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I’ve talked quite a bit about how Legends & Labyrinths maintains 100% compatibility with 3rd Edition. This is awesome not only because it unlocks the thousands of 3E adventures and supplements in your L&L campaign, but because it also turns your 3E core rulebooks into supplements for L&L. Is there stuff in those “supplements” that you really love? Did I cut something you love in my merciless and heartless quest to streamline the game down to its most basic components? Just put it back in. That’s what supplements are for!

But the flip-side of that coin is that 100% compatibility also allows you to use Legends & Labyrinths as a supplement in your 3E campaign. I’ve talked about big examples like the hazard creation system, stunt system, and monster creation system, but there’s a lot of minor stuff that you’ll find useful regardless of what version of 3rd Edition you’re running.

THE FLY SKILL

Tintagel - Michael Stehlik

“Justin, if your goal is to simplify the system why are you adding new rules?”

Often because adding a single, efficient rule is often the best way to replace and simplify an overly complicated system.

For example, the game has been saddled with an overly-complicated system for handling flying characters ever since Gygax decided to base the original rules on a WWI wargame. By adding a Fly skill to the game, I was able to boil the flight rules down to three paragraphs. If you, like me, have always wanted a set of flight mechanics that won’t bog down play, then L&L can give you that. (By and large, it works like any other form of movement in the game… except, of course, you can fly.)

AERIAL DISTANCE TABLE

This is a tool I originally developed for Rule Supplement 2: Flight (which is still MIA). Basically, if you’re standing on the ground and you’re trying to shoot an arrow at a guy flying 50′ away and flying 90′ above your head (or standing on a cliff)… how far is that?

The Pythagorean Theorem is fun, but this table is faster.

WEIGHT GUIDELINES

“Okay, let’s try to lift the boulder. How much does it weigh?”

I don’t know about you, but this sort of thing happens all the time at my table. I eventually broke down and just did the research so that I’d always have the answer handy, and now I’ve made it handy for you: It’s on the Object Substance Guidelines table right next to hardness and hit points.

I’ve also added an Object Construction Guidelines table to give you some basic guidance in estimating appropriate Break DCs for various objects. Like any guideline, you need to use some common sense. But I’ve actually used this table to estimate how difficult it would be for a high-level character to break a building in half. That was pretty awesome.

AND MORE…

Basically, Legends & Labyrinths does more than just tear 3E down. In the process of streamlining the system, I’ve also worked hard to include all the little tools and tricks I’ve developed over the past decade.

So there’s all kinds of stuff: A better system for building encounters. A system for handling off-mission training. The encumbrance system that’s not only usable, but also fun to use. Simplified mounted combat. Simplified grappling. A basic system for wilderness exploration. Social ranks. Rules for crowds. The guideline on how far a character falls each round. Putting the donning time for armor onto the armor table. Putting splash weapons on the weapons table.

Legends & Labyrinths is designed to give you a streamlined foundation for your fantasy roleplaying. But it’s not born out of the belief that rules are the enemy. It’s born out of the belief that having the right rules is more important than having the most rules.

Legends & Labyrinths

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Legends & Labyrinths - Black Book Beta

I’ve culled out some of the more popular responses to Beta Response 2: The Human Feat and here’s a quick poll. You can vote for multiple options, so lemme know all the ones that look like a good idea to you.

What makes Humans nifty?

  • Flexible Thinking: +2 bonus on stunt checks. (Humans adapt rapidly and creatively.) (66%, 65 Votes)
  • Improved Initiative: +4 bonus on Initiative checks. (Humans are quick to react to unusual situations.) (14%, 14 Votes)
  • Iron Will: +2 to Will saves. (Humans are mentally tough.) (10%, 10 Votes)
  • Diplomat: +2 to Diplomacy and Sense Motive. (I like it the way it is!) (10%, 10 Votes)

Total Voters: 84

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A few of my quick thoughts on this discussion:

I’m surprised by how popular the idea of Improved Initiative is. I’ve always considered it a fairly weak feat and this was an opinion shared by most of the designers I knew back in the day. Poking around, I can see that it seems to have become popular in the CharOp community 4-5 years ago. Which I suppose makes sense given the set of artificial suppositions the CharOp community generally works in. I’d be interested in hearing a greater elaboration on why people think it’s a must-have feat.

I considered the various “+2 to save X” feats when I was first designing the human. Since any choice seemed fairly arbitrary, I backed away from it. But Iron Will makes sense to me.

The +2 bonus to stunt checks sounds really nifty. I’m hesitant to tie it to an L&L-specific system like that (because I know that part of the appeal of L&L for many people is their ability to parcel out portions of it for utility in their 3E campaign), but it’s definitely got some nice flair to it.

Legends & LabyrinthsPeople are starting to talk about Legends & Labyrinths. Let’s take a peek…

Let’s start off with Old School Hack:

He’s got a stripped-down version of 3E that you should support at his site. If for no other reason, it’s got an “encounter budget” system, and a “trap budget” system so you can quickly whip up stuff for the PCs to face without getting bogged down in all the numbers, checks, and balances. It is worth a look!

Legends & Labyrinths: First Impressions from Dreams and Dice:

“There are a lot of neat systems in the book (for stunts, building encounters, and so on), but the one that takes the cake has to be the Sidebar Reference System (SRS). It’s so simple and yet so useful that I can’t believe we’ve spent more than a decade with 3rd Edition (in various forms) and not seen something like this become standard. Whenever rules text (such as a class ability) references another mechanical item (such as the entangled condition or saving throws) or any other item that could send you scrambling to another part of the rulebook to fully understand the rules in question, the mechanic is highlighted in the main text and then described in full in the page’s sidebar. This minimizes page-turning, and also keeps rules text succinct and easy to read if you do remember the mechanic in question, so you’re not forced to slog through long-winded parenthetical notations.

Personally, I think the book’s notable for this alone.

Games I Want to Run from The Wandering Gamist:

The monster design rules are a real standout; I am fairly confident I could put monsters together during play with it, and that they’d be about right in terms of CR. That’s an awesome thing in a 3.x derivative…

The hazard design system is also very cool, providing a quick way to generate CRs for all manner of traps, perilous crossings, and environmental hazards. The stunt system provides a mechanism very similar to Traveller’s task chains, as well as flexible combat options; I wasn’t impressed on first read, but going back for a second, it actually looks pretty slick. The skill system is kind of nice and simple; you’re considered at max ranks for all of your class skills. If you have a low Int, you choose a number of class skills equal to your penalty to not know. Very straightforward, and it means that you’re good at the things your class is supposed to be good at; similar to Iron Heroes‘ skill groups in that regard, but a damn sight less complicated. Other highlights were some notes on wilderness adventures, good rules for hirelings and henchmen, and a number of unusual slimes and molds which didn’t make into the 3.0/.5 DMGs (think along the lines of green slime, but different).

Legends & Labyrinths: First Impressions from Heromeblog:

I think that when I am ready to play 3rd edition again I will be using L&L as my system of choice. In many ways this book is a DMG and PHB in one. I also like the system for making monster, traps and npc’s. (…) If you know what Legends and Labyrinths is trying to do then I think it does just that very well. It has not lost any of the flavor of 3.5 and yet it looks like it can be easier and quicker too use.

Got a blog talking about L&L? Drop a link in the comments!

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A couple dayLegends & Labyrinthss ago, Baquies said he was on the fence and would like to see what the polymorph spell from Legends & Labyrinths to see if I was truly going in a direction he was interested in.

In the immortal words of the Dread Pirate Roberts: As you wish…

POLYMORPH

Polymorph
Sorcerer/Wizard 4
Casting Time: 1 standard action
Range: Touch
Duration: 1 minute/level
Target: Willing creature
Saving Throw: None
Spell Resistance: No

The target of the spell can take the shape of any creature (as specified by the caster at the time of the casting). During the transformation, the target’s equipment can either be left behind, worn by the new form (if physically possible), or melded into the new form (in which case it becomes nonfunctional until the polymorph ends).

The physical duplication of the creature-type is flawless to any observation of the five senses. If the spell is used to duplicate the form of a specific individual, it grants a +10 bonus to the target’s Disguise check. The spell does not, however, change any of the target’s stats except size, reach, and speed (including alternative modes of movement). (The target may look like a dragon, but they cannot breathe fire. They may bear the appearance of an ogre, but they do not possess an ogre’s strength.)

Playtest Tip – Polymorph: The polymorphic matrix can be used to disguise appropriate magical effects. For example, a sorcerer casting cone of cold while polymorphed into a white dragon could use the spell effect to make it appear as if he were using a white dragon’s breath weapon.

DESIGN NOTES

Let me start by saying that this is not, necessarily, a great example of what spells will look like in Legends & Labyrinths. Not because of the degree to which the spell has been simplified (that’s very representative), but because in the case of polymorph that simplification is also quietly hiding errata.

Basically, polymorph was a busted spell in 3rd Edition because the designers said, “The spell physically turns you into a creature. Ergo, any abilities based purely on the physicality of that creature should transfer over.” But that’s basically giving a 4th-level spell the ability to do anything that somebody designing a monster decides should be labeled “extraordinary” instead of “supernatural”. The fact the spell also gives you an essentially limitless buff to Strength, Dexterity, and Constitution is also obviously problematic.

In simplifying this spell, therefore, I am also simultaneously saying: “Nope. Not going to play that game. It’s a losing proposition.”

In fact, I originally considered not allowing a change in any stat except size. I eventually added reach because it was too weird having a creature with huge arms which for some reason can’t extend them. (I know that puts me on the same slippery slope, but I’m comfortable with it.) Adding the alternative movement modes was largely a “the whole point of polymorphing into a bird is that you can fly away” thing.

Collectively, this seems to give the spell some innate utility that can’t really be abused.  In terms of use at the table, this isn’t quite as simple as “boom, you’re a dragon”. But as buffs go, applying the appropriate size modifier to your attack rolls, grapple checks, and AC is pretty straight-forward.

ADVANCED THOUGHTS

Since we’re talking polymorph, however, let me also comment on the other half of the house rules I use for the spell in my home campaign: The polymorphic buff spell.

This is a 3rd level spell. Each time you cast it on a polymorphed creature (including yourself), you can either:

  • Grant yourself a total +10 buff to your physical ability scores. (This can be spread out across the ability scores any way you like, but the final score of any ability cannot exceed the maximum value of the creature you’ve turned into.)
  • Mimic any one natural attack or extraordinary ability possessed by the creature. (DM reserves the right  to veto anything too insane.)

I’ve boosted the duration of polymorph to 10 minutes/level, but the duration of polymorphic buff is 1 round/level. I also allow partial polymorphs. (So, for example, you can use a polymorph spell to give yourself the head of a dire bear and then use polymorph self to strengthen your teeth so that you can deliver a 2d8 + Str damage attack with it.)

And for a home campaign, this basically works. The common sense veto is essential, though, for making it work (since there’s some crazy extraordinary abilities lurking out there).

With the monster creation system of Legends & Labyrinths as a base to work from, though, I’m thinking there may be another way of handling polymorphic buff: Basically, the caster can grant any one (form-appropriate) ability with a power rank determined by their caster level. So, for example, a 5th-level caster could grant an ability that costs up to 6 power ranks (the power ranks granted to a CR 5 creature).

Or maybe it’s half the power ranks. I’m not sure. I’d have to run some math and do some playtesting.

You could probably also toss in giving any polymorphed creature a natural attack equal to the core attack damage of a creature with a CR equal to the caster level (if appropriate to the form).

Anyway, at this point I’m just musing.

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Legends & Labyrinths - The Rogue by Bonnie TangI’ve been playing and running roleplaying games for about 22 years now. In that time, I’ve seen a lot of new players come to the table for the first time. This has been particularly true in the last couple of years as I’ve been running an open table. And if there’s one thing I’ve learned in watching all these new players, it’s this:

Nothing hooks them like character creation.

Some people swear by pregens, but I’m here to say that it really isn’t the same thing: Creating a character fires up the imagination. It gives them a sense of ownership in the game. It gets them thinking about all the cool things that they’re going to do with that character. If they’re the type of people who are going to get excited about playing an RPG, then character creation is going to hook them.

This is only true, however, if character creation is accessible to them. This requires three things to be true:

  1. Character creation must be quick.
  2. Character creation must be fun.
  3. Character creation must be comprehensible.

If you’ve got a character creation system that takes 60 minutes? That’s not newbie friendly.

If the bulk of character creation is balancing equations or juggling spreadsheets? That’s not fun.

If your character creation system requires decisions which are only meaningful if you’ve already read and understand large chunks of the 200 page rulebook? Those decisions are confusing, meaningless noise to the new player.

ABILITY SCORES – A BASIC CASE STUDY

Legends & LabyrinthsThis last factor — the ability for new players to comprehend the decisions they’re making during character creation — is why Legends & Labyrinths came really, really close to having a character creation system in which ability scores are generated in order.

Ultimately I decided that the nature of the six ability scores are clear enough that new players can make meaningful decisions — Do I want my character to be stronger or smarter? Faster or wiser? — even if they don’t necessarily understand all of the finer mechanical implications of those choices.

But this, in my opinion, is near the limit in terms of the types of decisions you want new players making. Anything more than that and they begin to bog down. Why? Because people want to understand the decisions they’re making. And in seeking to understand those decisions, more and more of the game mechanics need to be explained to them. At a certain point, this transitions from “acceptable prelude to playing the game” and becomes “why are we still performing this boring chore?”. The creative impulse is lost.

(Besides, if they don’t understand it, then the decision is meaningless anyway and you should be automating it anyway.)

Which is why Legends & Labyrinths doesn’t feature a point-buy method. I’ve seen new players tackle those systems, and it always bogs them down. Arranging six stats according to which ability score you want to have the best score? Acceptable choice. Deciding whether you want a 15 Str or 16 Str, and how does that comparative benefit of that choice affect the Dex and Int scores you can afford to purchase? It’s meaningless noise without a deeper understanding of the system.

Okay. So why not give a standard array and have them assign it? That’s a more balanced approach, right?

Well, to boil it down: It’s less fun.

I understand (and perhaps even prefer) the experience of crafting your character. But new players tend to interpret “rolling the dice” as “playing the game” — so when the first thing you do during character creation is to roll some dice, it gives them the sense that they are immediately playing the game. (Keep character creation short and you can sustain that feeling.)  There’s also a reason why we enjoy gambling: The observation of an uncertain outcome is exciting.

This aspect of turning character creation into a unique mini-game is something the Arneson and Gygax did well, and which I feel more games would benefit from. (This is particularly true because, if properly developed, I think this could give many RPGs a form of enjoyable solo play.)

On top of that, rolling for ability scores is a rote activity. It gives a concrete task that requires no decision-making (just pick up the dice and start rolling them). It gets the ball rolling on character creation and cuts right through any dithering. You wanna play? Great. Here’s 4d6. Roll ’em.

As a final tangent, there was another reason I considered “roll ’em in order” for Legends & Labyrinths: It adds a distinct aspect of “discovery” to the character creation process.

In improv theater terms, the system is mechanically making an offer. It’s providing a creative seed that gets your creative juices flowing by demanding extrapolation and explanation: Why is this guy strong? What forced him to become quick-witted? What sort of person do these stats belong to? Effectively, an offer like this jump-starts the creative process.

(It can also make the next decision — what class do you want to be? — into a fait accompli, which may be undesirable for experienced players, but can be great for the new player.)

THE “RULE” OF 7

Okay. Now take that level of thought and apply it to every aspect of character creation.

In this I was heavily influenced by Delta’s “Magic Number Seven”. To sum up a really great post:

  1. Working memory capacity for most adults is in the range of 7 +/-2 objects. Short-term memory capacity is also 7 +/-2 when memorizing strings of random digits.
  2. Beyond these limits, mental functioning rapidly drops off.

In other words, we are generally pretty good at holding somewhere between 5 and 9 objects in our mind at a given time. Any more than that and it becomes increasingly difficult (or impossible).

In terms of character creation, this is significant because it places an upper limit on the number of options that we can simultaneously consider. Basically, for any decision point you have during character creation, new players shouldn’t need to decide between more than, say, 9 objects.

(Experienced players can deal with more options for a couple of a reasons. First, long-term memory is more flexible. Second, our experience with the system allows us to “chunk” it out: If you can take 30 options and break them into 5 usable groups, then you can choose between the five groups (easy) and then choose between the six options in the group you’ve chosen (also easy).

For example, the experienced player can say: “I want to play a martial character.” By applying this filter he limits his decision to 5 classes: Barbarian, fighter, monk, paladin, or ranger. New players, on the other hand, don’t have the deep understanding of the system necessary to apply that filter. So you either need to find some way to apply it for them or reduce the number of options.)

APPLYING THE RULE

It starts from the very top: Legends & Labyrinths breaks character creation down into eight steps:

  1. Roll Ability Scores
  2. Pick a Race
  3. Pick a Class
  4. Select Starting Equipment
  5. Calculate Saving Throws
  6. Calculate Combat Scores
  7. Calculate Skill Modifiers
  8. Character Description

This breaks the process down into a manageable number of “chunks”. (Depending on how you count, the total process of character creation actually takes something like 25-40 discrete steps. If you simply presented that as a list, it would be impossible to get any sense of “how character creation works”.)

Now, let’s take a look at how many options each major decision point has in Legends & Labyrinths:

  • Ability Scores: 6 (Str, Int, Wis, Dex, Con, Cha). Perfect.
  • Races: 6 (Dwarf, Elf, Half-Elf, Halfling, Half-Orc, Human). Perfect.
  • Classes: 6 (Barbarian, Cleric, Fighter, Rogue, Sorcerer, Wizard). Perfect.
  • Alignment: 9. Manageable, and we also attempt to “chunk it” by deciding each axis (for two choices of 3 options each).
  • Armor: 9. (7 armors + 2 shields.) This is also chunked into light (3 options), medium (2 options), and heavy (2 options).
  • Weapons (Melee): 10. A little high. In practice, however, I think players will generally focus on their best proficiency which breaks the list into two manageable chunks — simple (4 options) and martial (6 options). There’s also natural chunking between one-handed (5 options), two-handed (3 options), and double weapons (2 options).
  • Weapons (Ranged): 10. Same principle as the melee weapons — a little high, but with natural chunking to give a manageable decision tree.

Of course, the “Rule” of 7 is not the only consideration in designing the game. That’s why there are 10 melee weapons and 10 ranged weapons: It’s a little high according to the “Rule” of 7, but it’s also important to give a range of options within each proficiency group.

Similarly, I obviously made no effort to limit the range of adventuring gear available to 7 items. Limiting some options only serves to eliminate essential utility. On the other hand, understanding this led me to emphasize the “shopping trip” nature of adventuring gear on page 108 of the rulebook:

For the wandering adventurer, having the right tool for the job is often the difference between life and death. Take the time to peruse the equipment list for anything that might prove useful on your current venture. And don’t be afraid to think outside the box: Look for ways to use equipment in unusual and clever ways.

On that page you’ll also note that I “chunk out” a couple of short checklists of “essential equipment” — one for individuals (6 options) and another for the party as a whole (6 options). Coincidence? Not really.

(I put together the full list of “necessary supplies” and found that it “felt too long”. After a bit, I realized that the “Rule” of 7 applied and found a way of chunking it out into two smaller and more manageable lists.)

It should also be noted that the “Rule” of 7 can also apply in other areas of a game system: For example, 3E features only three types of saving throws. In addition to providing a universal coverage that was lacking in previous editions, this is also a more manageable number than the 10 categories of saving throw presented in 1st Edition. So, particularly for a neophyte DM, it’s much easier in 3E to figure out what type of save should apply in an unusual situation.

Legends & Labyrinths

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