New readers of this blog may be wondering what this Legend Quest thing is we keep talking about. Legend Quest is a high fantasy, pen and paper RPG published in the early 90s. We have been maintaining and updating the system the entire time, not that it needed much tweaking. LQ uses a simple rule: Attribute x 10% + Skill Level x5% = % Chance of Success. While this might sound overly simplistic, it is the consistency of this rule that makes the game hugely dynamic. By applying the base CoS (“chance of success”) rule, the GM can determine what the chances of nearly anything are. In most games, when a player wants to swing from the chandelier, grab the crown off the king’s head, and land on the narrow window ledge, the GM is at a loss for what chance such a thing has. Not in LQ, that’s simply three CoS tasks.
A couple of other points - There is bleeding damage, so if you get knocked around, you want some healing magic or first aid, before you keel over. Armor wearing requires skill, and it blocks damage. More strength does more damage with a weapon, but every weapon has a top end. Magic makes you more tired, so there’s none of this loss of memory stuff. The game is intended to keep the thresholds to a minimum. There isn’t a point at which suddenly some character automatically gets a new power. But there are no classes either. It’s a point based character creation, and you can make any type of character you want! Forget those rules about who can and cannot use healing magic -anyone willing to train in it (by spending experience) can use it.
The bad guys are different too. Each monster is created similarly to the player characters. Our best example has always been three tigers used in a jungle adventure. One was a stealthy stalker who attacked from surprise. Another was an almost berserk attacker who pounced first and attacked violently with its bite. The third (and last) was more of a bluffer. He had an incredibly intimidating roar, but not a whole lot to back it up. Needless to say, after the first two, they avoided the third, risking natural dangers like quicksand and snakes rather than encounter another tiger.
Bottom line: If you want a complicated melee system, with no role-playing, find a different system. Legend Quest is set up to make melee, range, magic, stealth, and social skills all fairly equally important, though clearly not at the same time. It is a true role-playing game, and not just a way to handle magical battles. We hope you’ll check it out!
Legend Quest on e23. Legend Quest on RPG Now.
Saturday, October 30, 2010
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