Vaniver wrote:Do you develop it? Have you played it? I've found play experiences or after action reports to be way more helpful than descriptions or taglines.
Especially when they talk about design choices: versatility and balance are both values, but there's a tradeoff between the two. What choices does Legend make?
I I spent an. . .unhealthy amount of my workday looking at the PDF, and the best way I could sum it up is that it is everything 4th edition tried to be, with a little Exalted sprinkled on top. As that makes about zero sense, here are some things that stood out to me.
1) Classes are divided up into three Paths, or Tracks. For instance, the Barbarian has the Paths of Rage(which grants the rage abilities), Destruction (where you get Cleave, Whirlwind, and other such goodies like doing autodamage to anyone who casts a spell next to you), and Ancestors (general toughness and hardiness). Some classes have a Track where you have to choose between two bonuses -- the Ranger chooses between ranged and melee, for instance. This is where it gets interesting/awesome: if you want to multiclass, you still have to have a primary class, but you give up one of your tracks for the track of another class. So you can have a Fighter that takes the Rage track, Rogue that can cast magic by taking a Shaman track, etc. The same thing applies with special/powerful races. Want to be a demon? Give up a track to your demonic heritage to gain the Demon track (plus some racial bonuses)!
2) The characters are pretty powerful compared to vanilla 3.5, as you get a new class ability every level -- and very few are low-powered ones. The developers even specifically note that a character should have a non-walking movement ability by level 5. There's even a feat (with NO prerequisites!) that lets you spend a swift action to give your movements the [teleport] descriptor, though you still take attacks of opportunity from the first square you leave. Also, spells are per-encounter instead of per-day. You can get to the point where you crit on a 10.
3) Each class has a specific thing called a Key Offense Modifier, and a Key Defense Modifier. There are the stats you add to your attacks and AC, respectively, regardless of how you are attacking or being attacked. Yes, wizards stab people intelligently, and Paladins defend themselves charismatic-ly.
4) Magic Items are handled. . .interestingly. Basically, to use a magic item, you have to attune yourself to it -- and you can only attune a very small amount of them, though the number progresses as you level up (and allows you to attune more powerful ones). You can HAVE a lot of them, but only USE a certain number. BONUS: Don't dig magic items all that much? Want to do Vow of Poverty? You can basically completely neuter your ability to attune magic items for a free track in a class. Alternately, you could be a Demon whose connection to the outer planes prevents attunement, thus giving up the majority of magic items to gain the Demon Track.
5) You have social combat. You say what you want to say to someone, decide which skill most represents that, and make the roll. If you win, you get a barter chip. The catch is that the other person gets to roll as well, and no matter how well YOU do, they can succeed as well and get a chip of their own. At any point, you can start a bidding contest, where you say the other person should do something. The person being "convinced" only has to match the convincer's barter chips 1:1 to avoid having to do it. Or they can outbid you, and then make a counter-offer. The following could happen: you walk up to a shopkeeper, chat him up, and you both end up with a barter chip. You tell him to sell his wares at a discount, since you're such an awesome goodguy. He thinks, holds his chip, and agrees. Then, he plays HIS chip, and says that -- being such a great goodguy -- you should go retrieve this stolen item. Note: You can, at any point, just walk away from the social combat, but there can be repercussions. The Devs openly state that some people want pure roleplay and won't use the system, and that some will just roll dice and not actually talk, and that both are fine.
6) Like I said, this game feels a little like Exalted, in that it's slightly over-the-top and VERY cinematic. In addition, the developers went out of their way to state that they intend for this game to be COOPERATIVE storytelling.
7)This was WAY longer than intended.