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Messages - sfriedberg

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Legend Homebrew / Re: I'm working on a full legend setting!
« on: December 17, 2015, 05:18:52 PM »
Ink, over on your blog you wondered how many non-bots were visiting.  Here's one non-bot for you, and I went there from here.

General Legend Discussion / Re: Mooks: How to judge level?
« on: December 08, 2015, 09:46:02 PM »
I can't answer your main question, but do have a suggestion for enriching your army scenario.  In the modern world, 200 guys is an large company or an undersized battalion, probably led by a major or lieutenant colonel.  That's a well-seasoned officer, and he/she will be assisted by two to four additional officers, each of whom will be assisted by four to six sergeants of various levels.  So level 10 is probably OK for the leader, but I'd toss in 2-4 level 7-8 subleaders and maybe 12-16 level 4-6 guys, with the remainder being level 1-3 mooks.

Something very notable about organized militaries is they do not fall apart if you stun-lock or kill the guy in charge.  The subleaders fill the command gap, and in fact, an "army" of 200 does not behave like a mob backing a boss.  Each squad or company can have its own objectives, maneuver independently, etc.  I think you will have a much more interesting encounter if you provide some of that aspect.  Also, you get a much richer set of army behaviors if more than one guy has 2nd circle (or higher) abilities.  I would give your players a visual clue (like uniform insignia) to tell the four main level bands apart, but not to tell what specific level a given mook is.

Because this is almost certainly too strong for five level 8 PCs, downgrade army leader levels from 10/7-8/4-6/1-3 to maybe 8/5-6/3-4/1-2 or 9/6-7/4-5/1-3.  (If you want the "general" to have some particular level 10 ability, you could handle that as a special.)  I don't know what the impact of the 170-some grunts will be.  If your level 8 PCs can shrug off their attacks entirely, the 8/5-6/etc is probably too weak.  Conversely, if the grunts can do steady damage each round, the 9/6-7/etc might be too strong.  Keep in mind that a 200-to-5 battle is likely to involve ranged weapons and also your party of 5 getting surrounded if they get into melee range.  Unless you set it up as 5 PC Spartans plugging an unflankable position and the mooks can only attack in single file ...

And I guess I will take a stab at your main question about high-level mooks after all.  Remember that "mook" is a simplified mechanic explicitly intended for quick-and-dirty use and that you can fluff it out to anything you need.  Mid- to high-level mooks could be played as robotic defenses, animated temple guardian statues, or a swarm of aggressive elemental flares.   They all fit the nameless, non-influential, non-tracked criteria, but can be arbitrarily tough.  What they won't be is especially interesting unless you take them out of (technical) mook territory and into more of an explicitly planned encounter.  Also, don't forget the minion, expert, elite, ace, miniboss, operative progression within the overall mook mechanic.  Those variations can have some serious skills.

General Legend Discussion / Re: Legend as urban fantasy
« on: February 05, 2015, 02:27:19 PM »
So anyone involved in the supernatural sees them, but those who aren't just see... I dunno, nothing? Sticks?
In the Skin-Horse and Narbonic webcomics (heavy on mad science bizarre happenings), there's this world mechanic where normals/mundanes suffer from reality blindness.  They either don't perceive at all, or subconciously rationalize away, "impossible" things like talking dogs, zombie municipalities, etc.

General Legend Discussion / Re: Any news?
« on: January 09, 2015, 05:30:57 PM »
I'll be a dittohead here and say, "Yeah, it would be reassuring to hear something, and I look forward to having actual Legend books to purchase with real money."

Vicerious has it right:  To the casually interested public, looking at the website and not being tied into the chat channel, Legend seems a dead project.  And since I haven't visited the chat channel for 9 months or so, it may look equally dead over there.

Legend Mechanics & Balance / Re: War!
« on: November 10, 2014, 04:53:09 PM »
chaos_redefined, I can't help, but I am chortling from the sidelines here.  Let me explain why.  Role Playing Games in the D&D mold are an offshoot of old-school grognard war games.  So we now have an RPG in which we need to set up a more traditional war game.

I'm applauding, not mocking.  And looking forward to people's takes on the appropriate rule-to-fluff ratio for doing a war game in the context of Legend.

I'd wait for the upcoming clarification on OGL content in the next Legend update
Chris, can the team give us a rough roadmap for what's coming in terms of updates and/or document releases?  The Rule of Cool website's last public announcement is from February, the 1.1 release wasn't even mentioned there, and I'm not confident sifting through every thread here on the forums is adequate because you guys use the live chat so heavily.

General Legend Discussion / Re: some criticism
« on: August 19, 2014, 08:45:15 PM »
KyleJ, Dropbox is reporting
Access to this link has been disabled. Please ask the owner of the shared link to send a new link to access the file or the folder.
for your Mook Quicksheets.

Legend Homebrew / Re: Mesmer (New class, 3 tracks)
« on: August 14, 2014, 04:58:50 PM »
A couple of questions about Supreme Shattering.  Does "any number of" imply the caster can be selective about which spells or effects to dispell, or should it be read as "all, without limit".  If the caster can be selective, how precisely do the selected spells or effects need to be identified?

Of course, I'm basically asking if the caster can Shatter buffs while leaving debuffs in place.

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