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<blockquote data-quote="Col_Pladoh" data-source="post: 3916341" data-attributes="member: 796"><p><strong>LA Game "Class" and "Level" optional system</strong></p><p></p><p>Here is my second pass at this conversion:</p><p></p><p>LEJENDARY ADVENTURETM GAME AVATARS BY “CLASS” AND “LEVEL”</p><p></p><p>Version 2</p><p></p><p>By Gary Gygax</p><p></p><p>© 2007 Trigee Enterprises Company. All rights reserved.</p><p>Lejendary Adventure is the trade mark of Trigee Enterprises Company</p><p></p><p>Classes are meant to be the generic sort for RPGs having a class-based system.</p><p></p><p>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/</p><p></p><p>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.</p><p></p><p>Fighter 1st level: H 10 P 15 S 12-15 (d4)</p><p>Weapons 25, Physique 15, Rustic 12, Archery 8, Pantology 6.</p><p></p><p>Optional: Add one Knack of useful sort and one Quirk of moderate sort.</p><p></p><p>Each level gained through 15 add: H 6 P 3 S 0; and</p><p>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.</p><p></p><p>Level 16 and above, for each level add 2 Health and 2 points to each Ability other than Weapons.</p><p></p><p>Ranger 1st level: H 12 P 15 S 12-15 (d4) (AEPs = 4 x Speed Base Rating)</p><p>Weapons 25, Ranging 15, Rustic 12, Archery 8, Physique 6.</p><p></p><p>Each level gained through 15 add: H 5 P 3 S 0; and</p><p>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.</p><p></p><p>Optional: Add one Knack of useful sort and one Quirk of moderate sort.</p><p></p><p>At 3rd level add Hunt Ability at 20 and add three to points added for third and later Abilities.</p><p></p><p>At 6th level add Savagery Ability at 20 and add another three to points added for third and later Abilities.</p><p></p><p>At 9th level add Scrutiny Ability at 20 and add another three to points added for third and later Abilities.</p><p> </p><p>At 12th level add Shamanism* Ability at 40, Ceremony of Natural Pathways and add another three to points added for third and later Abilities.</p><p>*2 Memory Tablets 3 Grade I, 3 Grade II 2 Grade III Powers on them, and thereafter see below.</p><p> 13th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV, and 1 Grade V Powers</p><p> 14th level: add 1 Memory Tablet with 1 Grade IV, 2 Grade V, and 1 Grade VI Powers</p><p> 15th level: add 1 Memory Tablet with 1 Grade V, 2 Grade VI, and I Grade VII Powers</p><p></p><p>Level 16 and above, for each level add 1 Health and 2 points to each Ability other than Weapons.</p><p></p><p>Paladin 1st level: H 10 P 15 S 12-15 (d4) (AEPs = 4 x Speed Base Rating)</p><p>Planning 25, Weapons 20, Chivalry 15, Hunt 8, Physique 6.</p><p></p><p>Each level gained through 12 add: H 7 P 3 S 0; and</p><p>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.</p><p></p><p>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).</p><p></p><p>Add such other Knacks as the game system employed assigns to a Paladin.</p><p></p><p>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.</p><p></p><p>Add such other Quirks as the game system employed assigns to a Paladin.</p><p></p><p>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.</p><p>*1 Memory Tablet 2 Grade I and 2 Grade II Powers on it, and thereafter see below.</p><p> 6th level: add 1 Memory Tablet with 1 Grade 1, 1 Grade 2, and 2 Grade III Powers</p><p> 8th level: add 1 Memory Tablet with 2 Grade III and 2 Grade IV Powers</p><p> 10th level: add 1 Memory Tablet with 2 Grade V and 2 Grade VI Powers </p><p> 12th level: add 1 Memory Tablet with 2 Grade VII, and 2 Grade VIII Powers</p><p></p><p>Level 12 and above, for each level add 2 Health and 1 point to each Ability other than Planning.</p><p></p><p>Thief 1st level: H 6 P 15 S 14</p><p>Stealth 40, Stealing 35, Weapons 20, Scrutiny, 15, Evaluation 10, Tricks 5.</p><p></p><p>Each level gained through 16 add: H 4 P 3 S ¼; and</p><p>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.</p><p></p><p>Level 16 and above, for each level add 1 Health and 2 points to each Ability other than Stealth and Stealing.</p><p></p><p>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.)</p><p></p><p>Add the Quirk of never being truly benign, but always self-centered.</p><p></p><p>Cleric 1st level: H 8 P 20 S 10 (AEPs 20)</p><p>Theurgy 60*, Learning 40, Weapons 30, Evaluation 20, Physique 5.</p><p>*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.</p><p></p><p>Each level gained through 12 add: H 7 P 3 S ¼, 2 AEPs; and</p><p>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.</p><p>*2nd level: add 1 Memory Tablet with 2 Grade I and 2 Grade II Powers</p><p> 3rd level: add 1 Memory Tablet with 1 Grade I, 2 Grade II, and 1 Grade III Powers</p><p> 4th level: add 1 Memory Tablet with 1 Grade II, 2 Grade III, and 1 Grade IV Powers</p><p> 5th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV Powers, and 1 Rite</p><p> 6th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV Powers, and 1 Rite</p><p> 7th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV, and 1 Grade V Powers</p><p> 7th level: add 1 Memory Tablet with 2 Grade V, 1 Grade VI Powers, and 1 Invocation</p><p> 8th level: add 1 Memory Tablet with 1 Grade V, 2 Grade VI Powers, and 1 Rite</p><p> 9th level: add 1 Memory Tablet with 2 Grade VI, 1 Grade VII Powers, and 1 Rite</p><p> 10th level: add 1 Memory Tablet with 1 Grade VII, I Grade VIII Powers, and 1 Rite</p><p> 11th level: add 1 Memory Tablet with 2 Grade VIII, I Grade IX Powers, and 1 Rite</p><p> 12th level: add 1 Memory Tablet with 1 Grade IX, I Grade X Powers, and 1 Rite</p><p></p><p>Level 12 and above, for each level add 1 Health and 2 points to each Ability other than Theurugy.</p><p></p><p>Mage 1st level: H 4 P 10 S 10.5 (AEPs 11)</p><p>Enchantment 65*, Weapons, 20, Arcana 12, Scrutiny 8, Learning 6.</p><p>*2 Memory Tablets, 1 with 3 Grade I and 1 Grade II Powers on it, thereafter see below.</p><p></p><p>Each level gained through 15 add: H 3 P 2 S ¼, 3 AEPs; and</p><p>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.</p><p>*2nd level: add 1 Memory Tablet with 2 Grade I and 2 Grade II Powers</p><p> 3rd level: add 1 Memory Tablet with 2 Grade I and 2 Grade II Powers</p><p> 4th level: add 1 Memory Tablet with 2 Grade I, 1 Grade II, and 1 Grade III Powers</p><p> 5th level: add 1 Memory Tablet with 1 Grade I, 1 Grade II, and 2 Grade III Powers</p><p> 6th level: add 1 Memory Tablet with 1 Grade II, 2 Grade III, and 1 Grade IV Powers</p><p> 7th level: add 1 Memory Tablet with 1 Grade II, 1 Grade III, and 2 Grade IV Powers</p><p> 7th level: add 1 Memory Tablet with 1 Grade III, 2 Grade IV, and 1 Grade V Powers</p><p> 8th level: add 1 Memory Tablet with 1 Grade III, 1 Grade IV, and 2 Grade IV Powers</p><p> 9th level: add 1 Memory Tablet with 1 Grade IV, 2 Grade V, and 1 Grade VI Powers</p><p> 10th level: add 1 Memory Tablet with 1 Grade IV, 1 Grade V, and 2 Grade VI Powers</p><p> 11th level: add 1 Memory Tablet with 1 Grade V, 1 Grade VI, and 2 Grade VII Powers</p><p> 12th level: add 1 Memory Tablet with 1 Grade VI, 2 Grade VII, and 2 Grade VIII Powers</p><p> 13th level: add 1 Memory Tablet with 1 Grade VII, 2 Grade VIII, and 1 Grade IX Powers</p><p> 14th level: add 1 Memory Tablet with 1 Grade VII, 1 Grade VIII, and 2 Grade IX Powers</p><p> 15th level: add 1 Memory Tablet with 1 Grade VIII, 1 Grade IX, and 2 Grade X Powers</p><p></p><p>Level 16 and above, for each level add 1 Health and 2 points to each Ability other than Enchantment.</p></blockquote><p></p>
[QUOTE="Col_Pladoh, post: 3916341, member: 796"] [b]LA Game "Class" and "Level" optional system[/b] 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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