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What happened to Gygax's Lejendary Adventures?
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<blockquote data-quote="Philotomy Jurament" data-source="post: 5304670" data-attributes="member: 20854"><p><em>Lejendary Adventure</em> is actually kind of cool, IMO.</p><p></p><p>Here some characteristics:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Skill-based</strong> - It's a skill-based game, rather than a class/level game. However, the skills are broad, more like "skill bundles" than discrete skills. Each one covers a lot of territory. For example, "ranging" covers all activities having to do with hazardous travel, scouting, scavenging, smuggling, and outdoor activities involving crafting, survival, camouflage, concealment, deadfalls, pits, poaching, traps and trapping, et cetera.</li> <li data-xf-list-type="ul"><strong>Orders</strong> - While you can make completely free-form characters, there's also a system of "orders" which are kind of like classes without being as rigid as classes. Orders give you a pattern of skill bundles to follow. You don't have to use an order, though.</li> <li data-xf-list-type="ul"><strong>New PCs are Pretty Potent</strong> - I'd say a new PC starts off with a power level equal to a 5th or 6th level D&D character.</li> <li data-xf-list-type="ul"><strong>Skills/Actions use d100</strong> - Basically a roll-low % check.</li> <li data-xf-list-type="ul"><strong>Attack rolls use d100</strong> - Again, a roll-low % roll.</li> <li data-xf-list-type="ul"><strong>Damage is based on a 1-20 scale</strong> - However, different weapons have different minimum damage.</li> <li data-xf-list-type="ul"><strong>Armor absorbs damage</strong></li> <li data-xf-list-type="ul"><strong>The time unit</strong> in combat is an Activity Block Count of three seconds</li> <li data-xf-list-type="ul"><strong>Spellcasting uses power points</strong></li> <li data-xf-list-type="ul"><strong>Lots of categories of magic</strong></li> <li data-xf-list-type="ul"><strong>Intuitive pricing/economic system</strong> - Coins are valued based on weight of precious metal. There's an (arbitrary, but effective) ratio between copper:silver:gold. Prices are given in $, which roughly equate to a $US, and can be easily converted to whatever in-game unit you like. (The use of the $ in this fashion makes prices easier to estimate/grasp, IMO.) Gold is quite valuable (e.g. 1GP is $500).</li> </ul><p></p><p>Despite these obvious differences from D&D, game play still has a D&Dish feel, in some ways. For example, the order of combat feels similar, with surprise, initiative, attack and damage rolls, et cetera.</p><p></p><p>The biggest complaint I have is the use of non-standard terminology for familiar concepts. PCs are "avatars." Stats are "base ratings." Spells are "extraordinary activations." Skills are "abilities." Et etera. It takes some getting used to, when reading the rules. Amusingly, I've heard that even Gary sometimes lapsed back into D&D terminology when he ran LA. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you're interested in LA, I suggest trying to find the Hekaforge core books, rather than the Essentials set. The Essentials set leaves out all but one of the "schools" or forms of magic, and suffers from poor layout and editing. It also leaves out a lot of the cool information, tables, and charts in the <em>Lejend Masters Lore</em> book. You'll be happier with the core books. (I should note that the art/layout in the core books is probably less polished compared to many modern RPG core books, but it's not a major strike against the game, IMO.)</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 5304670, member: 20854"] [i]Lejendary Adventure[/i] is actually kind of cool, IMO. Here some characteristics: [list] [*][b]Skill-based[/b] - It's a skill-based game, rather than a class/level game. However, the skills are broad, more like "skill bundles" than discrete skills. Each one covers a lot of territory. For example, "ranging" covers all activities having to do with hazardous travel, scouting, scavenging, smuggling, and outdoor activities involving crafting, survival, camouflage, concealment, deadfalls, pits, poaching, traps and trapping, et cetera. [*][b]Orders[/b] - While you can make completely free-form characters, there's also a system of "orders" which are kind of like classes without being as rigid as classes. Orders give you a pattern of skill bundles to follow. You don't have to use an order, though. [*][b]New PCs are Pretty Potent[/b] - I'd say a new PC starts off with a power level equal to a 5th or 6th level D&D character. [*][b]Skills/Actions use d100[/b] - Basically a roll-low % check. [*][b]Attack rolls use d100[/b] - Again, a roll-low % roll. [*][b]Damage is based on a 1-20 scale[/b] - However, different weapons have different minimum damage. [*][b]Armor absorbs damage[/b] [*][b]The time unit[/b] in combat is an Activity Block Count of three seconds [*][b]Spellcasting uses power points[/b] [*][b]Lots of categories of magic[/b] [*][b]Intuitive pricing/economic system[/b] - Coins are valued based on weight of precious metal. There's an (arbitrary, but effective) ratio between copper:silver:gold. Prices are given in $, which roughly equate to a $US, and can be easily converted to whatever in-game unit you like. (The use of the $ in this fashion makes prices easier to estimate/grasp, IMO.) Gold is quite valuable (e.g. 1GP is $500). [/list] Despite these obvious differences from D&D, game play still has a D&Dish feel, in some ways. For example, the order of combat feels similar, with surprise, initiative, attack and damage rolls, et cetera. The biggest complaint I have is the use of non-standard terminology for familiar concepts. PCs are "avatars." Stats are "base ratings." Spells are "extraordinary activations." Skills are "abilities." Et etera. It takes some getting used to, when reading the rules. Amusingly, I've heard that even Gary sometimes lapsed back into D&D terminology when he ran LA. :) If you're interested in LA, I suggest trying to find the Hekaforge core books, rather than the Essentials set. The Essentials set leaves out all but one of the "schools" or forms of magic, and suffers from poor layout and editing. It also leaves out a lot of the cool information, tables, and charts in the [i]Lejend Masters Lore[/i] book. You'll be happier with the core books. (I should note that the art/layout in the core books is probably less polished compared to many modern RPG core books, but it's not a major strike against the game, IMO.) [/QUOTE]
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