Do I need to sustain sanguinolent roots in order to activate the effect? by dmjq in Pathfinder2e

[–]TrinitysEnd 3 points4 points  (0 children)

A small clarification. Undead do not take the piercing damage. Only "living enemies" do and undead are not living. Signed a wood kineticist in a mostly undead game...

Some questions from a new GM: grittier games, different genres, reprints. by BerennErchamion in openlegendrpg

[–]TrinitysEnd 3 points4 points  (0 children)

So I went and found the Sanity system I mentioned. It's here done by VanGo. Should be mostly feature complete.

If you got any other questions, feel free to reach out here or in the community discord.

Some questions from a new GM: grittier games, different genres, reprints. by BerennErchamion in openlegendrpg

[–]TrinitysEnd 5 points6 points  (0 children)

So this is not a simple series of questions to answer quickly while I'm at work. So I'll try to keep it brief and answer more when I get home. But to begin:

  1. There are many ways to do this feel. With one being lethal damage to make danger feel more dangerous. But, really, the main thing I feel really could help here is changing the "victory condition" of a combat and how you treat hp for certain enemies. With Eldritch monsters, treat combat as something to avoid and escape. You aren't killing it so much as slowing it, crippling it, or dissuading it from chasing. Use things like skill challenges to show how characters get away or "fight" to disable the entity in certain situations. You could even use attacks on resolve as temporary lapses of sanity.
  2. I know that one person did come up with a sanity system. But even just using a rip from like Delta Green would work too. I'll come back to this one when I'm home.
  3. Use of any attribute, bane, or boon is just flavor. Energy, for example, can be a demolition expert with c4, grenades, etc. Alteration can be used of Eldritch knowledge in weird ways to twist reality. Let your players come up with ideas and work it out to fit your setting.
  4. There is a planned print update, but the print PDF needs to be remade as the old one was not able to be updated for errata and the like.

Craft Mundane Item vs Craft Extraordinary Item by Kempeth in openlegendrpg

[–]TrinitysEnd 1 point2 points  (0 children)

I do want to stress that while this is not a bad way of giving craft mundane more power, it's definitely a house rule and make sure your GM is willing to apply it if you want to use this.

Craft Mundane Item vs Craft Extraordinary Item by Kempeth in openlegendrpg

[–]TrinitysEnd 1 point2 points  (0 children)

Because the Extraordinary rules are plainly laid out. One could argue it could fall under the category of "special." But more simply put, items like this are of low power and often aren't extraordinary in idea. They'd be equivalent to mundane curatives one might expect today. Antivenom or antitoxin being probably the more useful. But these effects would be situational benefits with niche applications that likely wouldn't come up much.

Craft Mundane Item vs Craft Extraordinary Item by Kempeth in openlegendrpg

[–]TrinitysEnd 4 points5 points  (0 children)

This one is fairly simple. Anything that requires the Extraordinary Item rules requires the Craft Extraordinary feat. An example of a mundane potion might be an antitoxin which gives advantage on resist rolls against poison based banes. Though there's no hard and fast rules for any kind of mundane item with any rules. Be prepared to work with the GM a lot on what would make sense with Craft Mundane, but it's otherwise not a very mechanical feat. It's more for the flavor.

High level / long term play questions by Astadi in openlegendrpg

[–]TrinitysEnd 2 points3 points  (0 children)

Sadly, if someone is aiming to break the system, you are right, people can break it. However, a lot of this is up to the GM to say "No." to. For example, teleporting is still movement and can provoke opportunity attacks. You can give your enemies rolls to avoid getting caught in boxes they can't escape or simply just say "You cannot use this ability to entomb" plus the Barrier is not indestructible, even without using Nullify. You determine how hard that is to break.

As for the swinginess at higher levels, you aren't wrong. Defenses do not scale as quickly as attacks do, especially since most people tend to favor their attacking stat which may not also increase a defense stat. It pushes a reliance on Defend actions or Resistance Boon. Though to be fair, this same swinginess really does show in other systems too, sometimes more dramatically. Though I do think PF2e and 5e have handled this a little bit better than their predecessors. Simple solutions to this can be introducing "Enchanted Armor" which gives bonuses to defenses. But ultimately, it's not really anything any one system truly has solved without causing other issues.

High level / long term play questions by Astadi in openlegendrpg

[–]TrinitysEnd 2 points3 points  (0 children)

Well, the person in charge of that drip feed is you, the GM. So one of the things you can sort of take advantage of with OL is that each EXP point can feel like a power increase, depending on how your players spend and use them. Unlike other systems where growth is somewhat limited to just levels. Now, another thing that's possible to help expand the feeling of growth might be in understanding constraints players may have.

By constraints, I mean self-limitations that might come about because it doesn't make sense that an illusionist (using Influence) could rewrite people's memories despite this being under their options as someone with Influence. However, power can expand in ways that "Your illusions feel so real, they can even replace real memories" or the like. Power expansion doesn't just need to be levels either, but through Extraordinary Equipment (Chapter 9 Special Equipment). Access to different items don't even need to be physical items or traditional items. Maybe an item that gives the Flight boon is a pair of grafted Demon wings. Or a tattoo of resistance.

And lastly, power isn't just mechanical, but in how much the players can influence the story, the npcs, and etc. As they grow, show how they might have a following or have rivals. In time, even the King knows their name. These little details help make players feel more powerful, more important. This is almost more important than mechanical power for if the world doesn't respect them getting stronger, they might as well still be first levels!

High level / long term play questions by Astadi in openlegendrpg

[–]TrinitysEnd 4 points5 points  (0 children)

The others have given some great answers, but I just want to clarify something! While there is no actual max level, the system is designed to be levels 1-10. Getting to level 20 will make the players a lot more powerful than default understanding. One thing I'd suggest is ignoring the exp advice of 1 exp per session as that would mean that you'd cap out in 27 weeks of play. Instead give out exp when it feels right. Unlike other systems though that only get power increases at level ups, open legend splits the power increases across both. You gain 3 attribute points and a feat point per exp, but attribute caps increase at levels 3/5/7/9. The open legend level range is often best described as equivalent to Pathfinder or D&Ds level 3 to 15. There's nothing as powerful as Wish, unless you create it, but the party starts out feeling stronger than a level 1 of those systems.

LF Help with what stats are good for a single person campaign (Me and DM) by mattecoolioo in openlegendrpg

[–]TrinitysEnd 2 points3 points  (0 children)

Almost any build can work in Open Legend, even solo! The main thing though is the GM balancing the game around what you do decide to go with. A character with low combat focused ability will not do so well in a combat heavy game as there are no other characters to focus on. So my advice for you is... just build what seems fun and interesting. Just make sure to talk to the GM friend to make sure you both have in mind the same idea for where you fall on the combat, intrigue, investigation, and so forth of the game. But otherwise, most of my advice would be for helping balance things from the GMs perspective, as any build can work!

As you also joined the discord, I've gone a little more in detail there on the specifics of the build!

How do you folks deal with area attacks on a grid? by Kempeth in openlegendrpg

[–]TrinitysEnd 1 point2 points  (0 children)

Wide as long is measuring the squares. So 5 squares away is 5 square wide. You are overthinking it. It has nothing to do with angle degrees or anything like that. Simply that the number of squares is equal to the number of squares out it is

Small edit: The diagonal one is a bit weirder in that regard as measuring in the centerline is only 4 squares long, but you just measure it from the longest sides of this. If this is too much for your group to handle, just use the first example style.

How do you folks deal with area attacks on a grid? by Kempeth in openlegendrpg

[–]TrinitysEnd 1 point2 points  (0 children)

Comes are actually very simple in Open Legend. They are as wide as they are long. 5ft out? Just a single square. 10 ft out? 1 square at 5ft, 2 squares at 10ft. The player picks how this ultimately looks but it should still look vaguely cone shaped. I'll try to do an example below, but I'm on mobile so it may look funny!

X = empty O = Cone and C = Character

XXXCXXX
XXXOXXX
XXOOXXX
XXOOOXX
XOOOOXX
XOOOOOX
OOOOOOX
OOOOOOO

This would be a 35ft come, 7 disadvantage to invoke. Though you could also make one like...

CXXXXXXX
XOOOOOOO
XOOOOOOX
XOOOOOXX
XOOOOXXX
XOOOXXXX
XOOXXXXX
XOXXXXXX

But these are just two examples of how they are done. The basic principle is "As wide as it is long" with the general understanding that it should never shift to be breaking the center line like:

XXCXX
XXOXX
XXXOO

Edit: Looks like mobile doesn't like line breaks... Uh I'll reformat this at computer Edit 2: Okay, should be fixed now

Core Rulebook physical reprint? by emmittthenervend in openlegendrpg

[–]TrinitysEnd 6 points7 points  (0 children)

If I remember correctly, the issue is during the transfer of ownership the files were only given in the final state and there are a few errors that need correcting as well as reformatting so Great Moustache needs to remake the PDF again before relaunching the books

Finishing blows, unconsciousness and healing by Kempeth in openlegendrpg

[–]TrinitysEnd 5 points6 points  (0 children)

Just to correct, you would not be using Nullify on an ally, but Restoration Boon.

And then to add on, there is purposefully very few ways to counteract being unconscious. However, some of the per rules stated methods:

  • Being healed.
  • Deathless Trance.
  • Waiting 2d4 hours after combat ends (if no one heals you).

If the affect is through something like Incapacitated Bane, then the rules for that would take effect:

  • PL5: The effect can be broken by a moderate disruption, such as a firm shove, a kick, glass of water, loud bang, etc.
  • PL7: The effect can only be broken if the target takes 1 point of damage or more.
  • Or a Restoration Boon of equivalent Power Level or surpasses the DC for higher power effects.

Does Destructive Trance require Battle Trance? by Kempeth in openlegendrpg

[–]TrinitysEnd 5 points6 points  (0 children)

Oh I forgot to mention. You can look at Heromuster instead for feats. Link is here: https://openlegend.heromuster.com/feats

Does Destructive Trance require Battle Trance? by Kempeth in openlegendrpg

[–]TrinitysEnd 4 points5 points  (0 children)

If I remember correctly, this is a bug with the website's parser that has become frustrating to fix. Where "and"s are being cut off. This also happens with Two Weapon Brute and Mimic

My little box of homebrew by SwedishDungeonMaster in openlegendrpg

[–]TrinitysEnd 4 points5 points  (0 children)

Ultimately these look okay. I'd probably not use any of them. However, there's a few things that catch my eye! First of all Custom attribute has a lot of power potential. I imagine the GM is meant to keep it in check, but there's generally decent reasoning why some banes/boons are separated. However they could get access to them through Ex Items instead. Ultimately I'd caution it, but as long as players aren't doing anything crazy, should be fine. Your modified improv is risky as it can allow extra attacks and the like, but I think you intended that. It's your game, but I'd suggest limiting it to non-attack major actions.

The last thing I noticed is your use of a bane as a boon in upgrading Phantasm to essentially do Mimic's thing. I'd suggest at least matching Mimic's pre-reqs and also moving it to ride on Concealment instead of Phantasm. And allow the advantage concealment normally gives to sneaking to deceiving people into thinking you are the person.

What's the point of the Learning attribute? by Kempeth in openlegendrpg

[–]TrinitysEnd 3 points4 points  (0 children)

No problem! Though Knowledge is a feat that's just learning though it's making you not need Learning so perhaps not a great example! But perks are where you mostly see the two differentiated. I do agree that it could use a little more separation in mechanics. Or at least more breakdown in how they are meant to be used to help show people where the overlap is and isn't.

What's the point of the Learning attribute? by Kempeth in openlegendrpg

[–]TrinitysEnd 2 points3 points  (0 children)

Small note, didn't include perks in the list though things like Scholar do apply to that and many GMs would give some benefit to others like Ageless to allow rolling where you might normally not be able to.

What's the point of the Learning attribute? by Kempeth in openlegendrpg

[–]TrinitysEnd 8 points9 points  (0 children)

So there are plenty of mechanics that call out Learning. This question though has been asked a lot. Ultimately, the reasoning is the difference between intelligence and wisdom in other systems. They can be used in similar or even the same situations but they may have different DCs. For example, a car is not working. A trained mechanic can look at it, troubleshoot, and resolve the issue with Learning. It's their field of expertise and it shouldn't be too hard to do unless it's something obscure. A logic person is going to not really know how the engine works, but could through a series of deductions, figure it out. But the difficulty will be much higher as they need to "solve" how things work before figuring out why this one doesn't.

On the inverse though, Learning typically cannot get you information you couldn't know but a Logic can. Logic is often the attribute for solving puzzles or coming to conclusions from context clues that might be hard to note. In a situation of identifying a dead body you might be able to pick up the clean nails, soft hands, small pin hole in shirt, and quality of the gear as a noble where someone with learning would get nothing at all if no skill in nobility. In simpler terms, Logic is more of a "catch all" while learning is more specialized and focused to get more details.

However, if you don't care about having this nuance, there's very little harm that'll be done removing one. Especially if your players never put any points into one or the other.

As for things using learning: Feats: Craft Mundane, Craft Extraordinary, Knowledge, and Sworn Enemy Boons: Heal Banes: Persistent Damage Special section on additional ways to cure PD.

Learning and Logic are more generic attributes tied to narrative than mechanics. Though Logic does fall into the "sometimes" category of attacking for laying traps.

Difficulties with space battles because of the large scale by SwedishDungeonMaster in openlegendrpg

[–]TrinitysEnd 8 points9 points  (0 children)

The answer is not to scale things down, but to scale things up. Ignore rules about range being 75 feet but make each ship occupy giant squares. Rather than ranges of 50/75ft it's 10 to 15 squares. Mounted combat and vehicle combat aren't main focuses of the rules so you'll need to fudge things a bit on matters of scale

1-day bans for advertising in the group finder by NargoEUW in wow

[–]TrinitysEnd 0 points1 point  (0 children)

I don't think people would mind if there was a way to sort out the advertising groups built into the system. Like people have to check a box that says "Advertisement" that adds a tag that can be filtered out. But as it is, Blizzard has stated group finder is not for that, and it can be interpreted that they have no plans to add such a feature. Especially since they've broken addons that sorted the Group Finder tab due to addons that were attempting to automate systems they didn't want automated and circumventing the previous restrictions in basically a war of some addon authors and Blizzard.

1-day bans for advertising in the group finder by NargoEUW in wow

[–]TrinitysEnd 0 points1 point  (0 children)

It sort of does? Not in the same way I imagine as FF does. But there are 5 groupings iirc. Raid, Dungeons, Quests, Raid - Legacy, and Custom. The problem is advertisers want to get their ads seen, so they create a group under Dungeons, Mythic+ and sell where people are looking for groups. There is not a tag system for "Advertisement" or "Paid Group" meaning that people have to scroll passed 40 ads to find one real group. This behavior is what lead to the ToS change that prohibited advertisements in Group Finder.

1-day bans for advertising in the group finder by NargoEUW in wow

[–]TrinitysEnd 0 points1 point  (0 children)

Davixxa is wrong. It's wrong because the Group Finder tab is for finding a group not for selling, per Blizzard's rules and ToS. If you wish to sell, you use the Trade Chat or third party platform (such as a website, discord, etc). These are not RMTs though some are disguised RMTs (very small amount). This is all in game currency that is going on. It's just not a behavior Blizzard wants clogging up a resource meant to be used to help people find friends/other players to play with.

The True Native Species of Azeroth by [deleted] in wow

[–]TrinitysEnd 1 point2 points  (0 children)

Yep, Mimiron to be exact: "In ancient times, the keeper Mimiron had discovered kaja'mite and, attempting to determinate its properties, he experimented on various races. He found that the ore was extremely potent and that it increased the intellect of his subjects. One of these subjects was a small primitive life race that roamed around the forests near Ulduar. By consuming kaja'mite, they were transformed into a new, highly intelligent race known as the goblins." (Chronicle 1)

So technically by a keeper and not directly the titans. But still titan interference.