the game address?
« on: January 26, 2014, 08:45:37 AM »
Please? I would love to have some idea of what's going on in the background and what progress there has been in regards to the Monster book.  Also it would be awesome if we could get more articles in general.

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General Legend Discussion / Re: Tumbleweeds n' Such
« on: December 11, 2013, 01:12:40 PM »
Any chance of a state of Legend article or some such, perhaps at the new year, to provide perhaps a hint of stuff we might have to look forward to from Rule of Cool in the coming year?

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Legend Homebrew / Re: House Rules Thread
« on: August 14, 2013, 04:42:37 AM »
One that I have been considering is using the simplified 4e style rules for distances, movement, and area effects.  Diagonals just count as a 5 foot move, and area effects would take on a square shape.
Spreads would go out their radius from a square's corner.
Wedges would be squares with the sides being the length of the wedge.

This would result in area effects being larger but not really change how they effect characters, as they can use diagonal movement to move out of them.  I haven't seen any particular issue that would arise from using these simple changes.  If anyone spots anything, let me know so I can consider the implications.

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General Legend Discussion / Re: The start is nigh
« on: May 29, 2013, 10:06:45 AM »
Eagerly anticipating the 1.0 release.  While I'm hoping not to wait over a month, I've recently realized how thematically fitting a 7/7 release date would be.

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Legend Homebrew / Re: Paganum: Guns in the Wilderness
« on: January 19, 2013, 08:46:43 PM »
I really like the setting details so far and definitely interested to see more.  Can't wait to see specific mechanical implementations into the system.

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General Legend Discussion / Game idea: Power Rangers
« on: December 09, 2012, 07:06:36 PM »
I just recently discovered this forum through the IRC link, but had been following Legend since the charity drive.  I have been considering an idea for a game when the 1.0 release comes out, inspired by Brian Clevenger's review.  In the review, Brian jokingly lamented having his multiclass choice made for him by the presence of the Vigilante track.  That got me thinking what an entire group of similar compulsion would be like, and I imagine a team similar to Power Rangers.  (I realize Rangers and Kamen Rider are not the same thing, but I figure it's close enough for approximation.)

Mechanically, I would have the players stat two forms, civilian mode and hero mode.  The civilian mode would have the low ability score array, 8 hp/lvl, 5 skills, low BAB, and access to a single track to represent either normal training or civilian power granted by ranger powers.  Once they have been reduced beyond half their HP, they can then shift into their full Hero mode at full health, with high stat array, 10 or 12 HP /level, high BAB and full track progression, with vigilante acquired through full buy-in option.  I'm considering the transformation taking their full turn but they are unable to be affected in any way until the start of their next turn as their transformation completes.

I would still have to hammer out the setting details, specifics of the player group (do they belong to a particular organization?  Are their identities as rangers publicly known?) and the nature of the antagonists, not to mention some additional mechanical considerations, but the general idea is there.  It might also be a good idea to get some track selections put together within color themes.

Any thoughts, ideas, or suggestions?

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