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One of the things I like about LA is how easy it is to make an Elric-like character without so much as bending the rules. Just take Weapons and Sorcery, and there you have it.
 

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Treebore said:
Oh, I will. I have the "Builder" books, and the Book of Names, and will eventually get Living Fantasy and the book for thieves. I believe I'll have all the books at that point.
Volumes dealing with adventure locations (Essential Places), castle and dungeon building, and seabourn adventures are in the worlk, likely coming in the summer and fall of 2008 and 2009. There is also the Lejendary Pantheons book soon to be released in the series, and eventually the compilation of humerous/cursed magic items, Weyland Smith Catalog.

I am also looking forward to the newest version of LA. I finally got around to creating a "Noble Human" and I am laughing at finding the equipment being the most difficult part of the rules to understand. :lol:
A lot of choices, yes, so equipping the new Avatar can be time consuming if one is meticulous. I urge cash picks and hasty equipping so as to get to play action. with arms, armor, and mount in tow the rest of the stuff can be pirchased as one goes along. The exception is choosing Extraordinary Ability picks, of course, spells if you will.

I love how you have "Weapons" build with each other, as is illustrated by taking Weapons at 100% of Health and then Archery at 10%. Very solid idea. I also like how Chivalry and even physical can add even more to those skills. A definite feel of "building" your character from the ground up.
Thanks, and I tried for that effect with many of the Ability picks.

About the only thing I don't like is having to have Chivalry ranked as your first skill to be part of the Noble order. I can see it for non humans and their required racial picks interfering with it, but humans pick their 4 at the same time, so I don't see why having Chivalry ranked second to weapons would preclude joining the order. I would think all that should matter is what rank you have IN Chivalry for purposes of determining placement within the order. Like my Nobles Chivalry maybe second ranked as a skill, but his Chivalry score places him in the 8th rank of the order, and only 4 points short of 7th rank.
Ahem!

If one is not of the proper breeding and upbringing (Chivalry first), one does not gain the association of noble warriors. Chivalry is paramount for the noble order. Common soldiers have Weapons as their first Ability don't you know.

A proper Noble Order Avatar must have the listed Abilities in the indicated progression, beginning with Chivalry :]

Fortunately Wulfgarn and I see eye to eye on that particular issue and a house rule addresses it. However, do you still think Chivalry should be ranked first, even for humans? Or have you changed your mind on this particular point after 10 or so years? If you still think it should be ranked first please share you rationale for it. I have changed my mind about many a rule over the years when I finally understood the rationale behind it.
A sad day for the careful composition of the Noble Order that I spent much time and cogitation constructing...

I also like how you have the amount of equipment a character has determined. You, or whomever posted it, weren't kidding when it was said a Knight could have so much equipment they could spare enough to equip half a party with no detriment to themselves

An excellent way of having nobility mean something but in a way that doesn't ruin the game.
The Noble Order is the most affluent one, and a party benefits by associating with one such Avatar...albeit said Noble is usually bossy and expects to be obeyed if properly played.

Definitely a lot to like about LA, and the more I read and reread the more I find to like.
Thank you kindly. I did my best to devise an RPG system that is as you find it to be. Surely not perfect but with many fine features and adaptability to the house rules of the Lejend Masters :uhoh:

Cheerio,
Gary
 

Geoffrey said:
One of the things I like about LA is how easy it is to make an Elric-like character without so much as bending the rules. Just take Weapons and Sorcery, and there you have it.
When on another board a fan of the LA game system was asserting that any sort of persona could be constructed using it, some myopic detractor said no, that someone akin to Stephen Hawking couldn't be built.

While that is not true, using special Knacks and Quirks an Avatar not unlike him could be built for play in a genre other that Fantasy. However, the objection was so silly that no one bothered to treat it seriously.

Cheerio,
Gary
 

Col_Pladoh said:
Volumes dealing with adventure locations (Essential Places), castle and dungeon building, and seabourn adventures are in the worlk, likely coming in the summer and fall of 2008 and 2009. There is also the Lejendary Pantheons book soon to be released in the series, and eventually the compilation of humerous/cursed magic items, Weyland Smith Catalog.


A lot of choices, yes, so equipping the new Avatar can be time consuming if one is meticulous. I urge cash picks and hasty equipping so as to get to play action. with arms, armor, and mount in tow the rest of the stuff can be pirchased as one goes along. The exception is choosing Extraordinary Ability picks, of course, spells if you will.


Thanks, and I tried for that effect with many of the Ability picks.


Ahem!

If one is not of the proper breeding and upbringing (Chivalry first), one does not gain the association of noble warriors. Chivalry is paramount for the noble order. Common soldiers have Weapons as their first Ability don't you know.

A proper Noble Order Avatar must have the listed Abilities in the indicated progression, beginning with Chivalry :]


A sad day for the careful composition of the Noble Order that I spent much time and cogitation constructing...


The Noble Order is the most affluent one, and a party benefits by associating with one such Avatar...albeit said Noble is usually bossy and expects to be obeyed if properly played.


Thank you kindly. I did my best to devise an RPG system that is as you find it to be. Surely not perfect but with many fine features and adaptability to the house rules of the Lejend Masters :uhoh:

Cheerio,
Gary


Thanks for the feedback! Yes, I remember Essential Places being advertised, and is definitely sounding like another excellent book for general game mastering.

I admit, I put off buying these books for several years, then the Trolls offered a sale price that made me willing to buy one and try it out, so to speak. I am definitely hooked now. Lots of great material to help any game master get inspired and to figure things out.

Guess I should have figured that from the beginning, considering who is the guiding force behind these books. :lol:


LA is definitely sounding and looking like a very enjoyable system. Proof is in the play, of course, so hopefully I'll be able to do that soon.


I do have to agree with you, about what you said to the poster earlier in this thread. The language is very differnet, and by striving to figure it out it definitely helps you get out of the "D&D mindframe". I agree that getting out of that mindframe is actually helpful, and like you said/alluded, once you start playing "D&Disms" will be slipped into the play of it, but the important difference of the "mindset" will be established.

A mindset I look forward to playing with, hopefully soon.
 

A mindset I look forward to playing with, hopefully soon.

When I hit this mindset it was like a switch flipping and a light came on in my head, and now I'm addicted to that light. I dare anyone to try and go near my switch and try and turn it back off. :p
 

Treebore said:
Thanks for the feedback! Yes, I remember Essential Places being advertised, and is definitely sounding like another excellent book for general game mastering.

I admit, I put off buying these books for several years, then the Trolls offered a sale price that made me willing to buy one and try it out, so to speak. I am definitely hooked now. Lots of great material to help any game master get inspired and to figure things out.

Guess I should have figured that from the beginning, considering who is the guiding force behind these books. :lol:

LA is definitely sounding and looking like a very enjoyable system. Proof is in the play, of course, so hopefully I'll be able to do that soon.

I do have to agree with you, about what you said to the poster earlier in this thread. The language is very differnet, and by striving to figure it out it definitely helps you get out of the "D&D mindframe". I agree that getting out of that mindframe is actually helpful, and like you said/alluded, once you start playing "D&Disms" will be slipped into the play of it, but the important difference of the "mindset" will be established.

A mindset I look forward to playing with, hopefully soon.
:D

The Gygaxian Fantasy Worlds series of Fantasy Reference Books was actually the brainchild of my wife Gail. When I was working on the first three she said that I ought to make the project a whole series of works that would be useful to all persons creating fantasy milieu material--GMs and writers. Thanks to her encouragement, I managed to recruit a number of highly talented authors to take part in the effort.

And... :heh: ... This old fellow usually ends up slipping into the patois of the D&D game when immersed in being the Lejend Master for an LA game adventure. Thankfully, all of the players are as comversant with that tongue as they are with the new LA system one, so there is no disconnect when that occurs :lol:

Cheers,
Gary
 
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Col_Pladoh said:
The above is not meant to cause a heated dispute, but mearly to highlight some features that the LA game system possesses that are being touted for the new 4E D&D game.
Evolution isn't always a linear progression. Sometimes it skips around generations. :)
 


LA Game "Class" and "Level" optional system

Here is my second pass at this conversion:

LEJENDARY ADVENTURETM GAME AVATARS BY “CLASS” AND “LEVEL”

Version 2

By Gary Gygax

© 2007 Trigee Enterprises Company. All rights reserved.
Lejendary Adventure is the trade mark of Trigee Enterprises Company

Classes are meant to be the generic sort for RPGs having a class-based system.

Levels are meant to be the generic sort for RPGs having a level-based system, and increases in level are to be awarded accordingly, i.e. at the number of experience points the system rules used call for a level increase for the class of character in question/

Armor class is assumed to be that of the class and level based RPG being used. If the LA game rules are employed, then use that armor class system.

Fighter 1st level: H 10 P 15 S 12-15 (d4)
Weapons 25, Physique 15, Rustic 12, Archery 8, Pantology 6.

Optional: Add one Knack of useful sort and one Quirk of moderate sort.

Each level gained through 15 add: H 6 P 3 S 0; and
5 to Weapons; divide 15 points between the other four Abilities, giving at least three to each. Addition to Rustic Ability adds 2 points of H per 10 total score above 10.

Level 16 and above, for each level add 2 Health and 2 points to each Ability other than Weapons.

Ranger 1st level: H 12 P 15 S 12-15 (d4) (AEPs = 4 x Speed Base Rating)
Weapons 25, Ranging 15, Rustic 12, Archery 8, Physique 6.

Each level gained through 15 add: H 5 P 3 S 0; and
5 to Weapons; divide 15 points between the other four Abilities, giving at least three to each. Addition to Rustic Ability adds 2 points of H per 10 total score above 10, while addition to Physique ability.

Optional: Add one Knack of useful sort and one Quirk of moderate sort.

At 3rd level add Hunt Ability at 20 and add three to points added for third and later Abilities.

At 6th level add Savagery Ability at 20 and add another three to points added for third and later Abilities.

At 9th level add Scrutiny Ability at 20 and add another three to points added for third and later Abilities.

At 12th level add Shamanism* Ability at 40, Ceremony of Natural Pathways and add another three to points added for third and later Abilities.
*2 Memory Tablets 3 Grade I, 3 Grade II 2 Grade III Powers on them, and thereafter see below.
13th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV, and 1 Grade V Powers
14th level: add 1 Memory Tablet with 1 Grade IV, 2 Grade V, and 1 Grade VI Powers
15th level: add 1 Memory Tablet with 1 Grade V, 2 Grade VI, and I Grade VII Powers

Level 16 and above, for each level add 1 Health and 2 points to each Ability other than Weapons.

Paladin 1st level: H 10 P 15 S 12-15 (d4) (AEPs = 4 x Speed Base Rating)
Planning 25, Weapons 20, Chivalry 15, Hunt 8, Physique 6.

Each level gained through 12 add: H 7 P 3 S 0; and
5 to Planning; divide 15 points between the other four Abilities, giving at least three to each. Addition to Chivalry Ability adds 1 point each to Weapons Ability and Harm scored for each 5 points above 15 total score for which 3 and 3 are immediately added; while addition to Physique Ability adds 1 point of Harm scored per 10 total score.

Add a Knack of detecting malign individuals, and the Knack of causing malign individuals to attack at a penalty and inflict less Harm. (This is 1- each in a d20 system, +5 and -3 in the LA game system).

Add such other Knacks as the game system employed assigns to a Paladin.

Add the Quirk of always being benign and seeking to aid those in need, including the use of healing for them. Include the Quirk of being absolutely law-abiding.

Add such other Quirks as the game system employed assigns to a Paladin.

At 4th level add Theurgy* Ability at 30, Order of Glorification and Hallowing, and add another three to points added for third and later Abilities.
*1 Memory Tablet 2 Grade I and 2 Grade II Powers on it, and thereafter see below.
6th level: add 1 Memory Tablet with 1 Grade 1, 1 Grade 2, and 2 Grade III Powers
8th level: add 1 Memory Tablet with 2 Grade III and 2 Grade IV Powers
10th level: add 1 Memory Tablet with 2 Grade V and 2 Grade VI Powers
12th level: add 1 Memory Tablet with 2 Grade VII, and 2 Grade VIII Powers

Level 12 and above, for each level add 2 Health and 1 point to each Ability other than Planning.

Thief 1st level: H 6 P 15 S 14
Stealth 40, Stealing 35, Weapons 20, Scrutiny, 15, Evaluation 10, Tricks 5.

Each level gained through 16 add: H 4 P 3 S ¼; and
4 each to Stealth & Stealing, 3 to Weapons, and divide 4 points between the other three Abilities, giving at least one to each. Addition to Tricks Ability adds 1 point of Harm scored per 10 total score.

Level 16 and above, for each level add 1 Health and 2 points to each Ability other than Stealth and Stealing.

Add the Knack of if attacking by surprise from the rear the chance to hit is increased and Harm inflicted is double normal. (The increase of chance to hit +4 in a D20 system game and -20 in the LA game system.)

Add the Quirk of never being truly benign, but always self-centered.

Cleric 1st level: H 8 P 20 S 10 (AEPs 20)
Theurgy 60*, Learning 40, Weapons 30, Evaluation 20, Physique 5.
*2 Memory Tablets with 1 Invocation and 3 Rites on it, 1 with 3 Grade I and 1 Grade II Powers on them, and thereafter see below.

Each level gained through 12 add: H 7 P 3 S ¼, 2 AEPs; and
2 to Theurgy*, 2 each to Learning & Weapons, and divide 3 points between the other two Abilities, giving at least one to each. Addition to Physique Ability adds 1 point to Harm scored per 10 total score.
*2nd level: add 1 Memory Tablet with 2 Grade I and 2 Grade II Powers
3rd level: add 1 Memory Tablet with 1 Grade I, 2 Grade II, and 1 Grade III Powers
4th level: add 1 Memory Tablet with 1 Grade II, 2 Grade III, and 1 Grade IV Powers
5th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV Powers, and 1 Rite
6th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV Powers, and 1 Rite
7th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV, and 1 Grade V Powers
7th level: add 1 Memory Tablet with 2 Grade V, 1 Grade VI Powers, and 1 Invocation
8th level: add 1 Memory Tablet with 1 Grade V, 2 Grade VI Powers, and 1 Rite
9th level: add 1 Memory Tablet with 2 Grade VI, 1 Grade VII Powers, and 1 Rite
10th level: add 1 Memory Tablet with 1 Grade VII, I Grade VIII Powers, and 1 Rite
11th level: add 1 Memory Tablet with 2 Grade VIII, I Grade IX Powers, and 1 Rite
12th level: add 1 Memory Tablet with 1 Grade IX, I Grade X Powers, and 1 Rite

Level 12 and above, for each level add 1 Health and 2 points to each Ability other than Theurugy.

Mage 1st level: H 4 P 10 S 10.5 (AEPs 11)
Enchantment 65*, Weapons, 20, Arcana 12, Scrutiny 8, Learning 6.
*2 Memory Tablets, 1 with 3 Grade I and 1 Grade II Powers on it, thereafter see below.

Each level gained through 15 add: H 3 P 2 S ¼, 3 AEPs; and
2 to Enchantment*; divide 5 points between the other four Abilities, giving at least one to each. Addition to Arcana Ability adds 2 AEPs per 10 total.
*2nd level: add 1 Memory Tablet with 2 Grade I and 2 Grade II Powers
3rd level: add 1 Memory Tablet with 2 Grade I and 2 Grade II Powers
4th level: add 1 Memory Tablet with 2 Grade I, 1 Grade II, and 1 Grade III Powers
5th level: add 1 Memory Tablet with 1 Grade I, 1 Grade II, and 2 Grade III Powers
6th level: add 1 Memory Tablet with 1 Grade II, 2 Grade III, and 1 Grade IV Powers
7th level: add 1 Memory Tablet with 1 Grade II, 1 Grade III, and 2 Grade IV Powers
7th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV, and 1 Grade V Powers
8th level: add 1 Memory Tablet with 1 Grade III, 1 Grade IV, and 2 Grade IV Powers
9th level: add 1 Memory Tablet with 1 Grade IV, 2 Grade V, and 1 Grade VI Powers
10th level: add 1 Memory Tablet with 1 Grade IV, 1 Grade V, and 2 Grade VI Powers
11th level: add 1 Memory Tablet with 1 Grade V, 1 Grade VI, and 2 Grade VII Powers
12th level: add 1 Memory Tablet with 1 Grade VI, 2 Grade VII, and 2 Grade VIII Powers
13th level: add 1 Memory Tablet with 1 Grade VII, 2 Grade VIII, and 1 Grade IX Powers
14th level: add 1 Memory Tablet with 1 Grade VII, 1 Grade VIII, and 2 Grade IX Powers
15th level: add 1 Memory Tablet with 1 Grade VIII, 1 Grade IX, and 2 Grade X Powers

Level 16 and above, for each level add 1 Health and 2 points to each Ability other than Enchantment.
 

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