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Older D&D/AD&D and Other Systems The forum for discussions specifically related to the rules and procedures of either any of the older editions of Dungeons & Dragons (1e, 2e, BECMI, OD&D) or any other non-D&D roleplaying rules (Vampire: The Requiem, Dread), including non-fantasy d20 systems (such as Mutants & Masterminds).

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Old 04-08-2011, 01:44 AM   Top  -  End  -  #1
Doc Roc
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Default [Legend] New Beta: Spring Cleaning!

Achilles would be proud. Hercules would weep joyously. Persephone would merrily consume our delicious fruit. Odin would stab me for this over-extended metaphor. The Clockwork Demiurge continues uncaring. Anyway, a new Legend release is available, incorporating absolutely tons of bug fixes, and a new ranger who is more mundane in inclination.


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Old 04-08-2011, 11:54 AM   Top  -  End  -  #2
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Default Re: [Legend] Legendary Spring Cleaning!

Soon To Be Core


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Old 04-08-2011, 12:08 PM   Top  -  End  -  #3
Cieyrin
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Default Re: [Legend] Legendary Spring Cleaning!

Quote:
Originally Posted by Doc Roc View Post
Now... With... working link.
Wait, it wasn't working? I got to the page just fine, downloaded and saved over my previous Beta file.
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Old 04-08-2011, 04:54 PM   Top  -  End  -  #4
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Default Re: [Legend] Legendary Spring Cleaning!

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Originally Posted by Cieyrin View Post
Wait, it wasn't working? I got to the page just fine, downloaded and saved over my previous Beta file.
No, like most things Doc touches, it broke and then he had to hit it a few times before it'd behave itself.
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Old 04-08-2011, 06:31 PM   Top  -  End  -  #5
Khyber
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Default Re: [Legend] Legendary Spring Cleaning!

Seems you changed the names of the ranger tracks, without changing the names listed in the table for the ranger tracks.

Also, not a big fan of the Ranger changes, we kinda liked the slightly mystical aspect of the ranger at the higher levels (most games give rangers some type of magic at some point in their skill tree). Also, the new ranger seems more specialized in ranged combat, in fact nearly everything they get now only works at ranged, as opposed to the old ranger who had the one track requiring range but the other tracks that could be used with both. Making it possible to make a very good melee combatant (which was what the ranger in our group was, he had a bow, but preferred the dex based melee route). I do like the trap concept though, was kind of hoping when yall said you were going to make changes to ranger to make them less mystical it came in the form of a forth track, that they could choose, sort of like how rogues get a track choice.

Anyway, that's my first gut reaction.
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Old 04-08-2011, 06:46 PM   Top  -  End  -  #6
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Default Re: [Legend] Legendary Spring Cleaning!

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Originally Posted by Khyber View Post
Seems you changed the names of the ranger tracks, without changing the names listed in the table for the ranger tracks.

Also, not a big fan of the Ranger changes, we kinda liked the slightly mystical aspect of the ranger at the higher levels (most games give rangers some type of magic at some point in their skill tree). Also, the new ranger seems more specialized in ranged combat, in fact nearly everything they get now only works at ranged, as opposed to the old ranger who had the one track requiring range but the other tracks that could be used with both. Making it possible to make a very good melee combatant (which was what the ranger in our group was, he had a bow, but preferred the dex based melee route). I do like the trap concept though, was kind of hoping when yall said you were going to make changes to ranger to make them less mystical it came in the form of a forth track, that they could choose, sort of like how rogues get a track choice.

Anyway, that's my first gut reaction.
I think we may end up pulling together a fourth track for ranger, out of the um... cutting room floor shards. :)

At the moment, it should be possible to play a quite good melee ranger by swapping the ranged track for one of the Rogue's tracks. I may go ahead and add an option for that.
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Old 04-08-2011, 10:33 PM   Top  -  End  -  #7
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Default Re: [Legend] Legendary Spring Cleaning!

First part of my notes from looking through the classes:

Barbarian
-Powerful Rage should have a line clarifying that these bonuses are in addition to the normal Rage bonuses, and possibly a pointer to where all the consequences of changing size are. like, just a "see page x"
- Heart of Fury has the oddness of the demoralizing component being downgraded from a free to a swift
-It feels odd that Disrupting Presence doesn't have a save, but Deadly Presence does.
-overall, the Barbarian seems mostly good. the Path of Rage is fine, Path of Destruction is pretty good, and Path of the Ancestors is a little blah, but I think that can be fixed with some fluff and flavor.

Monk
-This may be a holdover from my preconceptions from 3.5, but I feel like Flurry should advance, perhaps with some sort of Greater Flurry higher up the track that either decreases the penalty further or gives an additional attack. Additionally, I don't think the 1st level ability differentiates Monks enough from the crowd, being as how it's only a +1 bonus.
-Overall, monk looks pretty good! The one thing that seems off is that neither Discipline of the Crane or Discipline of the Dragon has basically anything in offensive ability, except for the increase in movement.
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Old 04-09-2011, 02:18 AM   Top  -  End  -  #8
Doc Roc
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Default Re: [Legend] Legendary Spring Cleaning!

Dear Khyber,
I hope this is a nice apology.
Cordially,
Jake
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Old 04-09-2011, 06:40 AM   Top  -  End  -  #9
Khyber
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Default Re: [Legend] Legendary Spring Cleaning!

That is a wonderful apology Hope it makes it in.
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Old 04-09-2011, 11:12 PM   Top  -  End  -  #10
Doc Roc
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Originally Posted by Khyber View Post
That is a wonderful apology Hope it makes it in.
It's been re-edited and approved for Core, pending testing. Please welcome home Don Stabs to his ancestral villa Casa De Ranger.

As rogue is now stable, the rick roll will soon be removed. Any naming ideas, guys?
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Old 04-10-2011, 12:17 AM   Top  -  End  -  #11
IthilanorStPete
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Default Re: [Legend] Legendary Spring Cleaning!

More comments:

Paladin
-You've got some proofing issues - for Judgment, the table lists the first ability as The Many, while the text refers to it as The Knowing. Furthermore, the "Seven Circles of Knowing" have eight abilities.
-The Knowing and The Few need some clarification and examples. It'd be good to better define what counts as general predilections. Also, for The Few, does "being aware" mean just being aware of their presence, or being aware of their exact position?
-the Protection strand seems very strong, what with the sharing of buffs. Even with the limits on range...well, you know how good War Weaver is.
-The Ready probably needs an example as to why a DM would allow the refreshing of points early.
-The Strong's first sentence reads oddly - I think I'd rephrase it with something as "When an ally would be dealt lethal damage, they gain a one round grace period before actually dying."
-The Quick and the Dead is odd and disjointed, with two quite different abilities depending on whether your partner is a Palain or not.
-Virtue needs to say whether the Font takes up a space, whether it can be attacked, etc.
-Rebirth should probably note whether they heal 50 from the point of death, whether they come back with 50 HP, whatever it's supposed to do.

Ranger
-I don't see how to determine the save DCs of the traps.
-typo in A Personal Touch - it says "at Xth level"
-Missile Barrage has the odd effect of getting worse as you get higher in level and gets more attacks. I'm not sure how to fix that, though.
-Storm Bolt should specify that it's in addition to the normal damage.
-Rather Quick than Dead seems strong for a first circle ability. Giving every class the ability to rearrange that ability that easily seems pretty extreme.

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Old 04-10-2011, 03:53 PM   Top  -  End  -  #12
IthilanorStPete
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Default Re: [Legend] Legendary Spring Cleaning!

Lots of comments on Rogue, which is more just because there's a lot of content for it.

Rogue
-When to Cheat seems weird to have as a 4th circle ability, compared to Scales of Gems as a 7th circle. Similarly, When to Fold as 3rd circle ability compares pretty ridiculously favorably to the Monk ability Gust of Action.
-If there are feats or anything that increase the effects of criticals, it'd be good to include a note in An Ace to Keep on how they interact. Probably "...into a critical hit, inflicting double damage, or any other superseding effects of a critical hit". If that's the design intent, I mean.
-This came up when looking at Sneak Attack, but is there a reason flanking isn't a bracketed condition?
-Felling strike seems kind of odd with the indicated fluff...I think a save versus battered or stun might be more appropriate?
-why does Sweeping Scythe not allow criticals?
-Once More! has an odd name for an ability that most naturally lends itself to attacking multiple enemies.
-Never Gonna Give You Up has some odd synergy, namely that you don't get bonus damage on the attacks that batter people. Maybe some better sentence structure would make that better, just adding a "Furthermore," in front of the "You do bonus damage" sentence
-Is the intention of Never Gonna Let You Down to allow you to endlessly chain attacks as long as you keep hitting?
-the Flash Missile part of Flash-bang seems extremely powerful against a single target - the rogue just needs to keep hitting the enemy to keep them basically locked down.
-Goo Bomb should mention if it needs to be prepared before firing, or what
-I have a feeling that Da Big 'Un is going to be remarkably ineffective for its level, what with the fairly low damage.
-Supersonic Man is weird for being a primarily offensive ability in one of the Defensive tracks, in a track with entirely defensive abilities
-Improvisation seems like it should have some limit on how often it can be used per encounter. Especially with the generally decreased numeric modifiers in Legend, getting +2 to everything at the cost of a swift action is a heck of an ability at low levels.
-Again, Gift of Gab seems quite powerful, what with the constant +3 to AC and Reflex.
-Better Lucky And Good needs clarification that you can still use it even when affected by a condition that prevents you from taking actions. See: Iron Heart Surge.
-Changing the Odds should clarify whether it counts itself for an ability to get uses. Overall, Fortune's Friend seems like a very powerful defensive track.

Sage
-Just one comment on it from looking at it - the weird structure of the class features make it stand out. It really doesn't feel like it fits well into Legend's pattern for classes.

Last edited by IthilanorStPete : 04-10-2011 at 03:54 PM.
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Old 04-12-2011, 01:11 PM   Top  -  End  -  #13
Doc Roc
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Default Re: [Legend] Legendary Spring Cleaning!

Man, I owe you big ups for this, Ith.
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Old 04-13-2011, 04:02 AM   Top  -  End  -  #14
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Default Re: [Legend] New Beta: Spring Cleaning!

Brief mention on character sheets:
Because many skill checks are resolved as check vs. flat DC, there needs to be boxes for whatever that DC is. For instance, a character has both an Acrobatics check, and an Acrobatics DC.
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Old 04-13-2011, 03:38 PM   Top  -  End  -  #15
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Default Re: [Legend] New Beta: Spring Cleaning!

Are there any mechanics for monsters out? 4 PCs vs 1 monster NPC doesn't seem like a very challenging fight.
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Old 04-14-2011, 01:27 AM   Top  -  End  -  #16
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Default Re: [Legend] New Beta: Spring Cleaning!

It's not. In our encounter advice, we suggest running 2 same-level monsters against a 4-character party for fights that might test the PCs but will favor them enough that the PCs can do several such fights in a day without any real trouble. Once you get past the first couple levels, you can also do things like 4-6 monsters that are a couple levels lower, which may give the monsters a slight action advantage but will still favor the PCs.
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Old 04-15-2011, 09:18 PM   Top  -  End  -  #17
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Default Re: [Legend] New Beta: Spring Cleaning!

Comments
Social Encounters
Excellent job. Very good idea using tokens.
One comment though: do you keep the tokens in general? This for me is unnecessary. You can reduce it by saying "you gain 1 free token if you have previously won a social encounter against that person". This will also apply to the PCs.
This will also impose a better penalty on walking away from someone. If you encounter them again they are more confident already, so 1 token to them.

I would also add an Undercover Encounter. This can be an assassination attempt or passing unnoticed. The thing is that you don't always die in the heat of the battle. If somebody actually just kills you that's it for you. Assassination played a major role in warfare and characters like Assassins, Ninjas, Rogues relay on these encounters.
It also enables a more solid system on running away while undercover to escape. Or passing from enemy territory.

Tweaking the Combat System
Have not read everything. I like the changes you made, especially allowing something like Power Attack to be standard actions.

A personal idea is to apply these changes to any d20 system:
Attack of Opportunity: if it hits it negates the action it was provoked from
5-foot step: provokes AoO
Tumble: Gives you a +2 AC against AoO
Provoking AoO: You don't provoke an AoO if the enemy stays in your threaten area (as a fix for the above).
+some additional small tweaks

What you have is a better melee-locking. If a creature turns the back on you they simply might not be able to actually move. If you hit them you disrupt their fleeing. It also solves the "freezing effect" where a creature moves away from you and shoots an arrow on you. In real time both would move the same time so this would never happen. Having the opportunity to stop them is a good solution.
It also gives a more strategical melee vs range fighting as well as making the initial position matter. So an ambush for example has more effect now. If you ambush the caster and range-based fighter it is more hard for them to escape and just re-assemble. Where usually they can just take a 5-foot step and the melee characters enter the fight making the ambush just a 1 round advantage.
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Old 04-16-2011, 06:15 PM   Top  -  End  -  #18
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Default Re: [Legend] New Beta: Spring Cleaning!

First: This is amazing. I support this project 100%

Second: The Sun Grows Dim feat doesn't describe the type of action required to craft something.

Third: I'll make more comments when I do a more thorough reading.
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Old 04-18-2011, 05:14 PM   Top  -  End  -  #19
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Default Re: [Legend] New Beta: Spring Cleaning!

Really grateful for the feedback guys, most of it has made it on into the upcoming beta revision. Particularly, Ranger is now feature complete, and we are entering an informal content freeze. We'll have the new doc and thread up shortly.
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Old 04-21-2011, 10:45 PM   Top  -  End  -  #20
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Default Re: [Legend] New Beta: Spring Cleaning!

when you charge, how come you are limited to only one attack?
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Old 04-22-2011, 08:35 AM   Top  -  End  -  #21
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Default Re: [Legend] New Beta: Spring Cleaning!

in paragraph 6.5 it seems that there is some Text missing. The Description is right Cut off..
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Old 04-22-2011, 10:15 AM   Top  -  End  -  #22
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Default Re: [Legend] New Beta: Spring Cleaning!

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when you charge, how come you are limited to only one attack?
Why would you otherwise? Multiple attacks on a charge has been the exception to the rule, as opposed to the rule, for a while now. Plus, we'd fall back into Uberchargers again, which may not necessarily be valuable.
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Old 04-22-2011, 10:18 AM   Top  -  End  -  #23
Nohwl
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Why would you otherwise? Multiple attacks on a charge has been the exception to the rule, as opposed to the rule, for a while now. Plus, we'd fall back into Uberchargers again, which may not necessarily be valuable.
full attacking is a standard action now, so you can move and get a full attack, but if you charge, you are limited to only one attack.
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Old 04-22-2011, 12:07 PM   Top  -  End  -  #24
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full attacking is a standard action now, so you can move and get a full attack, but if you charge, you are limited to only one attack.
For a standard action you can get either full attack or a move action with a single attack (with a bonus to boot). It's fairly balanced IMO.
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Old 04-22-2011, 01:15 PM   Top  -  End  -  #25
Nohwl
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Default Re: [Legend] New Beta: Spring Cleaning!

you get a +2 to hit and a -2 ac from charging, and you lose 3 attacks at higher levels. how is a +2 bonus worth losing 3 attacks?
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Old 04-22-2011, 02:47 PM   Top  -  End  -  #26
Radar
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you get a +2 to hit and a -2 ac from charging, and you lose 3 attacks at higher levels. how is a +2 bonus worth losing 3 attacks?
Sigh... you also gain additional move with the charge. If you full attack, you only have one move action left. If you really need to cover vast distance to your enemy, you can move with your move action and then use your standard action to charge, which gives you additional move.
In short, you get those options for your standard action (among others):
1. Full attack.
2. Charge: move + single attack with a bonus.
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Old 04-22-2011, 09:06 PM   Top  -  End  -  #27
Nohwl
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Default Re: [Legend] New Beta: Spring Cleaning!

are the racial tracks supposed to get con to hp? it doesn't look like any of them do.
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Old 04-23-2011, 03:34 AM   Top  -  End  -  #28
Doc Roc
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Default Re: [Legend] New Beta: Spring Cleaning!

Quote:
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are the racial tracks supposed to get con to hp? it doesn't look like any of them do.
Yep, they are! Bit of a mistake!
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Old 04-23-2011, 05:16 PM   Top  -  End  -  #29
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Default Re: [Legend] New Beta: Spring Cleaning!

After looking through your system over the course of an afternoon, I have to admit that it's a great deal better than the base system for D&D 3.5, and I may well even prefer it to 3.5's full library when the rulebook is fully written.

Am I correct in assuming that the cap for skills per level is just one's character level by default?

Regardless, if you put together a playtesting game at any point, I'd love to get a chance to try the game out.
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Old 04-25-2011, 10:40 AM   Top  -  End  -  #30
imperialspectre
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Default Re: [Legend] New Beta: Spring Cleaning!

We're leaning towards making it explicit that you pick "trained" skills, and those skills simply gain a bonus equal to your level. We don't have a mechanism for putting less than 1 skill point per level in a skill, and it does cap at your level.

Check out the Legend chat (in Doc Roc's signature). He's been thinking about running a game online on Tuesdays. I also run a game, but it happens IRL, so unless you live in Northern California you're probably out of luck.
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