[OT] Lejendary Adventure Primer is online

great

Great! I cannot wait to read through this.

I have the full LA rules as well and like the game a bit better than the holier than thou D&D game.

I also have a hard time finding other players of this much less known RPG.......I hope the fast-paced rules are good for beginners...time for me to go download it and see....
 

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If I had had the Quick-Start rules when I introduced my players to the game, that would have made things much easier. Even just having them read the qs rules before hand would have sped things up.

If you are brand new to the game, and no one in the group is familiar with the rules, it would take you 3 hrs or so to create first time game characters.

That was my experience. However, my group was hardcore 1st edition D&D players, with that being their only experience with roleplaying. Learning a new system was a stretch. However, once I got them to give it a try, everyone enjoyed the easy of the system and the newer speedier games; we've stayed with LA ever since. Been about 2 yrs now.
 
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Yeah guys. Let's keep the focus off which is the better system. We can hash that out til the end of time and still not get anywhere. I too find LA more to my liking, but only because it suits my style of play better. As I've said elsewhere on these forums, there are people who like Synnibarr, so who am I to judge. ;)
 

@ kenjib:

First of I just wanted to say that LA is ment to be very open and the rules are only suggestions (there are several Initiative Systems, Weapons have Range but it is left to the GM to use it and how to use it,...).

So the answers I give here (I try to be as official as possible) can be easily overrulled by any GM without Harming the Gaming!

1: The Characters have usually only one Action per Round. You don't get more Attacks for a faster Weapon and the same count for Spells. The Seconds are just important for deciding Initiative and the round in which it is cast.

2: "Invocation of Service" is needed before casting a Ritual. The pregenareted Theurgist has only one Ritual "Save from the Evil Rite", the other Spells can be cast without the Invocation.

The rest will follow shortly....
 

Baumi already answered a few, but...

kenjib said:
3. How do you resolve situations where one person's skill is pitted against the others? For example, one person is hiding using stealth, and the other is trying to find them using Scrutiny. In the example with the poachers, it seems that there is no accounting for the other person's skill level when trying to hide from or detect them. Is it just as easy to detect a seasoned burglar as it is a bumbling oaf clad in full plate armor if they are in hiding?

While there isn't anything (no rule that is) to stop a GM for calling for an opposed Ability check, the game seems to favor just handing out difficulty modifiers based on the situation. Thus, the bumbling oaf clad in full plate would be easily detected due to the overwhelming (-60) modifier to his Ability score. The burglar OTOH would likely arrange things to be in his favor ("we need a distraction!") and would get awarded a more positive modifier.

But you could go either way.

4. Is there any accounting for really big spell effects like, say, a wizard erecting a massive dark tower overnight in the middle of a city using immensely powerful rituals?


There are spells that have special circumstances built into them, and these are dealt with individually. But usually the time costs given in the quickstart and the core rules stand. If the GM wanted to introduce some super-powerful rituals (like your tower idea) he could always play up preperation requirements similar to those for Theurgy (Invocations) (and Sorcery, Geourgy and Necrourgy).

5. How does extreme damage (like a dragon smashing you with a massive claw) work? I assume you need to roll something greater than 1d20. I notice the lance does 1d40. Is it common for powerful weapons to do larger damage ranges like this? How do you roll 1d40?


Monsters have some weird damage rolls. In the example you suggest (huge dragon smashing you with his claws), the attack would do 2-24 (+1-12 that ignores armor) damage. The bite does 9-20 (+14 ignores armor) damage. The tail lash does 1-30+1-8 damage.

Weird ranges for weapons are far less unusual. I think there are maybe three instances, including the lance (and that's only at a charge) that weapons don't top out at 20 points of damage.

I checked the FAQ on www.lejendary.com and didn't see these questions addressed so I assume that they are probably covered in the rulebooks.

Yuppers.
 
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