Legend Suggestions

Piperdog

Mongoose
I thought I would throw this thread out there just for kicks. I know Legend is just a repackaging of the rules, but I know Mongoose has mentioned they are open to beneficial tweaks if feasible. Anybody have anything to add or change?

I would like to see movement rules clarified, as I have had some trouble with this part of the game. Maybe even expand with optional miniature rules explanations. I think sanity should be mentioned as an optional rule as well this time around.

I would also like some cool GM forms, maybe like npc character cards, combat tracking cards/sheets, stuff like that. Also an improved character sheet (I really don't like the one that comes with RQ2.)

As to magic, as I mentioned in my other thread, I would like to see alternative methods for magic and categorizing spells as optional rules.(most likely would appear in a dedicated magic book).

The last thing is.....I would like a hardcover! lol. I know the new books are digest sized as part of the new marketing plan, but darn it, I LOVE hardcover, especially the leatherette gold foil look that RQ2 has. I hope sales are good enough to warrant a limited edition or some such. I would love to see BLACK leatherette covers with gold foil lettering and artwork.

Anyway, just curious as to what you guys think. I don't know why I am excited about this, as I already own the rules, but I think its because this change has a lot of potential to really popularize the ruleset, and with the open license, hopefully invite some nice supplements into the fray.
 
Ok, I just remembered something else.

It would be cool to create a completely optional section for Talents (advantages, edges, whatever); simple customizing options to choose from, like Lightning Reflexes, Charismatic, etc. These simple talents could grant maybe a 5 to 10% bonus on certain skills or maybe even +15% on a more specific roll(say a swimming talent that allows a +15% to Athletics rolls when in the water). I even thought of a talent called Favoured Maneuver, which would allow a character or npc to have a certain maneuver they focused on more than others, granting either a bonus to the roll in some way or a penalty to the opponents roll to resist or parry or whatever. For example, a focus on the impale maneuver maybe would allow a +10% to brawn checks to pull the weapon back out. I am not sure on specifics at this point, but just have the general idea. Not sure how to implement this at character creation either.

This sort of leads back to Heroic abilities, which I would like to see expanded as well.
 
You have a lot of good ideas. From your posts you seem to have a good knowledge of the system. Why not spend some time writing the adjustments yourself, play test them with your group and then submit them to Mongoose. This way you get the changes you want and possibly have your name in the book.
 
As to magic, as I mentioned in my other thread, I would like to see alternative methods for magic and categorizing spells as optional rules.(most likely would appear in a dedicated magic book).
What would be cool if there were list of effects at a base level:

+5 To Weapon skill
+1 step up for Damage
2 AP against all fire effects
+1 AP all locations
Night Vision 1m.
etc

Then each of the magical approaches could have frame work to apply these base levels and increment them.
 
As to magic, as I mentioned in my other thread, I would like to see alternative methods for magic and categorizing spells as optional rules.(most likely would appear in a dedicated magic book).
What would be cool if there were list of effects at a base level:

+5 To Weapon skill
+1 step up for Damage
2 AP against all fire effects
+1 AP all locations
Night Vision 1m.
etc

Then each of the magical approaches could have frame work to apply these base levels and increment them.

However, I would tend to vere away from losing the connection to three magic types (Sorcery, Divine, and Spirit) as they're quite easy to apply to realworld settings.
 
Not a bad idea. Many would see it akin to DnD feats which some may not like, but I personally would consider and possibly use. It may be best to categorize them as non-fantasy or fantasy,
 
I think 'Talents' are a great idea, perhaps used as prerequisites for Heroic Abilities. Other systems have them, such as Shadowrun, D&D, GURPS, and Savage Worlds. Perhaps GURPS went a little overboard with them, but essientially I think they're a great idea for fleshing out a character, and provide lots of scope for a GM to house rule in new Talents according to the setting.

I think 'Talents' are a must, actually. It would give me a reason to buy 'Legend' as I already have MRQ2 and BRP BGB, so I'll need a few carrots to pick up Legend. Especially now that Design Mechanism is producing RQ6 as competition...

Oh, and I think a nice Hardcover Core book is a MUST. Perhaps some hardcover sourcebooks as well. The Mongoose RQ2 hardcovers look absolutely great in my bookshelf, and they are a pleasure to read. Now that we are in the digital age, softcovers are much the same as pdfs to me, but a Hardcover...now that's a Book!
 
Talents appear in Age of Treason as a bonus to a skill's basic percentage (a 'double talent' is called genius and applies a bonus to the critical range). There are obviously some rules and parameters involved, but it may be useful to know the optional rules are there.
 
I am not sure of the status of the book, but I do hope we see talents/knacks/advantages (whatever you want to call them!) into the game. I was looking at my Warhammer 2nd edition, Gurps, and Savage Worlds books, and getting ideas for presenting talents. I would hope that it would be a simple, elegant approach, without there being a laundry list of them (I am looking at you Gurps!), and allow customization of characters. Someone else mentioned perhaps tying them into Heroic Abilities, perhaps as prerequisites, which I think is a stellar idea. I am not sure on how you would purchase the talents. Perhaps so many points at character creation. Or perhaps a Flaws list would be available as well to balance out the Talents.
 
I like the idea of Advantages/Disadvantages as it can be another way to customize characters. But I don't care for how some games implement them like DnD style 'feats'. If 9 out of 10 fighters pick the 'Combat Monster' Advantage because its just too good, then its not really an advantage, its the norm.

They would need to be well balanced.

I kind of like how its handled in the Fallout CRPG's where they are called 'Perks'. Generally all Perks have an upside and a downside. The greater the upside, the worse the downside.
 
This would be a great idea for the game if it's done right. I think the key is that you keep the list very specific and fairly simple, roughly 20 to 25. Make sure none are redundant and that they do not duplicate skills or other abilities. For example, Blood of Heroes would grant a bonus Hero point at the beginning of the game.

Balancing it out is definate. Ars Magica and GURPS have flaws that allow the purchace of more. As Redcrow says, dont have it so that it's unbalanced. The DND ones are fairly combat loaded. The system for combat is nearly perfect as is and doesn't need to be overwhelmed by extra bonuses and mechanics that can wreck the game. These should be special elements that are unique to the PCs and maybe some NPCs. I'd go a step further and make them non-combat related and rather pricey. Perhaps costing a boatload of skill points or a Hero Point. If they are truly a special "feat" then they should be stuff only taken at character generation.
 
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