Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Desocupado

Pages: [1]
General Legend Discussion / Re: What goes well with Vampire?
« on: June 10, 2017, 01:44:08 PM »
Path of destruction for aoe melee would grant a good return early. Perhaps you are better off using it as a 4th track.
Basically you add it to any melee template to gain some regeneration, immunities and a few oddball combat abilities.

I made a Diablo 2 assassin with the following layout
Professional Soldier (Traps)
Iron Magi and Swash buckler (Martial Arts)
Vampire (Shadow Arts)

General Legend Discussion / Re: New system using Legend's mechanics?
« on: April 08, 2016, 06:48:53 PM »
Earthdawn has some pretty interesting ideas to round up the attribute system (and social skills).

There are also 6 stats - 3 physical and 3 mental
Strength, Dexterity and toughness
Perception, Willpower and Charisma
Strength (S) is used for tests involving forcing, breaking, or moving things.
Toughness (T) indicates resistance to disease, poison, and damage.
Dexterity (D) is the base for almost all other physical tests,
Perception (P) is for noticing and remembering things, and usually for breaking illusions.
Willpower (W) is for breaking charms, compulsions, and enchantments, and forcing the world to do as you please.
Charisma (C) controls your ability to affect other people through social interaction, and your resistance to manipulation.
Personally I always disliked D&D's wisdom and intelligence as a player status and having charisma based divine favour.

I think [legendary] tiers, equipment and track choice is the best part of the customization. (and more than enough for a compute game)

Substituting skills for a "skill track" seem reasonable.

About 2d6 - it would go GURPS 3d6 - but this would require a heavy rework/reduction on dice bonuses - akin to what 5th edition did

Here's how the original would look like:

The speed was slightly delayed
Stats were really messy - I really should've done it differently.
Full buy in got changed to get items when a regular character would get a new tier item.

Strength (Str) is a physical ability that measures your character’s muscle and physical power. You apply your character’s Strength modifier to:
»» Fortitude saving throws (if your Strength modifier is higher than your Constitution modifier).
»» Skills that have Strength as their key ability.
»»Your attacks gain a bonus to damage equal to  half your Strength modifier (if positive).
The skills being Athletics (passive movement)

Dexterity (Dex) is a physical ability that measures hand-eye coordination, agility, reflexes, and balance. You apply your character’s Dexterity modifier to:
»» Initiative checks to determine who acts first in a combat encounter.
»»Reflex saving throws (if your Dexterity modifier is equal to or higher than your Intelligence modifier).
»» Skills that have Dexterity as their key ability.
Dexterity is the Key Offensive Modifier for rangers and many rogues, and the Key Defensive Modifier for some sages.
The skills being Acrobatics (avoid AoO),  Larceny, Stealth, Ride

Those 3 things seem to be a relic from D&D times.

Why the variance in BAB? (1.1 changed the bonus ac from low BAB to become equal to level, correct?) Isn't it enough to have neither Str/Dex as key offensive/defensive attribute to "fix" the low martial aptitude?

Why there are still class chassis? Are they meant to balance each other in HP, saves, skills, KOM and KDM? I've seen some variant them entirely and that made me ponder.

Why do Judgment and Esoterica Radica require their specific class chassis? What cost or combo is this requirement offsetting? (is it the defensive passive bonus and mighty reroll d20?)

Legend Mechanics & Balance / 10 level reduction (characters grow faster)
« on: February 24, 2016, 09:58:23 PM »
I've been trying to condense the progression to half as much levels. // updated

It should be as much as regular progression with a twist on the levels without feat (you get extra gear) and Legendary tiers (if desired)
It also makes the player feel much more powerful with each level.

Thinking back on it, there are too many many moving parts for a card game. (tough track cards would be helpful for regular play)


For a digital engine would it work quite well, either for a tactic-base game (2D / isometric / FFT-ish) or a MMORPG.
Ideally a MMORPG would work like Neverwinter.

In fact, it would also be pretty good to recreate old RPGS with.
I had some fun sketching characters with legends tracks/classes for FFIV, 7th Saga and Diablo 2.

I was looking at pathfinder card game and thought of this:
What if Legend was a box boardgame with cards as skills, tracks as mini decks and campaign deck.

The system is pretty cool for balanced fights - So an online with arena mode would work very well on the other hand.

General Legend Discussion / Re: "Martial" Style build
« on: November 23, 2014, 10:45:49 PM »
That's too squishy.
You should use full buy in and add a defensive track.

Probably Skeleton Champion, Tactical insight or Heroica fits the marshal fluff better than spells.

Another cool option is Virtue + Chirurgic Poet.

Legend Homebrew / Re: Mesmer (New class, 3 tracks)
« on: August 19, 2014, 06:08:53 PM »
C3 Overload ->Choose an opponent within [Medium] range. Every time the target uses an swift action within the next two [Rounds], he must make a will save or be dazed for 2 rounds.
C6 Price of Pride -> For the next 2 rounds, the next time target uses an action with limited uses per combat he takes XXX (high) damage - this is a death attack.
C6 Power Lock -> Interrupt target spell, spell-like or supernatural ability action - the target can't use standard actions of that type for 2 rounds. Once per encounter against each target

Supreme Shattering
-> C7 Blackout - target can only use basic attacks during his next 2 rounds - will save reduces effect to 1 round - Close range - once per encounter
-> C7 Simple thievery -> Interrupt a skill, you can use that skill until the end of the encounter (limited to the original numbers of uses the skill had) - once per encounter

I have mixed feelings about Power Leech recharging an [Encounter]-limited ability. If I were to go through with that, it'd definitely have to have a limiter put on it, probably C5. Of course, the class as I've currently written it doesn't have any [Encounter]-limited things at C5 or lower, which makes things inelegant. It's way too powerful to just let you get another C7, though, given that it's already got a powerful interrupt effect.
Well it could allow someone to use backfire (or another limited skill another time) against the same target.

Legend Homebrew / Re: Mesmer (New class, 3 tracks)
« on: August 15, 2014, 10:30:30 PM »
Maybe I was concerned about fast casting and lots of healing abilities / free/swift actions that inspiration gives.

On Physical resistance mantra:
Yeah, one can' have a half weakness... in that case, a physical resistance , mantra could give lesser resistance to physical.

Elemental mantras
Maybe mantra could get and upgrade with 4-5 circles, but only last 3 rounds (so it burns swift actions from time to time).
Or - it is stronger for 2 round, then reset to a weaker state i.e. it gives lesser resistance (until you swap) and another temporarily resistance layer (for 2 rounds - making it greater resistance)

Legend Homebrew / Re: Mesmer (New class, 3 tracks)
« on: August 15, 2014, 08:20:20 PM »
Pretty GW inspired. (it's actually an interesting idea to homebrew such)
Shouldn't inspiration magic be mesmer only? (like Esoterica Radica or Judgement)

A suggestion:
Power leech - if it succeeds, you recharge a once per encounter spell-like ability, instead of healing.

Make some skills optional like:
2 Physical resistance mantra - gets physical resistance but also gets  lesser vulnerability against magic damage
5 Inspired enchantment - steal a buff - once per encounter - lasts until the end of the encounter (if it would last longer)
7 Mantra of resolve - your spell and spell like abilities cannot be interrupted or dispelled

3 - Yeah, I meant spells/SUs/SLAs. //fixed

Thanks for the answer.

But that's a bit odd... Hammerfall doesn't have a descriptor for it's range tough is slightly better than a [medium].
While Canto/Recto have a fixed 100ft range, which is just a weak medium (or very atypical [short]).

So the idea is it affects what looks like a range descriptor for a target effect, tough it isn't necessarily so?

Legend Mechanics & Balance / Re: How was legend balanced?
« on: August 01, 2014, 11:15:28 PM »
What about class chassis balance?
  • BAB - What does low AB accomplishes? (Isn't low BAB too severe for Rogue and Tactician?)
  • HP per level / Skills - Do they balance each other out? What is used to balance it?
  • Fixed KOM/KDM and saves - Is it used mostly to balance Class tracks?

Last but no least, does the choice of 4+1 attacks per round have a logic besides familiarity?

This came up:

[Close] range reaches up to 25 ft + 5 ft per 2 levels (up to 75 ft at level 20).
[Medium] range reaches up to 100 ft + 10 ft per level (up to 300 ft at level 20).
[Long] range reaches up to 400 ft + 40 ft per level (up to 1200 ft at level 20).

Lich – Hellfire Empowerment: Spells, spell-like abilities, and supernatural abilities you possess that have one or more targets within a range category may be used as if the range category within which you can choose your target(s) is one range category higher, to a maximum of [Extreme] range.

Black Tidings
-The Dread Wave manifests as a wedge with a length of 20 ft + 10 ft per circle of Arcane Lore
--Hammerfall deals 1d6 energy damage with the [Fire] descriptor or physical damage, chosen each time you activate Hammerfall, per character level you possess to each creature in a target square within 100 ft plus 15 ft per character level

So DW maxes at 90 ft [Not-Short] and HF at 400ft [Long].
If Hellfire Empowerment increase the area it would be a powerful combo (not to mention Undying Magecraft helps avoiding friendly fire).

1 - Now, would Hellfire Empowerment not affect Black Tidings, because it doesn't target a specific target?
2 - Is this also true for Canto - Recto?
3 - Is Hellfire Empowerment intended to not work with spells/SUs/SLAs, without a range descriptor?

Pages: [1]