Feeling Lost?

Treebore said:
:lol:


I was just reading through the 1999 Hekaforge version of the rules today. I have to admit, once you get all the terminology down and create a character or two it does look pretty easy, with some interesting flavor elements.

I still think in terms of stealing ideas and adding them to my C&C, but I'll definitely give it a try when the opportunity occurs.
:lol:

If you have a look at the C&C game additions I made in the Castle Zagyg Yggsburgh book I do believe you'll note that I did indeed swipe the skill bundles and monetary system from the LA system. I also have many monsters with higher HP bases and damage additions after the manner of creatures in the LA game.

Cheerio,
Gary
 

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Hey, Gary!

I still own the '99 edition, one of Gary's limited signed and numbered ones (#17 of 1000!) from Gencon that year. The game system is VERY easy, and characters are a breeze. The main thing that keeps me away from playing it, however, is the terminology. I could substitute the more generic terms back in place, but I'd practically have to rewrite the rulebook with the more common terms in place and give a copy to my players in order to even play it. :) Those guys will NOT keep a straight face if I start using "Extraordinary Activations" and "Activity Block Counts."

I am hopeful it's been a success for Gary, though. If anyone deserves it, it's him.
 

Col_Pladoh said:
:lol:

If you have a look at the C&C game additions I made in the Castle Zagyg Yggsburgh book I do believe you'll note that I did indeed swipe the skill bundles and monetary system from the LA system. I also have many monsters with higher HP bases and damage additions after the manner of creatures in the LA game.

Cheerio,
Gary


Yes, I have looked at those. The main thing I am thinking of stealing is your Knacks and Quirks tables. I always like tables like that. Most of them convert nicely into +2 to +4 bonus' (IE the 10 to 20% bonus' and such). If I get off my lazy butt and do it I'll be sure to share it on the C&C boards.

In fact its several of the C&C board members with whom I am looking to give LA a try with. So far Rhuvein and I are likely to give it a try in Wulfgarns game, and LordSeurek is already playing in it.

I also like how you just went ahead and made "avatars" significantly more powerful/competent that "normal" people. I remember seeing you post somewhere that starting Avatars are equivelent to roughly 4th to 5th level characters. Thats something I'd like to see in play.
 

Heh...

I have an additional 100 Knacks and 20 reallly awful Quirks added to the LA game system in the Revised Edition material. Those will be included in the Tome of Knowledge core rules supplement--possibly only available as a pdf--before the Revised Edition books are published.

Cheerio,
Gary
 

Col_Pladoh said:
Heh...

I have an additional 100 Knacks and 20 reallly awful Quirks added to the LA game system in the Revised Edition material. Those will be included in the Tome of Knowledge core rules supplement--possibly only available as a pdf--before the Revised Edition books are published.

Cheerio,
Gary

So, Gary, since I have the Premiere Edition, if I get the Tome of Knowledge, I'm good? I'm not missing any rules material, correct?
 

Col_Pladoh said:
Heh...

I have an additional 100 Knacks and 20 reallly awful Quirks added to the LA game system in the Revised Edition material. Those will be included in the Tome of Knowledge core rules supplement--possibly only available as a pdf--before the Revised Edition books are published.

Cheerio,
Gary


I look forward to seeing them. I'm also now thinking of using your "guild" ranks too. A nice alternative to "Prestige Classes", plus I just like how it adds to the atmosphere of a campaign. Plus the advantages aren't necessarily a power, skill, or attribute bonus, even though these LA tables do have some of that.

I'm thinking in terms of C&C to have guild ranks make things easier to find or make. Such as cheaper spell books, access to certain spells of each level that are "common", maybe even uncommon/rare, a lab that will decrease the costs of making stuff by up to 30%. Maybe even cut down on enchanting item times by having a fellow ghuild member help.

For fighters it will allow them to get "expert" grade weapons and Armor, give them "contacts" with mages and churches to get magic items at a 10% discount, or have custom made stuff done for them. Things like that.

Yeah, I'm definitely going to have to adapt this stuff to C&C.
 

Whoops! I'm a horid interneteer. I lost track of this thread.

Thanks Gary for jumping in and answering a few questions. :D

Man Henry, it stinks that something as trivial as terminology is stoping you from enjoying the next generation of gaming. :lol:

and....since you're not using that awesome signed copy of the LA rules, you wanna just mail it to me? :p
 


[quoteI also like how you just went ahead and made "avatars" significantly more powerful/competent that "normal" people. I remember seeing you post somewhere that starting Avatars are equivelent to roughly 4th to 5th level characters. Thats something I'd like to see in play.[/quote]

Yep, it's really nice to be able to just jump into the fun parts of adventuring, with a fresh off the press avatar.

Also note that the speed and range of which Avatars become stronger is lower and slower, than a normal class based RPG, well unless maybe your LM is very very generous with merits.

Which is nice becuase now a lot of the monsters, although will become easier, do not really become obsolete, and I can really picture a group of goblins taking out a "strong" avatar if the player playing the avatar is playing poorly, where in something like D&D once you hit a certian level there's no reason to even want to include goblins without some kind of modifications.

The game is a thinking game for sure, where the wits of the players is 100 times more important than the stats on their avatars paper.
 


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