Lejendary Adventures - Anyone played it?

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Celtavian said:
If anything, the 3rd edition rules make the players think about what they are doing even more. More options creates more creativity, not less. I have more players doing fantastic things than I ever did before and thinking more about what kind of character they want to play.

Funny. I was having a conversation on this same subject among some friends after playing a fun (but horribly unchallenging 3e adventure from Dungeon magazine (Redshore, which involved a party of 20th level characters and an whale druid).

I think we are really starting to split hairs here. Certainly it is not that 3e does nothing to inspire creativity. It is an RPG, after all. However, what it does, particularly in combat, is force the player into a certain mode of thinking. Suddenly out come the battlemat and the minis and we stop thinking in terms of "I dart in and attack him from his vulnerable side", we think in terms of "I do a charge attack and flank him, thus getting a +4 bonus to my attack." In other words, the "roleplaying" takes a back seat to the game system.

LA has situational modifiers that covers much the same level of detail as 3e, but it is far more seamless. With LA, the player need only describe his mode of attack and, with a few exceptions, the GM assigns a modifier and off we go. With 3e, there are far more considerations. Does the character charge? Is an attack of opportunity warranted? Does the opponent have a readied action? Does the character have Power Attack and, if so, what points is he assigning where? What about the opponent? Does he have Expertise? Are there any other feats that add to this (keep in mind each feat, while adhereing to the core mechanic, brings with it a new consideration for both the DM and player)? Did we remember the opponent monster's multi-attack penalties (something that DID NOT EXIST prior to 3e).

I could go on. But that would lead me into my "Hampstring Feat" rant, and you don't want that. ;)

The difference here is simple. LA is often simple enough for the GM to eyeball modifiers and get on with the game. 3e offers a very specific assortment of modifiers that must be considered. Sure, this get's easier with time and familiarity, but those things do not make it less burdensome in a rules sense.

Furthermore, 3e isn't particularly modular in this regard. Aside from limiting the availablility of certain feats, you can't really remove many of the game's core rules without risking the foundation.

3e has a very easy mechanic with lots of specific exceptions and modifiers.

LA has a very easy mechanic and a very fluid system of modifiers.

3e empowers players and DMs through a comprehensive rule base -- every situation and possibility is given a rule, template, feat, whatever.

LA empowers players and GMs through a very open and fluid rules base -- a loose framework of rules provide unlimited options to those willing to exercise them.

That's the way I see it at least.

Keep in mind that this comes from the perspective of one whose chief exposure to 3e has come from DMing games for the RPGA, where Thou Shall Not Deviate From the Written Word for the sake of consistancy. And I'll admit to a bias for games such as Over the Edge, FUDGE, Unisystem and Castle Falkenstein.

Take that for what you will.
 

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Likely most LMs would simply have the player explain the action, then ajudicate from logic. However, the rules allow any Avatar a standing jump of 3', running 9', less 10% for each 20# of weight carried, +10 per 10 points score in any of 12 Abilities.

Assuming the jump made it, then the Avatar would be "leaping to overbear," and a successful roll against Precision Base Rating would indicate the opponent was knocked back.

That would not necessarily mean an automatic attack on the opponent standing behind the one knocjed back. Indeed, if the second one was close to the first, he too might be thrown backwards by the force of the impact. In that case the attacking Avatar could strike at either opponent with a situation bonus of 10 (to attack score). Otherwise, he could strike the downed opponent thus or else attack the second, standing, one at normal chance.

I'll take a look at LA. It seems to use an entirely foreign system of mechanics from 3rd edition or D20, but if it supports actions outside of "I attack", then I will be happy.

I am a creative combatant. I loved the way 3rd edition made combat much more fluid and less rigid by changing to a base attack system. It got real old swinging my sword once or twice, then waiting to do it again.

I hope LA's combat system is a fluid combat system with options. Any game I play now, I would like to be able to swing my sword and if I need to, Quickdraw a dagger and throw it into another opponent or some similar type of combat action.

Combat options are very important to me when choosing a game system.
 

Celtavian,
I looked over my post again, and it does read that way...
No, I do think 3E needs a GM. Sorry if it sounded that way (and it did to me when I re-read it). I was more suggesting to others posting here that if they wanted a game where every situation had a precise rule, they (he) should stick to computer rpgs... anything else will require more or less arbitration on the part of the GM.


For the record :-).
I like LA.
I like 1E... (D&D)
I'm iffy on 2E, although I will play as some of our gaming group will ONLY play 2E.
I think 3E was a marked improvement over 2E... although I still think the original was fine, and the best answer to 'D&D' as it has the fewest rules. LA IS a different game from D&D, although I enjoy both, and at about the same level.

I like Hackmaster too :-).... and Call of Cthulu... The old Palladium system is pretty decent too... although it ranks behind LA & D&D with me.

I don't like RoleMaster (Chart Master), and I don't like Gurps much... its ok to play, its terrible for me to GM.

All my personal opinions, of course... I do, and freely admit it, have a hard time with someone GM-ing that can't 'on-the-fly' adapt a roll for jumping a stream, whether there's an actual rule for it or not... In our gaming group, this is called the "Its a dog rule"... I'll explain.

(Let me preface by saying that we 'gametest a LOT of stuff, for ourselves and other companies... so we play a lot of stuff out of professional courtesy.. we only 'replay' what we like).

GM: As you pass through the village, you hear a terrific growling noise.
Player: Can I see whats making the noise?
GM: Yes you can, Its a terrifying beast about one meter tall, with 4-inch fangs, a slavering mouth, and small but menacing claws. The beast is entirely covered in hair.
Player: Is it a dog?

When we playtest a new system that has a 'rule for identifying dogs', the designer is (in our select opinion, YMMV) getting into gratuitous rules... or so the opinion of OUR gaming group holds.

...jumping isn't quite of the caliber of the 'its a dog' rule... but it is pretty basic. Believe it or not, in the example you stated, in which the jump is followed by an action (more complex than 'just a jump', by far), I'd also check to see if you had Minstrelsy, as that skill also covers acrobatics, and would award you a bonus based on your profficiency in that skill. I'd probably also award a minor bonus if you had waterfaring skill as you would have knowledge of both the parameters and consequences of 'missing your jump' and so would, as a character. be less nervous making that jump (a small bonus, believe me).

The nice thing is, as the GM, you could handle it differently than I 'just did' without causing a 'rules argument' with your LA players, (or for that matter 1e D&D players)... which is why I like those two systems best, while others (and they are entitled) might not prefer those systems for that selfsame reason.

We have been playing Call of Cthulu the last several game sessions, although we're game-testing a minis game this Monday... and so we won't be rpg-ing until probably May 1st or so... and I'll have less vehement insights for a while I'm sure. I did overreact a bit.

Earthdawn is an ok system too... oops... I'm past that part...
Sorry for sounding like my intelligence was below 3... I saw your point when I went back to re-read the post.
 

Re

Chris,

Understood. I know people really like to promote games they enjoy hoping others will enjoy them as well for similar reasons.

I don't like to GM GURPS either for the reason I expressed. It is the most rules heavy game I have ever played, and it takes too much work to run a good game. Awsome martials arts system though.

I prefer easy, fluid rules where I can arbitrate without having to do alot of math. I want to keep the pace of game fast because I believe that is the best way to keep people immersed in the situation as it is occurring.

Thanks for responding.
 

Col_Pladoh said:
What Joseph Elric Smith noted is another example, the quantification, and to me both the de-mystification and proliferation of magic.

Ahem. "de-mystification and proliferation of magic"? This coming from the man who originally quantified magic swords as +1, +2, +3, etc. The man who also attached gold piece values to all magic items (including artifacts!). The man who placed a few dozen magic items in such adventures as Keep on the Borderlands (to name just one of many).

Sorry, but as much respect I have for Mr. Gygax, as the man who created the game I've played for over 20 years, I can't let such statements go unchallenged.

When D&D3 first came out, so many people compained about things in the rules that they thought were 'un-D&Dish'. I addressed them all by pointing back to the AD&D1 rules, and showing how actually D&D3 was going back to being 'more D&Dish'. To think that Mr. Gygax is adding his own such disparagements to the new version of the game smacks of [edited possiblly rude words] unfairness.

Quasqueton
 

Quasqueton,

No time for long-winded arguments, but I must say that nowhere in AD&D was one allowed to buy magic items. Sell them for gold and get more experience, thus taking them out of the campaign, yes! Buy them for the price indicated? Never :P

Also, creating magic items in the AD&D game was next to impossible. Now everything is quantified, and the creation is relatively easy.

So I believe I need not stand corrected.

Cheers,
Gary
 

Col_Pladoh:
I must say that nowhere in AD&D was one allowed to buy magic items. Sell them for gold and get more experience, thus taking them out of the campaign, yes! Buy them for the price indicated? Never :P


DMG p121:
The suggested experience point (x.p.) values are for characters who keep the items. Gold piece sale values are the usual sums which characters will be paid for magic items, and if so sold, the x.p. award should be based on the selling price of the item, not the x.p. value. Also remember that a character is assumed to retain an item, thus getting the low x.p. value for it, if he or she sells it to another player character.

So, PCs can sell magic items to NPCs and to PCs. And PCs can buy magic items from other PCs. But you're suggesting the rules disallowed PCs buying magic items from NPCs? Huh?

The rules as they were written did not prohibit PCs buying magic items. And with the pricing listed right with the item on the tables, how can it be said there wasn't the basis for a magic item market?


Col_Pladoh:
Also, creating magic items in the AD&D game was next to impossible. Now everything is quantified, and the creation is relatively easy.


According to the AD&D1 DMG (p116-118), a magic-user can make a magic item thusly . . .

Potions:
1- "magic-user of 7th level or above" with the assistance of an alchemist or "above the 11th level" without assistance.
2- "proper laboratory" costing 200-1,000 gp (cost depends on "relative availability of the tradesmen and goods necessary"), plus 10% per month for upkeep.
3- cost to create equals the xp award
4- time to create equals the xp award in days per hundred (rounding up)

So, after the initial "proper laboratory" set up a MU 11 (or 7) could make these potions:
Clairvoyance = 300gp, 3 days (sells for 500gp)
Flying = 500gp, 5 days (sells for 750gp)
Invisibility = 250gp, 3 days (sells for 500gp)
Speed = 200gp, 2 days (sells for 450gp)


Weapon/Armor:

1- "12th level wizard" (magic user level 12+)
2- the 6th-level spell enchant an item
2a- "raw materials cost in excess of 100 g.p."
2b- 3-10 days of uninterrupted work (random roll)
2c- save vs. magic as the magic user casting
3- the 8th-level spell permancy
3a- interestingly, this sets the minimum level at 16th instead the above 12th
3b- 5% chance to lose 1 point of constitution
4- time to rest after creation equals the xp award in days per hundred

So, MU 16 could make these weapons/armor:
Sword +1 = 115gp, 7-14 days (sells for 2,000gp)
Sword +5 = 115gp, 33-40 days (sells for 15,000gp)
Leather +1 = 105gp, 6-13 days (sells for 2,000gp)
Plate Mail +5 = 500gp 48-55 days (sells for 27,500gp)

The only real cost was in time.


So let's not rewrite history. AD&D1's and D&D3's flavor are really not all that different. Please, let's not point out something as a flaw in D&D3 without realizing that the same 'flaw' was in the original game.


And here's an interesting little note:

AD&D1 DMG p120:
Keep potent magic items rare. (Increase scarcity by destroying or stealing what is found!)

Quasqueton
 

I'm with Quasqueton.

Making it impossible for characters to buy magical items, when there are so freakin' many in the dungeon that you sell them without hesitation, is absurdity - It makes no economic sense, and ruins my suspension of disbelief. It is the one part of your design philosophy that I well and truly loathe, sorry to say.

Anabstercorian
 

I will make two points here, briefly.

1) - This thread is WAAAAY off topic. Gary and the other posters are here to discuss Lejendary Adventures; somewhere along the way of comparison between it and 3E, we got very far afield.

If anyone wishes to continue this line of discussion, I or another mod will be happy to split the thread so that comparison between 1E and 3E can continue.

2) I have to say one thing in counterpoint: Magic Item creation was not scare due to time - it was due to level. Compare the level required in 1E to make a simple potion to the level required in 3E. Consider also magic weapons requiring access to an 8th level spell. Finally, consider how much more adventuring it took to reach lofty levels than in 3E. 3E traded time intensity and level scarcity, for cost-intensity.

Just e-mail me or one of the mods if the discussion needs to continue; we can split it out to continue concurrent to the Lejendary Adventures discussion, if needed.
 

1) - This thread is WAAAAY off topic. Gary and the other posters are here to discuss Lejendary Adventures; somewhere along the way of comparison between it and 3E, we got very far afield.

If anyone wishes to continue this line of discussion, I or another mod will be happy to split the thread so that comparison between 1E and 3E can continue.

2) I have to say one thing in counterpoint: Magic Item creation was not scare due to time - it was due to level. Compare the level required in 1E to make a simple potion to the level required in 3E. Consider also magic weapons requiring access to an 8th level spell. Finally, consider how much more adventuring it took to reach lofty levels than in 3E. 3E traded time intensity and level scarcity, for cost-intensity.

I'm fine with letting the comparison end now; so long as it is allowed to end now.

But of course you don't help with ending it by continuing it. You could have omitted #2 if you don't want someone to counter your counterpoint. ;-)

Quasqueton
 

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