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<blockquote data-quote="AbdulAlhazred" data-source="post: 7438096" data-attributes="member: 82106"><p>[MENTION=51168]MichaelSomething[/MENTION] Yeah, I have looked at what [MENTION=386]LostSoul[/MENTION] did. We have slightly different approaches, but I guess a similar agenda. I have gone a lot further in terms of 'hacking'. There is also a '4e Clone' that is brewing in the D20 forums of rpg.net. I think it is virtually finished now. Its a bit different in concept (full numerical compatibility with 4e but just providing a sort of 'core platform' which you could use to build fully realized games on). HoML is a game, draws a lot of inspiration from 4e, and is close enough rules-wise to be considered a 'd20 variant' (I would publish it using the OGL for instance as most of the terminology and such is drawn from D&D canon). </p><p></p><p>Anyway: Some additional text. Let me know if these chunks are too big or too small, I can go either way with it.</p><p></p><p style="text-align: center"><span style="color: #8b4513"><span style="font-size: 12px"><strong>Legendary Heroes: Rules for Character Generation and Advancement</strong></span></span></p> <p style="text-align: center"><span style="color: #8b4513"><span style="font-size: 12px"><strong></strong></span></span></p><p><span style="color: #8b4513"> </span>[h=1]<span style="color: #8b4513">Introduction</span>[/h] <span style="color: #8b4513">Legendary Heroes provides the core rules used by players in HoML to create player characters and the definitions of their powers and other abilities. It also explains some of the core mechanical concepts which players will use when they play HoML.</span></p><p> [h=1]<span style="color: #8b4513">Challenges</span>[/h] <span style="color: #8b4513">A game of HoML consists of a series of challenges. Each challenge can be thought of as a scene or scenario in which the PCs are involved in some form of conflict, which the challenge resolves (at least for the moment). The outcomes of challenges shape the progress of the PCs story; their successes and failures will help define the ultimate paths they take and their fates. In play challenges form the basic building blocks of the game.</span></p><p> [h=2]<span style="color: #8b4513">Challenge and Interlude</span>[/h] <span style="color: #8b4513"> In addition to challenges there may also be interludes. These are points at which scenes may be set, characters introduced, and facts established, but where no actual conflict occurs. If a challenge is not ongoing and the game is progressing, then an interlude, or even a series of interludes, is in progress.</span></p><p> <span style="color: #8b4513">The difference between a challenge and an interlude is that, because interludes don't resolve conflict, they don't involve checks. That is, outside of challenge situations, checks are not used. If a player wishes his character to perform some action during an interlude, then the player and the GM will decide between them what the result is. This will depend on the nature of the action and the attributes of the character. For example if a player decides his character will shop for new clothing he can simply describe the sort of thing he wants, and he and the GM can come up with a price and time expenditure which are appropriate. Perhaps a character with Diplomacy and Streetwise skills, shopping in a large city, will easily come up with whatever he wants, and pay the most reasonable prices. A curmudgeonly wizard with few social graces and little idea of how to shop might find he has only a few choices at higher prices. In general however these sorts of non-conflict scenes can simply be described in as much or little detail as the players wish and then they go on to other things.</span></p><p> <span style="color: #8b4513">During a challenge the core mechanic, as described below, is used to resolve some sort of conflict situation. Risk is always involved in conflict, the characters are staking something, their lives, their fortunes, or their concerns on the outcome. This is where checks are used. <em>World and Play</em> contains the rules for several types of challenges. They all have in common that the various players describe their actions, checks are made to establish success or failure, and the GM describes the results of those actions. A series of checks by the players, along with the actions they choose to take, will determine the outcome. If the players fail, then the characters will suffer the consequences.</span></p><p></p><p> [h=2]<span style="color: #8b4513">Challenge Mechanics</span>[/h] <span style="color: #8b4513">While the full challenge mechanics are presented later the basic structure is that the players are presented with a situation and decide how to act. Then one of the players describes his character's actions and the GM decides what sort of check is required to succeed, assuming the action is appropriate. A check is then made, generating success or failure. The situation then changes based on the character's actions and another player may suggest an action in response to the new situation. Once the party achieves a number of successes determined by the GM, or three failures, then the challenge ends. Combat is also considered a challenge situation, but follows a more detailed set of action sequence rules.</span></p><p> [h=2]<span style="color: #8b4513">Actions Outside Challenges</span>[/h] <span style="color: #8b4513">As discussed above, sometimes characters take actions outside of challenges. Usually these are simply resolved by dialog, as interludes. However, there are sometimes cases where a character may use a power, such as a ritual, to further some end, that is to make progress in an adventure. There are two choices, either integrate the action into a scene which becomes a challenge or simply assume that the character achieves a result of 10 on whatever check is specified. The GM could also allow other results, if they seem appropriate, such as a higher check result.</span></p><p> <span style="color: #8b4513">For example, Malthus the Mad, a mighty wizard, decides to cast a scrying ritual, Far Vision, against his adversary Jacobus Maligant in order to determine what Jacobus (an NPC) is up to. The GM could simply assume that Malthus has a moderate level of success and describe to him what he sees. He could instead create a challenge, Malthus enters into conflict with Jacobus. The evil mage detects his rival's attempt to scry upon him and unleashes a counter-spell! The two mentally grapple for a few moments as Jacobus tries to inflict mental damage on Malthus, and Malthus attempts to both evade his grasp and gather information. This could be resolved as a General Challenge with check results determining who succeeds. Perhaps Malthus will end up with a serious affliction, or he may end up with valuable information! Techniques for devising these types of scenarios are provided in <em>World and Play</em>. The choice of which technique to use depends on whether or not there's genuine conflict here. If the rivalry is just 'color' or isn't something Malthus' player really wants to pursue as a significant plot element that he will risk any real stakes on, then it can simply be passed off as an interlude, one that perhaps serves to introduce some new plot element. </span></p><p></p><p> </p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7438096, member: 82106"] [MENTION=51168]MichaelSomething[/MENTION] Yeah, I have looked at what [MENTION=386]LostSoul[/MENTION] did. We have slightly different approaches, but I guess a similar agenda. I have gone a lot further in terms of 'hacking'. There is also a '4e Clone' that is brewing in the D20 forums of rpg.net. I think it is virtually finished now. Its a bit different in concept (full numerical compatibility with 4e but just providing a sort of 'core platform' which you could use to build fully realized games on). HoML is a game, draws a lot of inspiration from 4e, and is close enough rules-wise to be considered a 'd20 variant' (I would publish it using the OGL for instance as most of the terminology and such is drawn from D&D canon). Anyway: Some additional text. Let me know if these chunks are too big or too small, I can go either way with it. [CENTER][COLOR=#8b4513][SIZE=3][B]Legendary Heroes: Rules for Character Generation and Advancement [/B][/SIZE][/COLOR][/CENTER] [COLOR=#8b4513][SIZE=3][/SIZE] [/COLOR][h=1][COLOR=#8b4513]Introduction[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]Legendary Heroes provides the core rules used by players in HoML to create player characters and the definitions of their powers and other abilities. It also explains some of the core mechanical concepts which players will use when they play HoML.[/COLOR] [COLOR=#8b4513] [/COLOR][h=1][COLOR=#8b4513]Challenges[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]A game of HoML consists of a series of challenges. Each challenge can be thought of as a scene or scenario in which the PCs are involved in some form of conflict, which the challenge resolves (at least for the moment). The outcomes of challenges shape the progress of the PCs story; their successes and failures will help define the ultimate paths they take and their fates. In play challenges form the basic building blocks of the game.[/COLOR] [COLOR=#8b4513] [/COLOR][h=2][COLOR=#8b4513]Challenge and Interlude[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513] In addition to challenges there may also be interludes. These are points at which scenes may be set, characters introduced, and facts established, but where no actual conflict occurs. If a challenge is not ongoing and the game is progressing, then an interlude, or even a series of interludes, is in progress.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]The difference between a challenge and an interlude is that, because interludes don't resolve conflict, they don't involve checks. That is, outside of challenge situations, checks are not used. If a player wishes his character to perform some action during an interlude, then the player and the GM will decide between them what the result is. This will depend on the nature of the action and the attributes of the character. For example if a player decides his character will shop for new clothing he can simply describe the sort of thing he wants, and he and the GM can come up with a price and time expenditure which are appropriate. Perhaps a character with Diplomacy and Streetwise skills, shopping in a large city, will easily come up with whatever he wants, and pay the most reasonable prices. A curmudgeonly wizard with few social graces and little idea of how to shop might find he has only a few choices at higher prices. In general however these sorts of non-conflict scenes can simply be described in as much or little detail as the players wish and then they go on to other things.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]During a challenge the core mechanic, as described below, is used to resolve some sort of conflict situation. Risk is always involved in conflict, the characters are staking something, their lives, their fortunes, or their concerns on the outcome. This is where checks are used. [I]World and Play[/I] contains the rules for several types of challenges. They all have in common that the various players describe their actions, checks are made to establish success or failure, and the GM describes the results of those actions. A series of checks by the players, along with the actions they choose to take, will determine the outcome. If the players fail, then the characters will suffer the consequences.[/COLOR] [COLOR=#8b4513] [/COLOR][h=2][COLOR=#8b4513]Challenge Mechanics[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]While the full challenge mechanics are presented later the basic structure is that the players are presented with a situation and decide how to act. Then one of the players describes his character's actions and the GM decides what sort of check is required to succeed, assuming the action is appropriate. A check is then made, generating success or failure. The situation then changes based on the character's actions and another player may suggest an action in response to the new situation. Once the party achieves a number of successes determined by the GM, or three failures, then the challenge ends. Combat is also considered a challenge situation, but follows a more detailed set of action sequence rules.[/COLOR] [COLOR=#8b4513] [/COLOR][h=2][COLOR=#8b4513]Actions Outside Challenges[/COLOR][/h][COLOR=#8b4513] [/COLOR][COLOR=#8b4513]As discussed above, sometimes characters take actions outside of challenges. Usually these are simply resolved by dialog, as interludes. However, there are sometimes cases where a character may use a power, such as a ritual, to further some end, that is to make progress in an adventure. There are two choices, either integrate the action into a scene which becomes a challenge or simply assume that the character achieves a result of 10 on whatever check is specified. The GM could also allow other results, if they seem appropriate, such as a higher check result.[/COLOR] [COLOR=#8b4513] [/COLOR][COLOR=#8b4513]For example, Malthus the Mad, a mighty wizard, decides to cast a scrying ritual, Far Vision, against his adversary Jacobus Maligant in order to determine what Jacobus (an NPC) is up to. The GM could simply assume that Malthus has a moderate level of success and describe to him what he sees. He could instead create a challenge, Malthus enters into conflict with Jacobus. The evil mage detects his rival's attempt to scry upon him and unleashes a counter-spell! The two mentally grapple for a few moments as Jacobus tries to inflict mental damage on Malthus, and Malthus attempts to both evade his grasp and gather information. This could be resolved as a General Challenge with check results determining who succeeds. Perhaps Malthus will end up with a serious affliction, or he may end up with valuable information! Techniques for devising these types of scenarios are provided in [I]World and Play[/I]. The choice of which technique to use depends on whether or not there's genuine conflict here. If the rivalry is just 'color' or isn't something Malthus' player really wants to pursue as a significant plot element that he will risk any real stakes on, then it can simply be passed off as an interlude, one that perhaps serves to introduce some new plot element. [/COLOR] [SIZE=3][/SIZE] [/QUOTE]
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