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Messages - Narsis

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1
Legend Homebrew / Re: Sentient Razor Water
« on: April 17, 2016, 01:37:52 AM »
It's been a while since I've played a game of Legend so my system mastery isn't at its best but let's see...:

1st circle: Seems alright to me if perhaps a bit weak on it's own.

2nd circle: So kinda like cleave but with way less damage and single target.  Fire elemental gets better until level 15, but takes more circles to do it.  I'd need to actually try building a few characters with the track to see how I like it, but it doesn't strike me as unbalanced.  Although the way it's worded right now it could be interpreted as letting you build it up over multiple rounds and then unleash a super-nova of [Cold] damage, which would be a bad thing.

3rd circle: Would it trigger The Cool Flow on all creatures damaged?  Also, the "choose squares equal to level" thing strikes me as a bit odd.  At the earliest you get the ability I think you'd be level 6, and I doubt, unless you are fighting Myriads or something, that there would even be that many desirable targets in the AoE normally.

4th circle: Depends on usefulness of [Diving].  Also the tremorsense is maybe a bit boring, although that's not necessarily a bad thing.

5th circle: Is the only action you are able to take while in cloud form 5-ft steps?  If so it's really weak.  Like "I can't think of a situation ever where I'd want to use it" weak.  If it's rather the only movement you can make are 5-ft steps, it still strikes me as really weak, but I could at least see maybe some use out of it.  Definitely needs some work.

6th circle: Unless you are starting the game at a high level, your party is probably already going to have a source of world-mind or haven't been needing to use it thus far anyway so it's kinda moot.  The immunities seem perfectly at home here though.  Other sources of mind-affecting immunity come in around 5-7 circle, and the other immunities and world-mind probably make it worth a 6th circle spot.  You might want to consider moving the world-mind earlier, both to give the flavor of a hivemind earlier and because a person using the track would get some more mileage out of it.

7th circle: Pretty standard self-resurrection circle so no problems here although I'm not entirely sure how well it fits conceptually.


So overall it feels a bit weak to me mechanically.  It also feels kind of like a grab-bag of abilities rather than a unified concept.  I feel like I'd rather take Water Elemental or Mechanist Savant to get similar-ish flavor on something I could probably build off of better.

2
Curious but does anyone have a link to this?  The one in the OP doesn't work anymore.

3
Hey shouldn't Winged Beast or whatever Pegasus is being called these days also be on this list?

4
General Legend Discussion / Re: Questions about the rules, thread #2!
« on: October 24, 2014, 09:37:29 PM »
Q258: suppose a creature reduces the durations of all conditions by one [Round] through Dragon 4th circle, and halves the duration of [Fatigued] through the [Undead] or [Construct] creature types. would the duration of the [Fatigued] condition on such a creature be (normal duration/2)-1 or (normal duration-1)/2 (assuming it has a duration less than [Encounter])?
A258 You would apply them in whichever order was most beneficial

C258 Which would always be (normal duration/2) - 1.  If the duration is odd, that will be smaller.  And if the duration is even then both are identical.

5
Q234 Just a clarification of intent: Heroica's 7th circle basically gives [Immunity] to [Dead], but not to [Unconscious] or [Dying] correct?  If so it's kinda useless unless you don't have someone that can easily resurrect you.

6
Announcements / Re: Legend 1.1 Official Release Announcement
« on: May 26, 2014, 08:58:32 PM »
ooooo.  cool.  I wonder if that kinda op build combo I had in mind is still possible...

7
Legend Homebrew / Re: Twisted Snake Ring
« on: January 15, 2014, 10:42:50 PM »
The swiftness of the snake. Would higher move speed be a good addition?

When I think of a snakes swiftness I think of quick strikes not so much quick movement speed.

Course I'm just nitpicking... :P

8
Play By Post / Re: One Piece: Grand Adventure (Roll20, Recruiting)
« on: January 04, 2014, 02:09:59 AM »
Level 3, I'd rather not have everyone with a devil fruit. But it depends on how many people we get.

kk.  and yeah everyone having devil fruits would probably be a bad idea...both for you and for the crew. XD

9
Play By Post / Re: One Piece: Grand Adventure (Roll20, Recruiting)
« on: January 02, 2014, 04:09:29 PM »
ok.  well at the very least i'd want to wait another couple weeks or so.  enough time for the semester to get going so i'll know when/if i even have enough time. XD

on another note: i've skimmed over the rule book and I was wondering what the particular character creation details you had in mind were.  like you already mentioned human, but what about other things like level or devil fruit powers?

10
Play By Post / Re: One Piece: Grand Adventure (Roll20, Recruiting)
« on: January 01, 2014, 09:43:37 PM »
Well, one idea is to start it out as a solo thing (ala Luffy in the first chapter or so) and add as people get interested.

that would be a way to go.

also curious but around when would you be looking to start?

11
I think it is referring to the nature of certain situations in which skill checks would be appropriate. for example, if you are hacking into a computer with Engineering, only one person needs to succeed at the check to get past the firewall, as opposed to each member of the party needing to make a separate check.

yeah.  all the knowledge skills, interaction skills, ride, and as long as time isn't a major factor larceny, athletics, and acrobatics...they all only need one person in the party to have them to use them in out of combat situations to cover the entire party.  stealth is the only skill you'd need multiple people to have to cover the entire party...but stealth technically doesn't even have an out of combat use.

12
Play By Post / Re: One Piece: Grand Adventure (Roll20, Recruiting)
« on: December 31, 2013, 06:07:28 PM »
Definitely interested assuming more people can be found/apply.

13
Legend Mechanics & Balance / Re: Error in Calculating EL
« on: December 29, 2013, 02:05:09 AM »
hmm.  perhaps this will help:

Quote from: Encounter Level
Generally speaking, a group of
four player characters of level X should be able
to handle between three and five encounters of
encounter level X before the end of the [Scene]

Read this carefully.  Four players of level X (let's say 5) = an EL of X + 4 (9 in this case).  Those players should be able to handle 4-ish encounters of EL = 5 (not 9) in a [Scene].

Now if you take 4 guys a level below them you would get an EL = X - 1 + 4 (5-1+4 = 8 ).  So a "good match" would be an EL 1 lower than the party's.

I think the confusion is mixing up level and EL of individuals/groups a bit.

It's also worth mentioning that as far as I can see the book says that an even EL fight would be fairly tough on the PCs...something they'd only reasonably be able to handle a couple times a [Scene] at most. (pg. 217 if you are curious)


Disclaimer: EL may be better than CR, but it's still not great.  A well built group that synergizes off each other will likely dominate a randomly built equal EL encounter.

14
General Legend Discussion / Re: True Symbol--houserule?
« on: December 23, 2013, 05:03:10 PM »
around what level are you guys looking at starting?  cause if you are a while away from hitting level 10, you might want to actually play a bit before deciding whether or not you really need those extra swifts.  you might find some of those abilities aren't as good as you first thought, or that situations don't come up often enough to really need the extra swift.

15
General Legend Discussion / Re: I need help choosing a good final track!
« on: November 06, 2013, 01:52:12 PM »
Utterbrute (and earth elemental sort of) provides a lot of options for your character.  which ones were you thinking of taking in particular?

overall I would say there is nothing glaringly wrong with that combo, although keep an eye on fury/[Precision] conflict.

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