Gameplay Basics: Difference between revisions

From LegendWiki
No edit summary
 
(12 intermediate revisions by the same user not shown)
Line 1: Line 1:
To play a game of Legend, you will need a few things in addition to this book. Your character information is recorded on a character sheet. The positions of characters and monsters in combat can be tracked with any grid of squares (even a humble sheet of grid paper can do in a pinch). You will also need a set of dice to determine random outcomes – a four-sided, six-sided, eight-sided, ten-sided, and
To play a game of ''Legend'', you will need a few things in addition to this wiki. Your character information is recorded on a [[character sheet]]. The positions of characters and monsters in combat can be tracked with any grid of squares (even a humble sheet of grid paper can do in a pinch). You will also need a set of dice to determine random outcomes – a four-sided, six-sided, eight-sided, ten-sided, and twenty-sided die. The twenty-sided die is the most commonly used one, followed by the six-sided die, so don't sweat it if you don't have the other ones yet.
twenty-sided die. The twenty-sided die is the most commonly used one, followed by the six-sided die, so don’t sweat it if you don’t have the other ones yet.


==The Core Mechanic==
==The Core Mechanic==
{{Sidebox|A Note on Math|Often, you may be required to divide a number to determine the numeric value of an ability or effect (such as a feat that adds one half your character level to damage). Whenever your result for any division is fractional, round down to the nearest whole number, even if the fraction was larger than 1⁄2. For example, if a character added 1⁄2 of his level to damage, and he was level 7, he would only add 3damage (even though half of his level would be 3 1⁄2).}}
{{Sidebox|A Note on Math|Often, you may be required to divide a number to determine the numeric value of an ability or effect (such as a [[feat]] that adds one half your character [[level]] to damage). Whenever your result for any division is fractional, round down to the nearest whole number, even if the fraction was larger than 1/2. For example, if a character added 1/2 of his level to damage, and he was level 7, he would only add 3 damage (even though half of his level would be 3 1/2).}}


To determine if your character succeeds at a task, you roll a twenty-sided die, referred to elsewhere in this book as a “d20”. A roll of 20 is not an automatic success, nor is a roll of 1 an automatic failure.
To determine if your character succeeds at a task, you roll a twenty-sided die, referred to elsewhere in this book as a "d20." A roll of 20 is not an automatic success, nor is a roll of 1 an automatic failure.


Compare your result to a target number (“Difficulty Class”, or DC, when making a skill check or saving throw, and “Armor Class”, or AC, when making an attack). If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.
Compare your result to a target number ("Difficulty Class," or DC, when making a [[Skills|skill]] check or [[saving throw]], and "[[Armor Class]]," or AC, when making an [[attack roll]]). If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.


===Dice===
===Dice===
Dice rolls are described with expressions such as “3d4+5,which means “roll three four-sided dice and add 5” (resulting in a number between 8 and 17). The first number tells you how many dice to
Dice rolls are described with expressions such as "3d4+5," which means "roll three four-sided dice and add 5" (resulting in a number between 8 and 17). The first number tells you how many dice to roll (adding the results together). The number immediately after the "d" tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result, which is called the modifier.
roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result, which
is called the modifier.


====d%====
====d%====
Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit.
Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100. If the result of the roll is under the required percentage chance (for example, if there is a 20% chance of something happening and you roll a 13) then the event takes place.
Two 0s represent 100. If the result of the roll is under the required percentage chance (for example, if there is a 20% chance of something happening and you roll a 13) then the event takes place.


===Taking 10 and 20===
===Taking 10 and 20===
It doesn’t always make sense for actions to carry a random element. When you are not in any danger or otherwise distracted, you may “take 10” – treat a roll of a d20 as a 10 (the average) instead of rolling, to represent an average result. If you have lots of spare time and the action you are attempting carries no consequences for failing (such as straining to open a tight jar) you may treat the result of a d20 roll as a 20, but doing this means that the action takes 20 times as long as normal. In effect, it’s assumed that you’ve rolled the die 20 times until an actual 20 came up. Ultimately, the GM decides when you are permitted to take 10 or 20. Some tracks and feats grant abilities that may allow you to “take” other values.
It doesn't always make sense for actions to carry a random element. When you are not in any danger or otherwise distracted, you may "take 10" – treat a roll of a d20 as a 10 (the average) instead of rolling, to represent an average result. If you have lots of spare time and the action you are attempting carries no consequences for failing (such as straining to open a tight jar) you may treat the result of a d20 roll as a 20, but doing this means that the action takes 20 times as long as normal. In effect, it's assumed that you've rolled the die 20 times until an actual 20 came up. Ultimately, the GM decides when you are permitted to take 10 or 20. Some [[tracks]] and [[feats]] grant abilities that may allow you to "take" other values.


==Modifiers==
==Modifiers==
A modifier is any bonus or penalty applying to a die roll or value. A positive modifier is a bonus, and a negative modifier is a penalty. In most cases, modifiers to a given check, roll, or value stack
A modifier is any bonus or penalty applying to a die roll or value. A positive modifier is a bonus, and a negative modifier is a penalty. In most cases, modifiers to a given check, roll, or value stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same [[spell]] cast twice in succession). If the modifiers to a particular check, roll, or value do not stack, only the best bonus and worst penalty applies.
(combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such
as the same spell cast twice in succession). If the modifiers to a particular check, roll, or value do not stack, only the best bonus and worst penalty applies.


{| style="text-align: left; width: 60%;"
<div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
!Ability Modifier
;'''Ability Modifier''' : The bonus or penalty associated with a particular [[ability score]]. Ability modifiers apply to checks, rolls, and values for character actions involving the corresponding abilities.
!Fury Bonus
;'''Circumstance Modifier''' : A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand, such as the presence of precisely crafted tools in a workshop. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. Circumstance modifiers are, of course, determined entirely by the GM.
|-
;'''Deflection Bonus''' : A deflection bonus is an increase to [[Armor Class]] caused by physical or supernatural increases in a character’s ability to block and redirect incoming attacks. Deflection bonuses are typically provided by [[Equipment#Magic Items|magical shields]] and by some track abilities that increase Armor Class.
|style="vertical-align:top;"| The bonus or penalty associated with a particular [[Gameplay Basics#Ability Scores| ability score]]. Ability modifiers apply to checks, rolls, and values for character actions involving the corresponding abilities.
;'''Feat Bonus''' : A bonus granted because of a [[feat]] chosen by a particular creature. Feat bonuses do not stack with each other.
|style="vertical-align:top;"| A bonus granted by [[Tracks| track]] abilities that are magnified by emotional or psychological imbalance. Fury bonuses stack with other fury bonuses from the same track, but never stack with fury bonuses from other tracks. At the beginning of your turn, you may choose not to benefit from fury bonuses to attack rolls, damage, and save DCs until the beginning of your next turn. Attacks and abilities that benefit from a fury bonus to attack rolls, damage or save DCs cannot also deal {{Bracket|Precision}} damage.
;'''Fury Bonus''' : A bonus granted by track abilities that are magnified by emotional or psychological imbalance. Fury bonuses stack with other fury bonuses from the same track, but never stack with fury bonuses from other tracks. At the beginning of your turn, you may choose not to benefit from fury bonuses to [[attack roll]]s, damage, and save [[DC]]s until the beginning of your next turn. Attacks and abilities that benefit from a fury bonus to attack rolls, damage or save DCs cannot also deal {{Bracket|Precision}} damage.
|-
;'''Item Modifier''' : An item bonus or penalty is typically derived from an [[Equipment|item]] in a creature's possession. Only one item bonus and one item penalty can ever be applied at a time to a given roll, check, or value.
!Circumstance Modifier
;'''Racial Bonus''' : A bonus granted because of innate characteristics of that type of creature. If a creature's [[race]] changes, it loses all racial bonuses it had in its previous form.
!Item Modifier
;'''Size Modifier''' : A size bonus or penalty is derived from a creature's [[Races#Size Categgories|size category]]. Size modifiers of different kinds apply to [[Armor Class]], [[attack roll]]s, and various other checks.
|-
</div>
|style="vertical-align:top;"| A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand, such as the presence of precisely crafted tools in a workshop. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. Circumstance modifiers are, of course, determined entirely by the GM.
|style="vertical-align:top;"| An item bonus or penalty is typically derived from an [[Equipment| item]] in a creature’s possession. Only one item bonus and one item penalty can ever be applied at a time to a given roll, check, or value.
|-
!Deflection Bonus
!Racial Bonus
|-
|style="vertical-align:top;"| A deflection bonus is an increase to [[Armor Class]] caused by physical or supernatural increases in a character’s ability to block and redirect incoming attacks. Deflection bonuses are typically provided by [[Equipment#Magic Items| magical shields]] and by some track abilities that increase Armor Class.
|style="vertical-align:top;"| A bonus granted because of innate characteristics of that type of creature. If a creature’s [[Race| race]] changes, it loses all racial bonuses it had in its previous form.
|-
!Feat Bonus
!Size Modifier
|-
|style="vertical-align:top;"| A bonus granted because of a [[Feats| feat]] chosen by a particular creature. Feat bonuses do not stack with each other.
|style="vertical-align:top;"| A size bonus or penalty is derived from a creature’s [[size category]]. Size modifiers of different kinds apply to [[Armor Class]], attack rolls, and various other checks.
|}


==Ability Scores==
[[Category:Gameplay Basics]]
{| class="wikitable" style="float:right; width: 40%; text-align: center; margin-left: 10px;"
|+ Ability Modifiers and Bonus Spells
!Score
!Modifier
!colspan="7"| Bonus Spells (By Circle)
|-
|
|
!1
!2
!3
!4
!5
!6
!7
|-
|1
| -5
|colspan="7" rowspan="5"| Can't cast spells with this ability
|-
|2-3
| -4
|-
|4-5
| -3
|-
|6-7
| -2
|-
|8-9
| -1
|-
|10-11
|0
| -
| -
| -
| -
| -
| -
| -
|-
|12-13
| +1
| 1
| -
| -
| -
| -
| -
| -
|-
|14-15
| +2
| 1
| 1
| -
| -
| -
| -
| -
|-
|16-17
| +3
| 1
| 1
| 1
| -
| -
| -
| -
|-
|18-19
| +4
| 1
| 1
| 1
| 1
| -
| -
| -
|-
|20-21
| +5
| 2
| 1
| 1
| 1
| 1
| -
| -
|-
|22-23
| +6
| 2
| 2
| 1
| 1
| 1
| 1
| -
|-
|24-25
| +7
| 2
| 2
| 2
| 1
| 1
| 1
| 1
|-
|26-27
| +8
| 2
| 2
| 2
| 2
| 1
| 1
| 1
|-
|28-29
| +9
| 3
| 2
| 2
| 2
| 2
| 1
| 1
|-
|30-31
| +10
| 3
| 3
| 2
| 2
| 2
| 2
| 1
|-
|32-33
| +11
| 3
| 3
| 3
| 2
| 2
| 2
| 2
|-
|34-35
| +12
| 3
| 3
| 3
| 3
| 2
| 2
| 2
|-
|36-37
| +13
| 4
| 3
| 3
| 3
| 3
| 2
| 2
|-
|38-39
| +14
| 4
| 4
| 3
| 3
| 3
| 3
| 2
|-
|40-41
| +15
| 4
| 4
| 4
| 3
| 3
| 3
| 3
|-
|42-43
| +16
| 4
| 4
| 4
| 4
| 3
| 3
| 3
|-
|44-45
| +17
| 5
| 4
| 4
| 4
| 4
| 3
| 3
|-
|46-47
| +18
| 5
| 5
| 4
| 4
| 4
| 4
| 3
|-
|48-49
| +19
| 5
| 5
| 5
| 4
| 4
| 4
| 4
|-
|}
 
The six ability scores determine the very basics of your character – how strong he is, how fast he is, how smart he is, and so forth.
 
===Ability Modifiers===
Each ability has a modifier, usually ranging from -5 to +5 at character generation. The table (“Ability Modifiers and Bonus Spells”) shows the modifier for each score. It also shows bonus spells, which you’ll need to know about if your character is a spellcaster.
 
The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.
 
To calculate an ability score modifier, subtract 10 from the score, then divide the remainder by 2, rounding down.
 
===Key Ability Modifiers===
Each character class has two Key Ability Modifiers – a Key Offensive Modifier (KOM) and Key Defensive Modifier (KDM). KOM is used to calculate their combat skill in making attacks rolls ([[attack bonus]]) and striking down foes (damage on weapon attacks). KDM measures their skill at surviving damage ([[hit points]]) and protecting against attacks ([[Armor Class]]). If a character’s KDM changes, the character’s hit points also increase or decrease accordingly.
 
The KOM and KDM can never be the same ability modifier.
 
===Spellcasting Ability Modifier===
Each spellcasting track has its own Spellcasting Ability Modifier (SAM) which is used to calculate DCs for their spells and determine if the character receives any additional spells besides those allotted by default. Characters with a spellcasting track may receive additional spells per {{Bracket| Scene}} if their Spellcasting Ability Modifier for that track is exceptionally high (see table "Ability Modifiers and Bonus Spells"). Additional spells of a circle that a character cannot otherwise cast are not gained.
 
===The Abilities===
Each ability partially describes your character and affects some of his or her actions.
 
====Strength (Str)====
Strength  is a physical ability that measures your character’s muscle and physical power. You apply your character’s Strength modifier to:
* [[Fort| Fortitude saving throws]] (if your Strength modifier is higher than your Constitution modifier).
* [[Skills]] that have Strength as their key ability.
* Your attacks gain a bonus to damage equal to half your Strength modifier (if positive).
 
Strength is the Key Offensive Modifier for [[Paladin| paladins]] and some [[Barbarian| barbarians]].
 
====Dexterity (Dex)====
Dexterity is a physical ability that measures hand-eye coordination, agility, reflexes, and balance. You apply your character’s Dexterity modifier to:
* [[Initiative]] checks to determine who acts first in a combat encounter.
* [[Ref| Reflex saving throws]] (if your Dexterity is equal to or higher than your Intelligence modifier).
* [[Skills]] that have Dexterity as their key abbilty.
 
Dexterity is the Key Offensive Modifier for [[Ranger| rangers]] and many [[Rogue| rogues]], and the Key Defensive Modifier for some [[Sage| sages]].
 
====Constitution (Con)====
Constitution is a physical ability that represents your character’s health, stamina, and durability. You apply your character’s Constitution modifier to:
* [[Fort| Fortitude saving throws]] (if your Constitution modifier is equal to or higher than your Strength modifier).
* [[Skills]] that have Constitution as their key ability.
* You gain {{Bracket|Damage reduction}} equal to half your Constitution modifier (if positive).
 
Constitution is the Key Defensive Modifier for [[Barbarian| barbarians]], [[Monk| monks]], some [[Rogue| rogues]], some [[Sage| sages]], and [[Tactician| tacticians]].
 
====Intelligence (Int)====
Intelligence is a mental ability that determines how well your character learns and reasons. You apply your character’s Intelligence modifier to:
* [[Ref| Reflex saving throws]] (if your Intelligence modifier is higher than your Dexterity modifier).
* [[Skills]] that have Intelligence as their key ability.
 
Intelligence is the Key Offensive Modifier for some [[Rogue| rogues]], some [[Sage| sages]], and [[Tactician| tacticians]], and the Key Defensive Modifier for [[Ranger| rangers]].
 
====Wisdom (Wis)====
Wisdom is a mental ability that describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. You apply your character’s Wisdom modifier to:
* [[Will| Will saving throws]] (if your Wisdom modifier is equal to or higher than your Charisma modifier).
* [[Skills]] that have Wisdom as their key ability.
* The [[Awareness]] defense.
 
Wisdom is the Key Offensive Modifier for [[Monk| monks]], some [[Sage| sages]], and [[Shaman| shamans]], and the Key Defensive Modifier for some [[Rogue| rogues]].
 
====Charisma (Cha)====
Charisma is a mental ability that measures a character’s force of personality, persuasiveness, personal magnetism, and ability to lead. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. You apply your character’s Charisma modifier to:
* [[Will| Will saving throws]] (if your Charisma modifier is higher than your Wisdom modifier).
* [[Skills]] that have Charisma as their key ability.
 
Charisma is the Key Offensive Modifier for some [[Sage| sages]], and the Key Defensive Modifier for [[Pladin| paladins]], some [[Rogue| rogues]], and [[Shaman| shamans]].

Latest revision as of 20:29, 24 April 2019

To play a game of Legend, you will need a few things in addition to this wiki. Your character information is recorded on a character sheet. The positions of characters and monsters in combat can be tracked with any grid of squares (even a humble sheet of grid paper can do in a pinch). You will also need a set of dice to determine random outcomes – a four-sided, six-sided, eight-sided, ten-sided, and twenty-sided die. The twenty-sided die is the most commonly used one, followed by the six-sided die, so don't sweat it if you don't have the other ones yet.

The Core Mechanic

A Note on Math: Often, you may be required to divide a number to determine the numeric value of an ability or effect (such as a feat that adds one half your character level to damage). Whenever your result for any division is fractional, round down to the nearest whole number, even if the fraction was larger than 1/2. For example, if a character added 1/2 of his level to damage, and he was level 7, he would only add 3 damage (even though half of his level would be 3 1/2).

To determine if your character succeeds at a task, you roll a twenty-sided die, referred to elsewhere in this book as a "d20." A roll of 20 is not an automatic success, nor is a roll of 1 an automatic failure.

Compare your result to a target number ("Difficulty Class," or DC, when making a skill check or saving throw, and "Armor Class," or AC, when making an attack roll). If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

Dice

Dice rolls are described with expressions such as "3d4+5," which means "roll three four-sided dice and add 5" (resulting in a number between 8 and 17). The first number tells you how many dice to roll (adding the results together). The number immediately after the "d" tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result, which is called the modifier.

d%

Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100. If the result of the roll is under the required percentage chance (for example, if there is a 20% chance of something happening and you roll a 13) then the event takes place.

Taking 10 and 20

It doesn't always make sense for actions to carry a random element. When you are not in any danger or otherwise distracted, you may "take 10" – treat a roll of a d20 as a 10 (the average) instead of rolling, to represent an average result. If you have lots of spare time and the action you are attempting carries no consequences for failing (such as straining to open a tight jar) you may treat the result of a d20 roll as a 20, but doing this means that the action takes 20 times as long as normal. In effect, it's assumed that you've rolled the die 20 times until an actual 20 came up. Ultimately, the GM decides when you are permitted to take 10 or 20. Some tracks and feats grant abilities that may allow you to "take" other values.

Modifiers

A modifier is any bonus or penalty applying to a die roll or value. A positive modifier is a bonus, and a negative modifier is a penalty. In most cases, modifiers to a given check, roll, or value stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular check, roll, or value do not stack, only the best bonus and worst penalty applies.

Ability Modifier
The bonus or penalty associated with a particular ability score. Ability modifiers apply to checks, rolls, and values for character actions involving the corresponding abilities.
Circumstance Modifier
A circumstance bonus (or penalty) arises from specific conditional factors impacting the success of the task at hand, such as the presence of precisely crafted tools in a workshop. Circumstance bonuses stack with all other bonuses, including other circumstance bonuses, unless they arise from essentially the same source. Circumstance modifiers are, of course, determined entirely by the GM.
Deflection Bonus
A deflection bonus is an increase to Armor Class caused by physical or supernatural increases in a character’s ability to block and redirect incoming attacks. Deflection bonuses are typically provided by magical shields and by some track abilities that increase Armor Class.
Feat Bonus
A bonus granted because of a feat chosen by a particular creature. Feat bonuses do not stack with each other.
Fury Bonus
A bonus granted by track abilities that are magnified by emotional or psychological imbalance. Fury bonuses stack with other fury bonuses from the same track, but never stack with fury bonuses from other tracks. At the beginning of your turn, you may choose not to benefit from fury bonuses to attack rolls, damage, and save DCs until the beginning of your next turn. Attacks and abilities that benefit from a fury bonus to attack rolls, damage or save DCs cannot also deal [Precision] damage.
Item Modifier
An item bonus or penalty is typically derived from an item in a creature's possession. Only one item bonus and one item penalty can ever be applied at a time to a given roll, check, or value.
Racial Bonus
A bonus granted because of innate characteristics of that type of creature. If a creature's race changes, it loses all racial bonuses it had in its previous form.
Size Modifier
A size bonus or penalty is derived from a creature's size category. Size modifiers of different kinds apply to Armor Class, attack rolls, and various other checks.