As they well should.JigokuBosatsu wrote:seemed as if they were afraid of the wrath of the Den if they got it wrong.
So... worth a $10 donation to download and try out? Or will it just remain an interesting little thing tucked away on the Internet?
Moderator: Moderators
As they well should.JigokuBosatsu wrote:seemed as if they were afraid of the wrath of the Den if they got it wrong.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Considering the charity aspect, yeah.Koumei wrote: So... worth a $10 donation to download and try out?
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
DSMatticus wrote:Again, look at this fucking map you moron. Take your finger and trace each country's coast, then trace its claim line. Even you - and I say that as someone who could not think less of your intelligence - should be able to tell that one of these things is not like the other.
Kaelik wrote:I invented saying mean things about Tussock.
I think you're messing up the terminology. "Circle" denotes level within a "track"....You Lost Me wrote:The use of the term "circle" is weird. I'd prefer "track" or "job", and the Tactitian doesn't seem like a thematically badass class like the Sage or something else.
Blackface acting and why it is offensive is why Drunkard Hooligan Scottish Dwarves is offensive. They're the same thing with a different coat of paint.Gx1080 wrote:
Jokes aside, you really haven't seen racist stuff if Scottish Dwarves offend you. So get stuffed.
Chill Touch is partly correct, partly incorrect. Anything that can be delivered "on a melee attack" can be delivered through weapons, gauntlets, or unarmed attacks; however, you can only put it on one attack.ModelCitizen wrote:I can't decide what I think of Legend so I'll just try to make a mid-level barbarian. I may be bad at this or get rules wrong, we'll see.
I'm not sure if Chill Touch is supposed to work like that so feel free to say this guy isn't legal. Alternative melee builds include a 40' reach Elven Wardance monk I don't feel like fully writing out.
Human Barbarian 11, minus Path of Destruction, +Necromancy
Feats
Arcantric Accuracy (+2 to hit, up to +5 if focus-fired)
Damage Specialization (+Str Precision damage)
Livers Need Not Apply
Reckless Strike (Shock Trooper while standing still or charging)
Spirited Strength (basically +4 Str)
Attack-Boosting Items
Fury Stone (+2 Str)
Abandoned Arsenal (+5' reach)
Winged Armor (Flight, gauntlets +3/3d6+3+KOM, +level to damage after swift action)
KOM:[/b] Strength 36 drunk and raging (using default stat array for base 16)
Reach: 15' raging
Attacks: +28/+28/+23/+23 with Flurry
Damage/Attack: 3d6 + 12d4 + 67, 3d6 gauntlets + 12d4 Chill Touch +3 magic item +13 Str +13 Str again [Precision] + 11 overloaded Winged Armor + 22 Reckless Strike + 5 Enervating Strike (actually a negative level)
Equal-Level Character Kill Rate: one per round, two if lucky, assuming AC 31, 100-150 HP, and enemies nice enough to stand within 30' of each other.
This is a bit apples-and-oranges. The Barbarian is doing 20 auto-damage with no action cost to everyone within 35 feet, then has a standard action to beat faces in and a move action to move around. If targets aren't within melee range, the Barbarian can pull out a bow, do basically the same damage as she would with a melee weapon, and then move to a position where she can do more damage next turn. The Necromancer is spending a standard action to do damage, is hard countered by immunities, and is much easier to save against than he was in 3.5 or Tome. Finally, when we did our testing, Barbarians were actually one of the strongest classes because of the relative reliability of physical damage versus save-or-else effects.JesterZero wrote:By the way, they don't succeed at that goal. The Barbarian is still going to feel very small in the pants compared to almost everyone else. At level 20 they're automatically doing 20 damage to everyone in melee range...whereas the Necromancer (which is just one track, not even a full class) is doing 120 damage to up to 20 people inside 300 feet.
Again, our testing hasn't shown that melee (or archery) has a sizable disadvantage against spellcasters. In fact, because melee has so much more access to mobility and defense in Legend, most of our recent changes served to make spellcasting a viable option compared to shooting or stabbing people. Spellcasting is much easier to save against (higher base save bonuses, all classes have 2 good saves, and DC-boosting abilities are nearly nonexistent) and has more restricted effects; besides, casters are limited to one spell known per level, which means that the absurd flexibility that characterized 3.5's prepared casters is gone.JesterZero wrote:I haven't looked at it closely enough to get a feel for how the SLA-spam tracks compare to the spell casting tracks...but I get the distinct impression that they both curbstomp the melee tracks.
Track swaps that follow character generation are meant to model a character going through a fairly destructive and traumatic set of personal changes or rituals. These rituals do things like turn you into a dragon (swap out a previous track for the Dragon racial track); it's not surprising that you would have to give up some of your previous abilities to use the new ones effectively.JesterZero wrote:The whole "track" system is actually interesting. It's totally not balanced, but it's interesting. It also eliminates some of the complications that other multi-classing systems have because order doesn't matter...if you somehow swap out a track later in the game, you just rewrite your character as if you had it all along. Actual history can go pound sand, we're rolling job-style!
No, they're +1 items with add-on abilities, etc. Compare the artifacts that we've released with 7th-circle abilities and see how they compare, for example. You might be surprised at just how much you give up for Full Buy-In.JesterZero wrote:Some of the classes/tracks/whatever are actually pretty surprising. There's one that unabashedly makes you Batman. You get the costume, the Arkham Asylum jump kick, and the Batmobile. Yes, the Batmobile. And it can fly. RAW explicitly ALLOWS you to jump kick people from the Batmobile without getting out of the car.
Speaking of balance issues, everyone has a fourth track that basically gives you magical items at certain levels. Roughly speaking, you wind up with the equivalent of five +1 items, four +2 items, two +3 items, and one +4 item. I'm probably slightly off on that.
My point is, you can trade that in for another ability track, like...oh, I don't know...full spellcasting.
Frankly, I've never cared for the RoW feats. I think the level of scaling is okay in a 3.5 game with full casters, but I don't think most people want to play at that level. I also don't think there's a huge power gap between most of our feats and what you'd find in ToNecro or ToFiends.JesterZero wrote:Feats are...underwhelming. Of course, everything that isn't Tome feats is a bit underwhelming now (most tracks in this game are roughly the equivalent of 1-2 tome feats...so if you imagine stapling six tome feats to the basic D&D fighter, you're in the ballpark of the power level of most PC's). The power level of the various feats is also a bit uneven, just like good old D&D.
I can live with that.JesterZero wrote:All in all, it's interesting enough that I'll probably sit down to read it cover to cover at some point. Some of the simplified mechanics they introduce are genuinely good; some of the unsimplified mechanics they retain are genuinely incoherent. It's definitely positioned as a low-power alternative to D&D, but I feel like they basically just tried to stretch E6 into 20 levels, with many of the issues you'd expect from that.
On a completely personal note, I'd put my reaction at about 50% , 30% , and 20%
Sounds fine. I'm handing this to my DM for our current {fast and loose/steady state heroism/we really cant play all that often} Tome game and I suspect people will adopt it readily. I'm honestly sick of being "that guy" or the "rules lawyer" and if everyone is balanced against each other and can contribute enough I can honestly stop worrying about making everyone optimized enough to be able to contribute (which resulted in people thinking that my wizard was weak because all he did was minor DoT/crowd control, long enough for the barbarian to come in and tear shit up).imperialspectre wrote:Fourth, overall power level compared to the Tomes was intentional. The Tomes were written as a way to take an existing system (3.5 full casting) and make it possible for other characters to function in the absurd rocket tag that full casters play. That's great, but most people who are familiar with 3.5's balance problems don't want to play in the narrative space occupied by full casters. Wizards and clerics break games. Instead, we chose to set the power level somewhere between 3.5 full casters and 3.5 beatsticks, and then stick to that power level when we actually designed material.
RPG.net seems to like it.RPG.net wrote:In my playtest group, even the most rules-averse player was getting it, and doing cool and interesting things with his character. A guy who had never wanted to do anything more complicated than a Fighter in Dungeons & Dragons, came to the table with a multiclassed character (a Paladin/Rogue) that used a neat trick I hadn't even thought of when I read the rules (Fortune's Friend made him very difficult to pin down, on a character who was already handing out some serious pain with his Smites).
And the best part was, he hadn't stumbled on some exploit: it worked, and it worked well, but it wasn't broken. It was an interaction that wasn't obvious, but he overshadowed no one and was overshadowed by no one. I don't know if the designers intended it or not, but I was personally thrilled that this player was doing something different with his character. He'd seriously never done that before.
ModelCitizen wrote:<snip>
I'm not sure if Chill Touch is supposed to work like that so feel free to say this guy isn't legal. Alternative melee builds include a 40' reach Elven Wardance monk I don't feel like fully writing out.
Per round? But...imperialspectre wrote:Chill Touch is partly correct, partly incorrect. Anything that can be delivered "on a melee attack" can be delivered through weapons, gauntlets, or unarmed attacks; however, you can only put it on one attack.
Emphasis mine.Legend PDF wrote:At will, on a successful melee attack, your target takes 1d4 points of damage, +1d4 per level.
The batmobile? Which class/track is this?JesterZero wrote:Some of the classes/tracks/whatever are actually pretty surprising. There's one that unabashedly makes you Batman. You get the costume, the Arkham Asylum jump kick, and the Batmobile. Yes, the Batmobile. And it can fly. RAW explicitly ALLOWS you to jump kick people from the Batmobile without getting out of the car.
Speaking of balance issues, everyone has a fourth track that basically gives you magical items at certain levels. Roughly speaking, you wind up with the equivalent of five +1 items, four +2 items, two +3 items, and one +4 item. I'm probably slightly off on that.
My point is, you can trade that in for another ability track, like...oh, I don't know...full spellcasting.
Any response to the Batman comment?imperialspectre wrote:No, they're +1 items with add-on abilities, etc. Compare the artifacts that we've released with 7th-circle abilities and see how they compare, for example. You might be surprised at just how much you give up for Full Buy-In.
It's the Vigilante.Aktariel wrote:The batmobile? Which class/track is this?
I've been trying to figure out the best way to make Batman ever since I got home. The problem is that while you can legitimately make Monkman, Rogueman, Paladinman, and even Rangerman as Batman, I'm not thrilled with the way that any of them synergize with Vigilante, which is really the one that seems to make it fun.Legend PDF wrote:3rd Circle – Signature RideEX: You gain the the ability to call forth a mysterious contraption to ride on. As a part of a move action, you may summon your ride. It provides a 15 ft bonus to your land speed, flight with a mobility of average at a speed equal to your land speed, and a 20% [Miss chance] against all attacks during any [Round] in which you move at least 20 ft, thanks to your speed. Against all expectations, you can still use Brutal Kick while mounted.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
I know variations of Blackface when I see it. "Drunken Hooligan Scottish Dharas" is just a white wash on the practice of culture appropriation. A seldom discussed element of racism.imperialspectre wrote: JE, you clearly don't know nearly as much about history, anthropology, or much of anything else as you think you do, so you're on ignore.
In this case, it seems that I'm unlucky.Jay,
You're not speaking wrong, but it feels like you're speaking idealistically. You're too right about the conversation being spun to "But I'm NOT A RACIST / HOW DARE YOU."
Thing is they're ALWAYS going to come at it from that point of view, because being called a racist has become more taboo than actually being one. People get more upset about the possibility they might have been called racist than the fact that their actions are racist as hell. They'll harp and linger on all their deeds in the past and what clubs they belong to and who their friends are. They'll START any rebuttal to your first words with that. And in the end you end up talking to yourself or talking to the wind, because they've drawn a crowd to chant the "I AM NOT A RACIST" mantra to the point where any on lookers without reading/listening to the whole thing, think that's what it's all about. Then people start picking sides and - boom- it's all over.
I don't think it's that there are people who don't know how to start the conversation and stay on point (in general). I think it's that people know how the conversation's going to go anyway. So they start off wanting to get that point in first - just so they've said it. Or they start off focusing on actions and once that first sentence is gone, they never get another chance to bring it back. There's no known strategy to get the conversation back on track. Either you're lucky and you get a person who's willing to listen, or you're unlucky.
That's a genuine concern, but I think we have a couple mechanisms to mitigate any potential problem. First, you'll notice that a number of classes have fairly fluid key ability modifiers (Rogue and Sage come to mind as the examples in the core book); in these cases, players have quite a bit of freedom in picking the stats that they care about.DragonChild wrote:imperialspectre, thanks for coming to answer stuff. Looking it over, I just had one concern that leaped out at me:
You have a lot of races that are +2 to two stats, and classes that seem to require two stats primarily (unless I'm wrong, here?). 4e did the same, and ran into a major issue where if you were playing an archer ranger, you were stupid not to pick an elf. Do you see this being a problem with your system, especially if more races are added?
I appreciate that.JesterZero wrote:Well, I did say I expected to get some things wrong. I'll own up to it when I do.
JesterZero wrote:Feats are still a bit uneven no matter what that dude says. *wink* Please note I deliberately said "a bit." Not "horribly crazy wrong." Just a bit. Case in point, there's a 9th level feat that gives you +1 to d20 rolls. There's another one that lets you fly.
Okay, here's how items work. You can have a Batcave full of magic items. As a character, however, there's only so much magic stuff you can effectively use at any given time (as you get ever larger-than-life, this obviously increases). So you can use as many magic items at once as you have slots. This is explained in the chargen chapter at the top of page 20; the item progression table is duplicated on the following page. GMs are expected to make sure that there are at least enough magic items for everyone to max out their slots; if your group wants to play a low-loot game everyone should just Full Buy-In and get the extra track. You'll be happier that way.JesterZero wrote:If I can offer any more critical feedback without looking like it stems from sour grapes, I still have no idea how the whole "item track" really works. I originally thought that you simply missed out on "freebies," which might or might not matter depending on your DM/GM/MC/bf/gf/whoever. Now I wonder if it's supposed to instead actually limit how many magical doo-dads you have have at a time. Please note this isn't a criticism of the content, but one of the presentation of the content. By any chance were sections of this chapter removed as part of your incentive program? Are they tucking in an odd place? Am I really that bad of a speed-reader on limited sleep?
Uhhhh...yeah. We had the PDF typeset in a way that would make it immediately usable for a paperback book if we had the funding to do a hard-copy release. One of the things that happens as a result is alternating margins, and there wasn't space on the other side of the page. Since our typesetter is a badass who finished the book while he had finals to worry about, we tend to not sweat stuff like that.JesterZero wrote:Oh, and your table titles are on the wrong side of the page on 158. Just sayin'.
I try to avoid attacking F&K on the general principle that they developed some balance concepts that we swear by when doing our testing, so at the very least we owe them a certain amount of respect and credit. If Legend works out well for a group that doesn't care to develop the kind of system knowledge that the Tomes really reward, I'm super glad that we can help you out.Aktariel wrote:Sounds fine. I'm handing this to my DM for our current {fast and loose/steady state heroism/we really cant play all that often} Tome game and I suspect people will adopt it readily. I'm honestly sick of being "that guy" or the "rules lawyer" and if everyone is balanced against each other and can contribute enough I can honestly stop worrying about making everyone optimized enough to be able to contribute (which resulted in people thinking that my wizard was weak because all he did was minor DoT/crowd control, long enough for the barbarian to come in and tear shit up).
Of course, I probably just need to learn how to let go, but this might help a little bit.
Aktariel wrote:Per round? But...
Legend PDF wrote:
At will, on a successful melee attack, your target takes 1d4 points of damage, +1d4 per level.
Emphasis mine.
"At will" refers to cooldown, not to activation cost (this is a similarity to 3.5, where some people misread outsiders' at-will teleportation as free-action teleportation, which was even more absurd than at-will teleportation). This is the second time someone has mentioned this concern when reading this track or Elementalist, so I'm pretty sure I just screwed up on presentation and need to include that text in the individual ability descriptions.Legend PDF also wrote:All abilities are spell-like abilities and activated via a standard action (unless otherwise noted).
Vigilante; it's in the Extra Tracks on page 76.Aktariel wrote:The batmobile? Which class/track is this?
Obviously Rule of Cool Gaming would never infringe on DC Comics' intellectual property. This track is simply an example of the diverse set of archetypes that Legend offers players. I have no further comment.Aktariel wrote:Any response to the Batman comment?
The guy who wrote this ability (one of the other author credits, btw) is not online for me to ask right now. As written, I believe that "crazy stacking bullshit" is the correct option. If you take a look at the other artifacts, I do not think it's actually overpowered. Note that by the time the per-round DPS actually gets particularly high, the combat has been going for several rounds; anyone who doesn't focus-fire you by then deserves to take serious auto-damage. Sure, you do 100 damage over 4 rounds. At level 20, that's usually no more than 40% of a target's health, and often much less.Aktariel wrote:ooookay. Let's play wording clarification time. The way that this is written, it could be interpreted as:
You may trigger the weapon every round.
Every time you trigger the weapon, people within Medium range have their max HP reduced by 10, and by 10 each round thereafter.
Now. Is the Planar Weapon some crazy stacking bullshit, or is it Logistics and Dragons in the sense of "I have to keep triggering it every round even though it's free so that people keep losing hit points" ??
Because if it's the former, then people lose 10 Max HP in the first round, and then 20 max HP in the second round, and then 30 in the third, followed by 40 in the fourth, at which point they've lost 100 HP in 4 rounds. All I have to do is hang out, not die, and keep triggering the weapon.
(Yes, this is an artifact. Yes, this comes online at 17th level. It seems slightly more crazy than intended, even so).
Correct. We don't set up item slots in the way that F&K did, but the flexibility in how we define items is fairly similar.Aktariel wrote:Pretty sure it's a takeoff on the whole "You can have 8 magical things at any point in time, and some of those things might be powers from a place that you are attuned to" Tome idea of just what an item really is.
We screwed up. If you check out the flight mechanic (page 110) and the [Flying] condition in the condition list (page 116), you'll see that we abstract flight quite a lot. We didn't update Signature Ride to reflect this, due to a miscommunication while merging various things into the book. We'll fix it for the revised PDF.Aktariel wrote:More thoughts: why the heck does Signature Ride specify a maneuverability, and so many other items or abilities that just give you fly speed do not? Is that a remnant from when flight speed had maneuverability, and it no longer does because that's more Logistics and Dragons than Legend wants to be? (seems likely... or they just haven't written the rules yet...)
Winnah wrote:No, No. 'Prak' is actually a Thri Kreen impersonating a human and roleplaying himself as a D&D character. All hail our hidden insect overlords.
FrankTrollman wrote:In Soviet Russia, cosmic horror is the default state.
You should gain sanity for finding out that the problems of a region are because there are fucking monsters there.
Thanks for clearing this stuff up. No [precision] while raging thing was the big thing I missed. All my melee build attempts were some version of Path of Rage + precision damage.imperialspectre wrote: Chill Touch is partly correct, partly incorrect. Anything that can be delivered "on a melee attack" can be delivered through weapons, gauntlets, or unarmed attacks; however, you can only put it on one attack.
You can't deal [Precision] damage while raging; it's the sentence at the end of the Rage ability, which unfortunately is displaced into the next column.
Other than that, it's a legal build and fairly solid. Nice work.
Well then they are racist depictions of chinese kung fu masters. Obviously.Prak_Anima wrote:... a footnote saying, basically, "We haven't forgotten about the drunken dwarf stereotype. It's not common, but if you want to play a drunken dwarf, you'll be known as a drunken master/berserker style fighter. If you want to play a drunken master, play a dwarf."
They're not scottish cultural expies. They're fantasy dwarves. Seriously.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
I'll give you that high-level Tactician spells are a lot less flashy than high-level Shaman spells; I don't think that makes them "crappy". Dim Lock synergizes super well with earlier Tactician spells that restrict your movement (note that low-level spells have the same DC as high-level spells, 10 + 1/2 level + ability mod). When we wrote the Tactician spell list, we were very aware of how we were porting a lot of really strong spells that had pretty much shattered Wizard-vs.-Anything balance in 3.5. So there was definitely an intent to focus on utility more than combat dominance at 7th circle when we saw that circles 1-6 all contain at least one really dominant control spell. If you're seeing a severe imbalance here, give me some data and I'll see what we can do about it.CatharzGodfoot wrote:Since we've apparently got one of the designers posting here, is it intentional that high-level Tactician spells are crappy? Are characters focused on spell casting expected to take both spell tracks and Multiclass Flexibility?
All of this is pretty much intended. I can tell you that so far, the main optimization principle in Legend is action optimization; you typically want something useful to do with your swift action, your move action, and your standard action every round so that you make the most out of your turn.CatharzGodfoot wrote:There are a lot of odd tricks in this game. As a spell caster you can take Floating Feat, and then starting at 6th level start trading around different versions of Esoteric Adept. That gives a nice versatility boost to both the Tactician and the Shaman.
You can also trade your item progression for a "full buy-in" and then take Open Lesser Binding. At Low levels you're essentially trading a feat for a 1st circle ability.
You could combine the two tactics. You get a single magic item slot (+2 KOM) until 6th level, whereupon you get the second and trade out the first for access to Nature's Power or Glitterdust. I assume that spell casters are still a bit less item-dependent than most characters.
Guild Initiation is another interesting option for a Floating Feat. Even within one guild, you can supposedly select from different tracks. If you can maintain membership in multiple guilds, your weekly options get huge. You could swap around your spells known if you buy into a spell casting track, which might be worth it even if you never bothered with any other tracks.
That said, all the classes seem pretty versatile, and I'm not sure that there's much to be gained except variety for inveterate optimizers