FFG Legendary Class contest submissions

Hmmmm....

No worries. The gamers in Perth could use your stuff for sure.

I'll have more (first stage) LgC editing done soon. Is anyone else viewing this thread besides me and Ruavel?

:D
 
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For kingpaul...

Paul, I need to talk about your new version of the Ranged Huntsman with you, can you email me?

Thanks.

:D
 

More stuff

More points:

Do not capitalize the d in places like 2d6. Do not capitalize the names of spells, but do italicize them.

And a question:

Should I simply edit these classes to versions I think comply with the rules or should I give suggestions? What I mean is that some of the abilities these classes have do not work in accordance with the rules as written. Should I edit as if these were submissions to a pro company (taking the idea and making it into something useable), or should I show the author how his or her ability needs to be altered to work?

The latter task takes much longer, but I also don't want to offend someone by taking their idea and altering it. What authority do I have? Further, how much credit does an author deserve if just the core idea of a class is maintained, but is rewritten by the editor almost entirely? My goal here is not personal glory, it's just to make a book of classes that can stand the test of scrutiny and use without having to do a "Legendary Netbook of Errata, Clarifications, and Frequently Asked Questions".

Finally, here's the Neclord

:D
 

editing...

given that you're doing the bulk of the editing, maybe you should do it however you think is best... maybe if you edit something so it works then paste it below the author's original (in red or something equally noticable)... that way you educate the author (at least a little) and if they have any questions about what/why you've done they can post them here for clarification, which can hopefully be addressed by a few others (not just you, which will hopefully take a little pressure off yourself)...

maybe... just a suggestion...

*shrug*

btw - it really does feel like it only us here, doesn't it...? spooky...

;)
 

I'm reading:)

As far as editing vs sending back to the author goes... if there are a few simple things you can do to fix style or balance, just do it. In most cases, its far easier than contacting the author, telling him what you want fixed, then waiting for him to send you a new version. Online, that MIGHT take as little as an afternoon, or it might take 3 days. If you fix it, it takes about 5 seconds.

I've looked at the "rough draft" you put up. I'm impressed with how it looks. Very professional. You are doing an excellent job.

The One. Today. Really. Still needs a new name though. Thoughts, anyone?

Hopefully it will be so clean all you have to do is format it for your PDFs:)

-Reddist
 


The One renamed?

I'm trying to brainstorm some ideas for renaming this LC...here's a few off my list...

Planar Node
Planar Facet
Planar Union
Juxtaposal Aspect
Juxaspect

There.... who likes renaming The One to Juxaspect?

Anyone else have any ideas? I'm stuck. Too close to it, I guess.

Thanks,

--Reddist
 

Me again...

Reddist,

Juxtaspect is a nice little name, I'd go for it.

:cool:

A message for everyone:

It's been suggested that everyone would prefer to fix their own classes rather than have editors do this for them. This is fine, but it will take much longer. Further, I'm not willing to do this by committee, meaning I need to know how much authority I have with issues of whether something is good enough, deciding on rules issues, and OGL compliance. What I'd like is to set up an imaginary situation where I'm treated like a real editor, and you all are talented freelancers with whom I'm working. You're free to argue with me, but I have final say. This isn't because I'm power hungry, or dislike a few of you and want you out, it's because design by committee is always a mess.

When I send something to you for revision, do as you wish ... any change that isn't rules wording based is optional. I make bold changes in the editing, knowing you have your original with which to compare mine. If I change the name of one of your powers, it's not because you must use said name, it's because I want a more creative name for the power. If I changed what the power does, it's because I needed to for clarity or rules compliance, or I explain why (usually). If you have a question, ask ... I'm just interested in all of us having a nice finished product, not massaging my considerable ego.

On the flip side, if you leave or return something to the way it was before I suggested a change, I expect you to tell me why. The argument should be rules based or show why my representation of your work misses the point somehow. Your personal preference is not enough to support a design flaw. I'm human, though, and I make mistakes and misunderstand what a person might mean at times. Also, forgive me if I seem too blunt. I don't think any less of you as a person just because I don't like one of your design decisions. Further, written word doesn't convey emotion very well unless it's narrative construction.

If I get your class after this edit and it doesn't comply with the style I've asked for, I'll send it back without reading it further with a notation that your style is off. What I mean by style is capitalization, italics for spell names, abbreviations, and so forth. If you're unsure, read the style guides I've mentioned (Dungeon, Dragon, Statblock) or just look at FFG Style Guide.

A thing about style:

I know I said use plural pronouns if you're uncomfortable with the idea of using "he", but upon reading the way "them", "their", and "they" are used in some of these pieces, I changed my mind. Choose "he" or "she" and stick with it! Use only singular pronouns with singular nouns. Refer to the Elements of Style: They. (You'll have to scroll down.) Unlike Strunk, I'll overlook the use of "she" in this case, even though it is incorrect (he can be neutral, she is always feminine in English), because my identity is not threatened by pronoun usage (or misusage). If it makes others happy, so be it. (Note, however, that other publishers will not overlook this sort of style, while others (WotC and White Wolf) encourage it.) If you violate this request, I'll send the work back letting you know.

I appreciate this job for two reasons. One, I think you all really tried to give something good to the world of 3E D&D, inspired by the creativity of the folks at FFG, and it's a pleasure to work with enthusiastic persons. Secondly, this project is giving me lots of rules and editing practice. Thanks to you all for letting me do it.

Finally, here's the revised Nimrod.

:D
 


More stuff....

I think I'm alone now, but just in case I'm not

More editing points:

  • Eliminate columns.

    Please use the "Game Rule Information" format from the PHB for the layout of class info. That is, the headings: Class Skills (without the space-wasting PHB Chapter 4 reference), Class Features: Armor and Weapon Proficiency (without the space-wasting armor penalty text), followed by a list of class features (gained simply by virtue of joining the class), and a list of "Legendary Class Title" Abilities. Alignment requirements (if any) should be listed among the requirements. Use Ex-"Legendary Class Title" to describe what happens when falling from the class.

    Place single spaces between sentences and punctuation. In proportional typography, double spaces become glaring gaps in text. Double spaces need only be used with fonts that have fixed character widths (like Courier). They're a holdover from the days when typewriters were used (typewriters having only fixed character widths).

    Format your text as Times New Roman (11 pt), flush left, ragged right. Inside of a single section, place no spaces after each paragraph, but indent all paragraphs after the first. The only exception is the "Quests" section in which you should place a single space between differing quests. Place no space between section headers and the text that follows them. Don't use bullets.

    Example:

    Quests
    There is only one true quest involved in becoming a juxaspect. After the character first kills one of his alternate selves, he makes the decision to hunt down others. The second kill, assuming he has enough experience points to gain a level, propels him into his first level as a juxaspect.

    Continuing as a juxaspect in an ongoing quest, because each level the character takes in this legendary class must include experience gained from killing at least one alternate self. The character may not advance in level until an alternate self has been slain. Allies may aid the advancing juxaspect, but he must make the killing blow himself.
    (indent here)The GM is encouraged to make tracking down alternate selves as difficult as she chooses. Just like the PC, these foes have friends, enemies, and items of power. Many will have taken juxaspect levels themselves, and thus be quite formidable opponents. Not all of these incarnations are of the same class, gender, or even race as the player's juxaspect.


    Avoid use of the word "will".
    Use this: "Characters travel in groups if they're wise.", instead of: "Characters will travel in groups if they're wise."

    Avoid noncommital words such as may, often, sometimes, and etc.
Two more edits:

Juxaspect
Forgemaster
 

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