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D&D Legend Style


p_clapham

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With the release of 5th edition I started thinking of a old project inspired by Classic Fantasy:  Running a D&D game using the MRQII rules.  Originally I was going to introduce character classes as a secondary profession complete with special abilities, convert some of the iconic D&D spells, and have players start off with a legendary ability or two.  That is pretty much copying what Classic Fantasy had done, which is one of the reasons why the project never got off the ground.  I have a much more original idea now.

 

In my Pulp Edge project I've converted several feats and class features.  I think this might be the best way to go about this.  Using the base Legend rules, with converted feats and class features available to players.  I'd go through the D&D spell list and try to convert them into common magic, divine magic, and sorcery.

 

Here are a few of the D&D edges I've done:

 

Cleave

A Combat Style incorporating a edged melee Weapon 50%
Self, Instant
 
In close combat you are able to strike out at one opponent and hit a adjacent opponent with the same attack.  The character makes one attack against a first opponent, if the attack is successful make a second attack against a adjacent opponent.  This secondary attack deals damage equal to the character's damage bonus.
This edge can be taken a second time when the character reaches 100% or more in the relevant Combat Style.  When making the secondary attack the character now deals double their damage bonus. This upgrade costs five advancement points.
 

Rage

A Combat Style incorporating a Melee Weapon or Unarmed 50%

Self

 

In combat the character is able to throw himself into a mindless rage, smiting his foes with increased ferocity. While under the effects of this edge the character's Damage Bonus is increased by one step (so a 1D2 becomes a 1D4). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging.

This edge may be taken a second time when the character reaches 100% or more in their relevant skill. While under the effects of this edge the character's Damage Bonus is increased by two steps (so a 1D2 becomes a 1D6). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging. This upgrade costs five advancement points.

 

Uncanny Dodge

Evade 50%

Self

 

The character is a defensive whirlwind in combat, evading his opponent's attacks with ease. While this edge is active the character gains one extra Combat Action which can only be used for Evasion attempts.

This edge can be taken a second time when the character's Evasion Skill reaches 100% or more. While this edge is active the character gains two extra Combat Actions which can only be used for Evasion attempts. This upgrade costs five advancement points.

 

Toughness

Resilience 50%

Self, Permanent

 

The character is able to endure punishment that would cripple a lesser man. The character adds one additional hit point to all hit locations.

This edge may be taken a second time when the character reaches 100% or more in their Resilience skill. The character now adds two additional hit points to all hit locations. This upgrade costs five advancement points.

 

Backstabber

Stealth 50%

Self, Instant

 

The character is a master of underhanded and sneaky tactics. When attacking with surprise the character increases the damage die of the weapon by one increment. So a dagger from behind will deal 1D6+1 damage rather than 1D4+1 damage.

This edge may be taken a second time when the character reaches 100% in their Stealth Skill. When attacking with surprise the character increases the damage die of the weapon by two increments. So a dagger from behind will deal 1D8+1 damage rather than 1D4+1 damage. This upgrade costs five advancement points.

 

Some of the more advanced feats like Whirlwind attack may end up being a little tricky.  With the edge system I did not have any edges requiring a prerequisite edge.  I'm either going to have to do that, or nerf some of the more powerful feats. 

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I started something like this: a conversion of the Pathfinder/AD&D 3.5 feats into BRP powers. I start a little of things. ;) Here's is what  I had when I finally, inevitably, lost interest.

You got further along than I did.  I wasn't sure how to portray the skill bonus feats, I like what you did with them.  It strikes me that your method is a little more compatible with Runequest 6 than Legend.

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I started something like this: a conversion of the Pathfinder/AD&D 3.5 feats into BRP powers. I start a little of things. ;) Here's is what  I had when I finally, inevitably, lost interest.

That's a pretty cool list. I like how they use Power Points.

Not sure if that is consistent with how LEGEND does Heroic Abilities though

However, if you add this list to the Stunts that are in Blood Tide, then you're home and hosed on a pretty fleshed out 'Feat' system for pulpy settings using BGB rules rather than LEGEND rules...

All in all, a great list for BRP

" Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!"

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Yeah,  this was probably wasn't the ideal thread: I was working with BRP. Just switch out  Power Points for Hero Points! :D

 

 

Interestingly, I was considering a variant where powerful Heroic Abilities are powered by the expenditure of Hero Points - I don't really like the way that Heroic Abilities are handled in Legend, but thought that the concept could be tweaked to simulate wuxia-style cinematic powers. The problem that I hit was that Hero Points are fairly rare in Legend and making them more common dramatically changes the tone of the game. Recently I re-read the rules for Doubloons from Cakebread & Walton's Pirates and Dragons and I'm considering adapting them for use in Legend as an alternative to Hero Points. I'll probably have to change the name from Doubloons though....

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With the new mechanics from Call of Cthulhu 7th edition, I am thinking about some stunting mechanics similar to Exallted. Something like that could allow for faster repenishment of hero points. Alternatly the trait system from Fate could be another useful mechanic to consider.

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Okay this is what I have so far for "Stunting".

 

Prior to the dice roll the player describes how he is going about his action/ how his action resolves.  If this is described in a sufficiently cool and unique way the GM can allow the stunt to proceed.  The character makes his skill roll but instead of rolling two dice he rolls one additional tens dice and takes the better of the two dice.  If the skill roll is successful the character also gains a Hero Point.  If you are going for a game that focuses more on Magic points than Hero points, have the character regain a spent magic point.

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