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Posts tagged ‘legends & labyrinths’

Black Book Beta Response

August 28th, 2011

Legends & Labyrinths - Black Book Beta

Over the weekend, sponsors received their early access copies of the Black Book Beta. It’s kind of nerve-wracking to suddenly have this project out in the open after 3 years (or 8 years, depending on how you count).

But the whole point of having a Black Book Beta was to throw the dragnet out there and start getting wider feedback on the game. And I welcome the discussion! Use the comment thread here to discuss your thoughts. Tell me the good. Tell me the bad. Tell me whatever you’re thinking.

To get us started: Heromedel posted his First Impressions over on Heromeblog.

If you end up posting some thoughts elsewhere, comment here and leave us a link.

FACEBOOK FANPAGE: Legends & Labyrinths now has a Facebook page. Right now we’re just spinning things up to speed over there, but take a peek and thumbs-up us to your friends.

THE NEXT LANDMARKS: If we hit $3000 by the end of the month, all Labyrinth Prowlers (sponsors of $30 and up) will receive PDF copies of Mini-Adventure 1: Complex of Zombies and Mini-Adventure 2: The Black Mist when the funding project ends. If you’re currently just a Registered Adventurer or a Beta Warrior and like what you see, you can always upgrade your perk level by simply paying the difference at 8-Bit.

As we hit additional landmarks, there’ll be more bonus content for Beta Warriors and Labyrinth Prowlers alike! Spread the word!

And thanks for your support!

In large part, Legends & Labyrinths replaces the complicated variety of the 3rd Edition’s combat maneuvers and special attacks with a streamlined stunt system. But how much tactical interest are we sacrificing with those combat maneuvers? And is the stunt system just replacing one form of complexity for another?

SIMPLE STUNTS

The process of resolving a stunt is simple:

  1. Define the effect of the stunt (which determines the DC).
  2. Perform the stunt by making the appropriate action check.
  3. If successful, the target of the stunt may attempt a stunt save to negate its effect.

What makes the stunt system simple is specifically that the DCs are hard-coded. It turns it into a substantive part of the combat system instead of the “beg the GM for a nice DC” negotiation that many stunt systems boil down to.

What makes the stunt system work is a divided workload: On the one hand, we use an action check to determine whether or not the character successfully leverages whatever skill/ability they’re using to perform the stunt. (This encourages — but doesn’t mandate — characters to perform stunts within their areas of expertise.) On the other hand, we allow the target to make a saving throw to negate the effect. (This prevents high-level characters from being just as easy to pratfall as a low-level character.) By dividing this workload, we avoid the problem similar systems have had in which the DC calculation become difficult-to-balance calculus: Add up all your stunt factors, then divide by the performer’s HD before multiplying by the target’s HD, then modify according to difficulty factors before blah blah blah…

STUNT VERSATILITY

But does the result offer the same tactical versatility as the detailed special attacks offered by 3rd Edition?

Well, let’s talk about that.

(Note that the base DC for all stunts is DC 5.)

Aid Another: The stunt DC is +5 per +1 bonus. (A +2 bonus requires a DC 15 check instead of DC 10, but the mechanic is open-ended. The simplicity of +5 per +1 playtested much better than work-arounds which attempted to maintain the DC 10 = +2.)

Bull Rush: Forced movement +1 DC per 1 ft. So if you wanted to push someone 10 ft. over a cliff, it’s a DC 15 stunt check.

Charge: We left basic charges in the game as an optional rule. (Surprise rounds are hamstrung without them.) But there are quite a few ways to use movement to apply a bonus to your attack roll using the stunt system.

Disarm: Forcing an opponent to drop an item is a DC 15 stunt.

Feint: There’s not specifically a way to deny your opponent his Dex bonus to AC, but you can use a Bluff stunt to apply a penalty to his AC.

Grapple: L&L includes a simplified grapple system. Instead of being a complete departure from the rest of the combat rules, L&L’s grapple rules just modify them using a single, simple mechanic that’s easy to remember. In play it’s surprisingly not that different from the advanced grapple rules of 3E, but you won’t have to keep flipping the book open every time somebody tries to grab a monster.

Overrun: This one, I’ll admit, is missing functionality. We briefly playtested including “helpless” in the stunt system, but it was badly busted. The closest you’ll get is just using a forced movement stunt to shove them out of the way as you continue moving.

Trip: Prone is a +10 DC stunt.

So, from a tactical standpoint, we’ve found that the stunt system effectively replaces most of the existing combat maneuvers.

“Okay,” you say. “That’s all well and good. But all you’ve done is duplicate functionality the game already has using a slightly different system. Big deal.”

But, of course, the stunt system can do much more than that. And you can actually do any of these actions using any action check (assuming you can explain how the action check will provide the desired result). For example, you can trip people by making a melee attack roll… but you could also shoot them in the leg (ranged attack roll) or aim a cone of cold spell to create a sheet of ice under their feet (Spellcraft check) or throw them down (grapple check) or force them to leap aside by threatening to run them down (Ride check) or yank their feet out from under them with a lasso (Use Rope check) or anything else you’d care to imagine.

So we basically hoover up all the existing functionality of the 3rd Edition maneuvers into a simple superstructure that’s both (a) simpler than the functionality it’s replacing and (b) capable of adding much more functionality to the game.

Legends & Labyrinths

CLIMB INTO YOUR LABYRINTH AND FORGE YOUR LEGEND TODAY!

A couple days ago we had a class preview by taking a peek at the fighter. Let’s go ahead and preview the races… all of them.

Legends & Labyrinths - Race Preview

(click for PDF)

Yup, that’s the entirety of Chapter 5 there.

The artwork in this chapter is by Larry Elmore, used under license. His artwork opened the doors of fantasy roleplaying to me, and I can’t think of a better way to capture the iconic images of the core races. (With that being said, I made a couple of “risky” choices in here and it’ll be interesting to see how people respond to them.)

One semi-interesting thing of note is that, in writing this chapter, I very specifically did not want to give humans primacy by placing them at the top of the chapter. Instead, I wanted them to appear in their proper place in the alphabetical order. But when I got to the actual layout, I ended up with a space at the bottom of the first page that was too small to fit dwarves into. I initially planned to fill it with some generic artwork (with the intention of possibly replacing it with a “fantasy line-up” as a commissioned piece of art). But then, when I tried to place the entry for humans later in the chapter, I either ended up with a page filled with white space or crunching a whole bunch of races up into a space that was too tiny for them.

Eventually, it just made sense to use the humans to fill that white space on the first page and embrace a consistent approach of “1 race per page”. It still leaves more white space in this chapter than anywhere else in the book, but sometimes you just have to embrace what fate is telling you.

As I mentioned in the class preview, I decided to go with a Gang of 6 character classes and then matched this with six character races: Humans, Dwarves, Elves, Half-Elves, Halflings, and Half-Orcs.

Here, too, I had seriously considered sticking with either the “classic three” (humans, dwarves, elves) or “classic four” (throwing halflings in there). But getting half-breeds into the mix, in my opinion, establishes an important “conceptual beachhead” in the pastiche fantasy-land at the heart of the game.

So… half-orcs to fill the role of “bruiser” and “outcast” that isn’t well-covered by the other races? Or half-elves, like halflings, out of respect for their Tolkienesque roots?

Eventually, I decided that including both would (a) provide some nice variety within the general type and (b) balance the game evenly with six races and six classes.

I am aware that this means only gnomes are excluded among the core D20 races and that, therefore, I run the risk of being classed among the “gnome haters”.

But that’s a risk I’m just going to have to take.

Legends & Labyrinths

CLIMB INTO YOUR LABYRINTH AND FORGE YOUR LEGEND TODAY!

As I mentioned yesterday when we hit $1500, I’m offering a bonus incentive if the project hits $3000 by the end of the month (midnight on August 31st). If we hit that landmark, all Labyrinth Prowlers (sponsors of $30 and up) will receive PDF copies of  Mini-Adventure 1: Complex of Zombies and Mini-Adventure 2: The Black Mist as a free bonus when the project is funded!

In less than 24 hours, we’ve jumped from $1500 to $1700. With 6 days left, it’ll be a race to the finish line at that pace. But I think it’ll happen, so let’s take a peek at what you’ll get…

Mini-Adventure 1: Complex of ZombiesSECRETS OF BLOOD, MYSTERIES OF JADE…

In a laboratory of stone, the Sons of Jade labored to unlock the arcane lore of the Jade Magi of Shandrala. But their efforts were doomed, and their entire complex was drenched in the blood of their failure.

Now the secrets of the necrosis cube and the orb of primal chaos lie in halls roamed only by desiccated, undead horrors. But these are no ordinary zombies, and those who would seek to reclaim the Jade Legacy must first learn the terror of the bloodsheen…

20 pages – Sample Map

The Complex of Zombies, an adventure for four 3rd-level characters, features a full-page map of the complex; flexible plot hooks; three new magic items; and two new monsters in an exciting, fast-paced adventure easily incorporated into any campaign!

Mini-Adventure 2: The Black MistPLAGUE AND NECROMANCY…

When a city is wracked by a magical plague that cannot be cured, the PCs are trapped inside the walls by the seal of quarantine. Will they hide from the threat of death? Or stand tall against the city’s terror?

But whatever course they choose, nothing is ever as simple as it appears. Death breeds death, and before this mist-born plague has passed the entire city will be placed in a crucible of riot and fire and necromancy…

The Black Mist features…

  • Full-Color Handouts
  • Rules for Plague
  • Diseased Undead
  • Necromantic Magic Items
  • New Spells
  • Advanced Rules for Crowds and Mobs
  • Advanced Rules for Large Fires

64 pages – Sample Handouts

The Black Mist, designed for four characters of 3rd to 5th level, can be used as an exciting adventure by itself or as the dramatic backdrop for any city-based campaign!

 

Legends & Labyrinths includes a hazard creation system. It gives the DM a toolset for quickly designing treacherous obstacles, deadly environments, and breakneck challenges. Creating a hazard is a quick, four-step process:

  1. Pick a Challenge Rating
  2. Define Area/Targets
  3. Define Effect
  4. Define Defense

Basically, you define the specific scope of the hazard by setting its CR. Then you can refer to the Hazards table on page 86 of the rulebook — which includes General Check DCs, Trained Check DCs, Save DCs, Attack Bonuses, Attack Damage, Repeating Damage, and One-Shot Damage to mechanically define the specifics of the hazard.

PUTTING IT THROUGH ITS PACES

A couple days ago I did a 15 Minute Conversion Test to show off the speed and flexibility of the monster creation system by converting a half dozen encounters from the Caverns of Thracia. While performing the conversion test, I noticed this encounter key from area 1:

The air in the room stinks of bat guano and hanging from the ceiling are several hundred normal bats. The ceiling, which is 30′ high, is covered with them. The bats will be mildly irritated by torches but a Light spell will send them winging about through the air, severely agitated. The guano on the floor makes it slippery and will require a saving throw on a d20 of under the character’s Dexterity +2 per turn spent running through the muck or per round spent fighting in it. Failure to make the throw indicates slipping and falling into the goo.

Let’s say we wanted to model this slippery bat guano in Legends & Labyrinths. Like Jaquays you could just pluck some reasonable-sounding numbers out of the air, but you could also turn to the Hazards system for guidance. If you did, it would look something like this:

1. PICK A CHALLENGE RATING: The rulebook suggests, “In general, a hazard with a challenge rating equal to the average level of the party represents a danger that the party can routinely handle with little risk. (So if anybody plucked off the street could deal with it, the hazard is probably a CR 1. If it’s something that requires a good deal of skill or luck to endure, it might be a CR 5 hazard. If it’s something that only legendary heroes could expect to encounter and survive, on the other hand, you’ll want to start looking at a challenge rating of 10 or more.”

This seems like something most people should be expected to handle. Let’s make this a CR 1 challenge.

2. DEFINE AREA/TARGETS: The bat guano covers the floor in areas 1, 2, and 3. It also covers the last 20′ of the stairs leading down to area 1.

3. DEFINE EFFECT: The bat guano will render a character prone. We’ll check the Hazard Effects table on page 87 to see if the prone condition requires a minimum CR (it doesn’t).

4. DEFINE DEFENSE: Quoting from the rulebook again, “Characters within the area affected by a hazard or targeted by a hazard generally get some defense against the hazard’s effect. (…) Saving Throw: If a hazard does not need to make an attack roll, a character affected by the hazard is allowed to make a saving throw. Choose the type of saving throw which is most appropriate for the hazard’s effect. (…) Action Check: For some hazards, a character may be able to make skill or ability checks in order to interact with the hazard or bypass it without suffering its effects.”

So we’ve got a couple of options here. We could require a Reflex save from anyone moving through the area (in which case we’d look at the Hazards table and see that the Save DC for a CR 1 Hazard is DC 12). But I think it probably makes more sense to require anyone hustling, running, or fighting in the bat guano to make a Balance check. Looking at the Hazards table, we’ll pull the General Check DC (used for “any action check which needs to be made by every character in the party”). A CR 1 hazard has a General Check DC 14.

And that’s pretty much it. Our final hazard looks like this:

Bat Guano (CR 1): Covers the last 20′ of the stairs and areas 1, 2, and 3. Balance check (DC 14) or fall prone.

ADDING SOME BATS

But what about those bats that are swooping around?

The first question I’m going to ask is: How much of a pain-in-the-ass do I want those swarming bats to be? At the low end, we could say that they effectively dazzle characters in their midst (-1 penalty on attack rolls, Search checks, and Spot checks). At the high end, we could say that they’re entangling characters (move at half speed, cannot run or charge, -2 penalty on attack rolls, -4 penalty to Dexterity, casting spells requires a Concentration check).

Checking the Hazards Effects table I see that there’s no minimum CR for hazards that dazzle, but entangling hazards have a minimum CR 2.

Let’s go ahead and make ’em a real pain in the ass. Some of these bats are just one step removed from being dire bats (they’re related to their larger cousins in the caverns below) and until they get into the open air they’re basically a solid wall of flapping terror.

Although this isn’t a trap, we’ll grab the concept of a trigger from the trap rules to simulate provoking the bats (“certain natural hazards may also possess some or all the characteristics of a trap). Then we’ll set this as a CR 3 hazard requiring a Fortitude saving throw. We check the Hazards table for the CR 3 save DC and get:

Bat Swarm – Entangling (CR 3): Effects the stairs and areas 1, 2, and 3. Trigger (light spell or other strong light source). Fortitude save (DC 14) or entangled. Duration 1d4+2 rounds.

Another option would be have the bats actually physically batter those caught in their area. Using the rules for mixing CR effects, we could keep the DC 14 Fortitude save (a CR 3 effect) to avoid taking 1d6 damage (the repeating damage for a CR 1 hazard). Since these are the significant contributions to the hazard, you simply average the CR values to give you:

Bat Swarm – Battering (CR 2): Effects the stairs and areas 1, 2, and 3. Trigger (light spell or other strong light source). Fortitude save (DC 14) or 1d6 damage. Duration 1d4+2 rounds.

Alternatively you can combine multiple effects into a single hazard by simply combining CRs like any other encounter (using the rules on page 15):

Bat Swarm Totality (CR 4): Effects the stairs and areas 1, 2, and 3. Trigger (light spell or other strong light source). Fortitude save (DC 14) or 1d6 damage and entangled. Duration 1d4+2 rounds.

USING IT IN PLAY

Where the hazard systems really comes into its own, in my opinion, is during play. It provides you with general guidelines for appropriate action check DCs, saving throw DCs, and damage for characters of any given level.

That’s useful all by itself. But it also gives you a simple structure for rapidly facilitating improvisation by you and your players.

For example, let’s say the PCs want to weaken the support beams for a balcony and then lure a large monster onto the balcony so that it will collapse. Call for some appropriate action checks to prep the trap. Once its set-up you just need to set a CR and everything else will pretty much flow from that single decision point:

CR 7. Therefore, Balance check DC 22 for a PC to scamper across it without triggering the trap prematurely. When the unwitting monster hits it, it’s 7d6 points of damage (CR 7 one-shot damage) with a Reflex save (DC 17) for half damage.

(Maybe you set the CR based on check result of the action check the PCs use to set the trap.)

You’ll find some similar, non-improvised hazard creation tucked away in the Equipment chapter. For example, the description of wire includes:

Tripwire: A properly secured wire can serve as a CR 1 hazard. Characters can make a Spot check (DC 14 or opposed by the ambusher’s Hide check) to spot the wire. If they fail, they must make a Reflex save (DC 12) or fall prone.

The system is just too simple and versatile not to use.

Legends & Labyrinths

CLIMB INTO YOUR LABYRINTH AND FORGE YOUR LEGEND TODAY!

 

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