The Alexandrian

Posts tagged ‘legends & labyrinths’

Legends & Labyrinths - Black Book Beta

As those of you who have seen the Black Book Beta know, I’ve generally eliminated the rules for spell components: Distinguishing exactly which spells require verbal and/or somatic components is an almost perfect example of the kind of non-essential detail that Legends & Labyrinths is systematically eliminating in order to provide you with a simplified and streamlined engine for your imagination.

I made an exception, however, for material components: Spells like identify and raise dead are partially balanced by the expensive material components they require.

And then, since I’d been forced to include the rules for material components anyway, I thought I might as well go ahead and include all of the material components.

But as I revisit the Grimoire for its final editing, I’m beginning to suspect I may have made a mistake. So what do y’all think? Should I keep all of the material components for the sake of consistency? Only keep the ones with a significant monetary cost? Get rid of all of them? Bring back all the spell components? Invent a fourth category of spell component and just toss it in there for kicks?

(What would that fourth category of spell component be? Hmm…)

Legends & Labyrinths - Art Logo 1

Forest Encounter - Alex Drummond

Forest Encounter – Alex Drummond

I like fantasy architecture. I stud my worlds with impossible structures weaved out of dream-stuff and fancy. And the cyclopean trees of elven forests are among my favorites. It would have been almost unthinkable for Legends & Labyrinths not to include an illustration like this… and, thankfully, Alex Drummond delivers something that is both fanciful and feyish; beautiful and mysterious.

Legends & Labyrinths - Art Logo 1

The Adjudicator - Viktor Fetsch

The Adjudicator – Viktor Fetsch

This illustration (which I adore) came very close to being the class illustration for the rogue.

As you know, the rogue was instead illustrated by Bonnie Tang. This piece is now likely to find its home on page 10, where it will hopefully encourage people to occasionally think outside of the traditional fantasy box as they read about “Step 8: Character Description”.

This is somewhat ironic, because the reason I ultimately chose not to use this image for the rogue was because I wanted the class illustration to inside the box — to remain essentially true to the “core conception” most people have for the classes. (On the other hand, the class illustrations are a little rebellious in other ways: Staying within the box, but also trying to find ways to reinvent the box and keep it fresh.)

Legends & Labyrinths - Black Book Beta

On page 86 of the Black Book Beta, there’s a sidebar entitled “What Type of Action Is It?” If you’re so inclined, I’d like to get your feedback on it.

For certain activities and abilities, the type of action is defined. (For example, it requires a standard action for a cleric to turn undead.) But at other times, the DM will have to make a judgment call about what type of action is required to carry out a particular intention. Here are some rules of thumb you can use:

• Any action which doesn’t require an action check is probably a move action.

• If it involves moving through space or traversing a given distance, then it’s probably a move action even if it does require an action check.

• If it’s any other action requiring an action check, then it’s probably a standard action.

• Full actions should be used for anything which feels like it should take more time or involves multiple steps. (But, when in doubt, default to a standard action.)

• Actions which could be resolved in the blink of an eye (like dropping something held in your hand) are probably a free action. But if executing the action is non-trivial, makes a substantial contribution to the battle, or just feels like something which should be limited in its repetition you can probably go ahead and bump it up to a swift action or move action.

Immediate actions should generally be reserved for specific special abilities because being able to act out of turn is a major advantage. However, if an action is immediately reactive by necessity (like catching someone as they fall past you) it may be appropriate to make an exception.

Legends & Labyrinths eschews a lot of the specific guidelines that you’d find in an advanced 3rd Edition rulebook, so this type of general advice — aimed at giving the DM widely applicable guidelines on how to make rulings — is, I think, necessary. The question is: Does this feel on target to you? Does it match your gut feeling for what different actions represent in the 3rd Edition ruleset?

Legends & Labyrinths - Art Logo 1

Mountain Temple - Alex Drummond

Mountain Temple – Alex Drummond

Like Drummond’s Dove City, this is another vista designed to draw your eye and your imagination into the realms of fantasy: It makes you want to walk that long, jack-knifed road of dust-swept rock.

It’s also a radically different type environment, which was something else I was keeping firmly in mind while looking for art. Legends & Labyrinths is a radically inclusive game — pulling influences from every corner of the world; every nook of myth; and every aspect of fantasy. I wanted the art to reflect that by taking you to verdant forests; steaming  jungles; underground caverns; icy glaciers; and dark coasts.

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