Legends: Magic

I’ll be retooling the magic system to be using a spell point or “mana system.” For each level, the character’s mana pool will increase by 5. The character will also add his/her Intelligence and Wisdom to their pool. Each spell level will have a mana cost and a required minimum level. See below. Note: The system will be using the “E6″ system, except it’ll be extended to “E8.” So the system right now will only accommodate to 4th level spells. I’ll be introducing ritual magic to increase the maximum spell levels, so this isn’t a hard limit. Higher level spells will just cost more and can serve as a create role-play scenario or even a hook for a scenario.

Spell Level

Mana Cost

Min. Level













Furthermore, I’m categorizing the spells into 20 different schools (in 5 categories,) instead of 8. This is what I have so far;






















Light / Shadow





Character Back Stories

What are your thoughts on the back stories of your characters? Personally, I prefer (and sometimes require) my players’ characters to have back stories.

The question, though, is how much back story is enough? If a back story is too fleshed out then it might not leave enough wiggle room to use the story in the GM’s plot. On the other hand, if it’s too vague it may not add anything to the plot at all.

Also, how do you handle it? Do you require a back story be written up at character creation or do you let the back story be slowly written into the game through play?


Legends Race: Red Elves

Red ElfRed Elves hail from and rule over the Kingdom of Kyladin. The Red Elf culture, unlike other elves, is centered not on magic, but on science and military. While a lot of magic is in their history – at one time, they were famed for their magical prowess. However, they have long abandoned it and now prefer technological and martial skills. Though their culture may have moved away from magic, old tomes about the old “elven high magic” can still be found if you know where to find them. Today, Red Elves actually have the least magical ability of all the elves, and only beat out a few other races in their magical prowess as a culture.
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Legends: Character Backgrounds

I’ve decided to adopt the Backgrounds System like in the Dragon Age Tabletop RPG. I really like how the modifiers to you character are made by your character’s history instead of her race.

I’m pretty sure there will be some light modifications due to race. It’ll be like elves get a +2 to mind-affecting magic because their minds are naturally resistant to it. Things like that.

But what I really want is your major adjustments made because of your character’s origin rather than “you’re tough because you’re a dwarf.”

I’ll have to probably spend awhile brainstorming what I want as background options. I’ll probably also have to get a bit of work done on the races and the campaign setting so I can really get an idea of what kind of characters we will be seeing.

A few other pros I can see from this system:

  • It will help keep the characters thematic to the setting.
  • It will serve as a springboard top get a characters background hashed out.

What do you guys think?


Legends: Ability Scores

abilityscoreSo here’s something I never understood about 3rd and later editions of D&D… why is there a ability score that makes no difference? I mean, the system doesn’t even call you to use them anywhere in the rules. The only thing you use are their modifiers.

It is because of this I’ve decided to redesign the ability scores to only be the modifiers. Thus, instead of 3-18 ability scores, I’ll be using -4 to 4. Instead of the rules asking you to use your “Strength Modifier,” for example, it will only be ask to use your Strength. This will result, I believe, to a lot less calculations that have to be done at the game table. Due to the amount of times your ability score gets penalties and bonuses throughout the game. For example, you don’t have to think the mage cast Bull’s Strength on me, so I get +4 to my Strength, which means I get a +2 Strength Modifier. Instead, it’s just I get +2 to my Strength.
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Newness in Games

Have you ever noticed that when a new game (or a new game supplement) comes out, there’s a certain appeal to it … that often wears off in time … it’s a certain type of excitement, I suppose.

For example, do you remember a time when you first encountered a new creature out of the latest Monster Manual in one of your games? The creature was strange and new and there was an appeal to that. But once you’ve encountered that creature a couple times, they become just as bland as the rest of the creatures. Am I right? Continue reading


Making a Come Back

I’ve decided it. I’m going to start posting again. It has been like a year. Well, more like a year and a half. Actually, more like a year and three-quarters.

Bottom line… I really want to get back into a gaming cycle, again. I’ve been out of the loop for too long and I’m starting to feel the burn.

Currently, I’m working on designing a campaign and along with it a completely hacked version of the d20 System that once-upon-a-time was D&D 3.5. I’ve decided, on a complete whim, that I was going to go through the rules, chapter-by-chapter and redesign everything. It still feels very much like D&D (to me) but hopefully by giving the rules a complete facelift, it’ll generate a different level of fun.

With that campaign is also being a built-from-the-ground-up setting, a world which currently only has one nation, Echia… more will come later. The races and being completely redesigned, too.

The likelihood is that I’ll probably be posting about this, mostly.

Also, I think I’m going to expand the topic of this blog to also include board games. I’ve been finding myself more and more attracted to them these days as well. Hopefully I’ll be able to give you some inspiration for your games along the way.

If you were a reader of this blog before, welcome back! If you’ve new then stick around, won’t you? I could use your advice and opinions along the way.


You get zero experience

One thing that I really enjoy in the more modern games that are coming out is that I no longer have to deal with experience points. Having to keep track of these huge numbers for a game has always been a blight to me when trying to enjoy a game. When I ran a game I had to keep a list of who-did-what and who-gets-what and that is something that I’m happy to live without.

Not to mention that it gets rid of the pesky reward for stabbing and killing things, hopefully freeing up the players focus on the story and playing their characters.

Next time I run a game that uses experience, I’m going to house rule them out. Instead, we’ll all level up when the players and I feel it is right.

What do you think about XP? Love them or hate them?