[19:04] <+Matt> My name is Matt Knobel. I have been playing table top games since about 1985. In spare time I have been in the process of creating my own rpg
[19:05] <+Matt> When 3.5 came out I found a easier rule system than AdnD 2nd
[19:05] <+Matt> However after playing many years with whitewolf and other story telling games D&D was missing the storytelling elements. This is when I started to modify D&D into what became legend
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[19:06] <+Matt> Paul – your turn
[19:06] <+Paul> I’m Paul Spoltore and have been RPG’ing since 1982. I played a lot of RuneQuest (the original system now known as Basic Role Playing) and…
[19:07] <+Paul> the Fantasy Games Unlimited games (Chivalry and Sorcery, Aftermath, etc.)…
[19:08] <+Paul> The world of Thera has been developing since 1982 as a world I ran under both the Chivalry and Sorcery rules and RuneQuest rules…
[19:08] <+Matt> Any questions from who we are before we get to the game
[19:09] <~Dan> None here!
[19:09] <+Matt> The main concept for many games, like D&D, is the heroic character doing heroic deeds. Legend on the other hand takes a different approach in that the characters are ordinary people doing extra-ordinary things. Since ordinary people don’t often fit into set definitions of the character classes as defined by the SRD, Legend has removed the character class and
[19:09] <~Dan> (cut off at “character class and”)
[19:09] <+Matt> nd has placed the role of the character on how the player customized their skills and feats. In Legend you could play a spoiled son of a baroness with no set direction in life and still be an effective character within the game. However if you long for the more traditional approach to D&D you would just need to choose the skills and feats that make the class
[19:09] <+Matt> Legend has been created as a way to add more role playing elements (i.e. non combat) into the mostly combat oriented game. Even with the class removed the experience points and levels generally match that of the SRD. In this way Legend maintains backward compatibility with characters made in the traditional method and modules and monsters only require minimal
[19:10] <+Matt> conversiokn
[19:10] <+Matt> The removal of the character class from D&D prompted other changes to the system. These changes are described below and are detailed out in later chapters.
[19:10] <+Matt> Removal of the Character Class: The first major change from the SRD is that there is no longer any character classes. All characters will get the same number of skill points and feats at each level.
[19:10] <+Matt> The uniqueness of the character comes from how the player puts together their skills and feats. For example, a character is a “mage” if he has selected the feat that allows him to cast spells and then places skill points into his spells or a character is a “fighter” if he takes combat related feats and concentrates on weapon skills.
[19:11] <+Matt> Class Features: Many class features such as skill points, base attack bonus, saving throws, and hit points have been either been done away with or have been converted to skills that the player can choose. The base attack bonus has been replaced with weapon skills and the saving throws have also been converted over to skills.
[19:11] <+Matt> Class Feats: The feats that are unique to each character class have been made generic so that any character can take them if they meet the requirements.
[19:11] <+Matt> Hit Points: Hit points are not based on the characters class (since there isn’t any). Instead the characters hit point are based on their size and may be modified by their race. In addition character will have penalties as they take more damage.
[19:11] <+Matt> Magic: The magic system has been reworked to allow a player for freedom to create new spells. Spell use is handled by skills and regulated through the use of a spell point pool.
[19:11] <+Matt> Feats & Flaws: Many class feats are available without having to make any changes. Other class feats had to be rewritten to allow for any class dependencies to be removed. In addition to feats, character flaws have been added to the game as well.
[19:11] <+Matt> Hero Points: For every 1000 xp that the character earns he will gain one hero point. A hero point can be spent for a reroll (one hero point per round can be spent) or be used as an extra skill point.
[19:12] <+Paul> One key item… Matt has worked on extensive simulations of the strengths/weakness of characters between the SRD and Legend. This has shown most Legend characters to be comprable to SRD characters and monsters.
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[19:13] <+Matt> From this overview we can dive in and take any questions
[19:13] <~Dan> Thanks, guys! The floor is open to questions.
[19:13] <+Abstruse> Is there a setting you’ve created for the game, or are you focused more on the system overhaul?
[19:14] <+Matt> Paul is working on a game world, however play testing has been in forgotten realms using premade modules
[19:14] <~Dan> And that would be Thera?
[19:14] <+Paul> The setting we are developing at the same time is Thera. I started this world back in 1982 and am updating it to make it compatible with Legend.
[19:15] <+Paul> Yes – it has multiple cultures. The first available settings we will be publishing will be for a Viking/Nordic culture and a traditional middle ages society…
[19:15] <+Matt> Dan, you would be correct. However since Legend is made to be d20 compatible any game module can be used
[19:16] <+Matt> with only minor conversion
[19:16] <+Paul> One thing we try to do with both Thera and Legend is to keep them easily playable yet include as much realism as possible. It’s a tough balance.
[19:16] <+Abstruse> What sort of conversion? Is it just math fixes?
[19:16] <~Dan> Oh, quick note: I may be asking questions to which you’ve previously given me an answer for the benefit of our audience/readers. Just so you don’t think I’m quite that forgetful. 🙂
[19:16] <+Matt> not a problem
[19:16] <+Paul> understand!
[19:17] <+Matt> The HP are slightly modified being based on character size and not on class. Also characters start out with double the starting hit die
[19:18] <~Dan> To whit: How does armor work? Do you go with armor class or damage reduction?
[19:18] <+Matt> The only other conversion is setting the characters weapon, dodge, and dodge skills based on the bab and other modifiers
[19:19] <+Matt> Taking damage is separated into two pieces – the avoidance on being hit and soaking damage
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[19:19] <~Dan> (Howdy, egyptian!)
[19:20] <+Matt> The attack is resolved as an opposed roll with the defender using shield, dodge, or their weapon to block the incoming attack
[19:20] <+Matt> If the attack succeeds the armor takes away the damage. the damage reduction is based on the AC from the SRD
[19:21] <+Matt> Also armor takes damage is a critical attack succeeds on the defending character
[19:21] <+Matt> is = if
[19:21] <+Matt> Any other questions on armor??
[19:22] <~Dan> I think that answered my question! 🙂
[19:22] <~Dan> Do hit points increase with level?
[19:22] <+Abstruse> How “crunchy” would you say this system is mechanically?
[19:22] <+Matt> I have also modified the masterwork rules to give armor more options
[19:23] <+Matt> Yes, hit points increase with level based on the hit die of the character – most medium creatures are 1d8
[19:24] <+Paul> There is really no more number crunching for Legend than the SRD… Only a few extra calcs need to be done (e.g. hit point increases, dodge skill value based on creature’s dex), when converting from an SRD character/monster.
[19:24] <+Paul> Not sure if this helps answer the “crunchy” question?
[19:25] <+Paul> In character development most feat’s have been converted to “Skills.” Legend is a skill based system so that you can tailor your characters at the beginning and as they progress…
[19:26] <+Paul> to how you see them growing.
[19:27] <+Matt> The emphases is on skills and many of the feats have their benefits based on a corresponding skill.
[19:27] <+Matt> Example, sneak attack is only for a selected weapon, and the number of bonus die is 1 for every 2 ranks in the weapon skill
[19:28] <+Matt> The bonus die is the base die for the weapon, not a flat d6
[19:30] <~Dan> You mentioned an interest in realism. How do you reconcile that with expanding hit points? Is there any sort of “critical hit” rule or the like?
[19:30] <+Matt> There are critical hits and critical botches
[19:30] <+Matt> In addition, unlike the SRD, the characters take wound penalties as they take more and more damage
[19:31] <+Matt> the break points are at the 25/50/75 levels
[19:31] <+Matt> percent
[19:31] <~Dan> That’s good to know. To be even more specific: do such hits make missile weapons make more sense than they do in many games with increasing HP?
[19:32] <+Paul> We do keep in mind that there are certain areas fundemental to the SRD and players are used to them. Legend is intended to be an improvement on the SRD (so that players can pick it up and play right away)…
[19:32] <+Paul> but we don’t want to throw out everything that makes it compatible with existing worlds and expansions. This is where the playability balance comes in.
[19:33] <+Matt> The weapons skills have built into them the weapon focus and weapon specialization
[19:33] <+Matt> In addition the weapons get a +1 damage for every 5 ranks
[19:33] <+Matt> Since each weapon is treated individually characters can be skilled differently in each weapon.
[19:34] <~Dan> That’s cool… I always like skill to have some impact on damage.
[19:34] <+Matt> Critical hits are treated the same as the SRD x2 with melee, and x3 with ranged
[19:35] <+Matt> Additional attacks as full round actions are also based on the number of ranks in a skill (1 per 5 ranks)
[19:35] <+Matt> the same progression as a SRD fighter
[19:35] <+Paul> One thing that has come out in playtesting is that the wound penalties (-2/-4/-6 to both attack and defense rolls as you get beat up) makes a big difference…
[19:35] <+Paul> this really gets you the cinematic knight’s battling it out effect until someone starts to take damage!
[19:35] <+Matt> in combat the saving throws and initiative are also skills
[19:36] <~Dan> I’d think so, re: wound penalties, yup.
[19:37] <+Matt> Our last game session showed that a knight in armor requires a heavy weapon, like a two handed sword to do any damage
[19:37] <+Matt> OR
[19:37] <+Matt> a mage with fireball
[19:37] <~Dan> Heh. 🙂
[19:37] <+Matt> Of course that mage set the warehouse district on fire as well
[19:37] <~Dan> Speaking of which, did I understand you correctly that you use a magic point system rather than Vancian magic?
[19:38] <+Matt> ???
[19:38] <~Dan> Spell points rather than “fire and forget”?
[19:38] <+Matt> Each spell is treated as a skill with a DC equal to 12 + (2 x spell level).
[19:38] <+Matt> A character has a spell point pool based on the CON score
[19:39] <+Matt> each spell uses the spell level in spell points from this pool
[19:39] <+Abstruse> So I can spam a low level spell if I ahve enough skill to pull it off? Like if I have 10 ranks, I can cast Magic Missile all day long?
[19:39] <+Abstruse> Oh, answered while I was typing. Sorry!
[19:39] <+Abstruse> Is there any way to increase the spell pool?
[19:39] <+Matt> You can, but when you run out of spell point the energy comes from your hit points
[19:40] <+Matt> you can kill yourself with magic
[19:40] <~Dan> It can spell your doom!
[19:40] <+Matt> There are feats that can increase your pool
[19:40] * +Abstruse groans
[19:40] <+Paul> Magic in Legend can also hurt… which is a feature I really like 🙂
[19:40] <+Paul> a mage can choose to tap into their hit points when they run out of mana (spell casting pool).
[19:40] <+Matt> also increasing CON can also increase your pool
[19:40] <+Abstruse> When do the spell points refresh?
[19:40] <+Matt> 2 + CON per hour
[19:41] <+Abstruse> Con bonus?
[19:41] <+Matt> yes
[19:41] <~Dan> I do have a concern about basing the spell points on CON… That seems a bit counterintuitive given the wizard stereotype.
[19:41] <+Matt> the idea was a 18 point pool in about 8 hours
[19:41] <+Abstruse> So I have a 15 Con, that means I have 15 spell points, and I regain lost ones at a rate of 4 an hour (2 + Con bonus of 2)
[19:42] <+Matt> Yes that is correct
[19:42] <~Dan> Not a dealbreaker by any means, but it would seem that robust characters would be more effective spellcasters.
[19:42] <+Matt> Casting a 6 level spell uses 6 points, a few high level spells – out of points
[19:42] <+Abstruse> Yeah, no 1st level wizards getting one-shotted by cats here…
[19:42] <+Matt> since HP is based on character size our 1st level wiz have 16 + Con bonus HP
[19:43] <+Abstruse> Can Wizards wear armor?
[19:43] <+Matt> INT is used in arcane spells, WIS in divine spells
[19:43] <+Matt> All characters can wear armor – all suffer the armor penalty
[19:44] <+Matt> masterwork armor – if you pay for it can remove the armor penalty
[19:44] <+Abstruse> But armor doesn’t affect spellcasting?
[19:44] <+Matt> There is not spell chance failure. Since the armor penalty affects the spell casting roll the penalty is applied there
[19:45] <+Matt> would you want to take a -8 penalty to spell casting for wearing platemail
[19:45] <+Abstruse> So a wizard in masterwork plate is probably tougher than some fighers…
[19:45] <~Dan> So spellcasting in armor is no more or less difficult than doing other things in armor, right?
[19:45] <+Paul> One more thing: spellcasting is based on how well (aka how many skill points you have put into) your spells. This casting roll is where the spellcasting failure would happen…
[19:45] <+Matt> dan – correct
[19:46] <+Paul> So, a 6th level spell would have a DC of 24 to cast. Failed castings still burn mana (spell casting points) and botches use up even more!
[19:46] <~Dan> And speaking of doing things in armor… Do you keep melee combat under Strength, or do you move it to Dexterity?
[19:46] <+Matt> The tougher part for a mage comes with if they placed skill ranks into their dodge and weapon skills
[19:46] <+Matt> Dex is used for light melee, dodge, unarmed and ranged
[19:47] <+Matt> STR is used for medium and heavy weapons
[19:47] <~Dan> Is that just the chance to hit, or damage as well?
[19:47] <+Matt> damage is still str based bonus
[19:48] <+Matt> Once you connect with the hit the str is the amount of force you can put behind it
[19:48] <~Dan> Gotcha.
[19:49] <~Dan> So it follows that monsters use Dex to hit and Str for damage?
[19:49] <+Matt> depends on the weapons used
[19:49] <~Dan> (When using natural weapons, I mean.)
[19:49] <+Matt> natural are dex based
[19:49] <+Matt> it is an unarmed attack (or claw, bite, tail, etc)
[19:50] <~Dan> Good. That’s a problem I have with systems that use Strength for the chance to hit: the “Ninjasaurus Effect”.
[19:50] <~Dan> Big, strong monsters become master combatants.
[19:50] <~Dan> As opposed to relatively clumsy fighters who cause godawful damage if they do hit.
[19:51] <+Matt> The only reason that I use str for med and heavy weapon, is that the weight of the weapon is the determining factor not the persons agility
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[19:51] * ~Dan nods
[19:51] <~Dan> (Howdy, MonkofLords!)
[19:51] <+Paul> We have also played a little bit with aimed blows. These effectively would allow you to severe an arm or leg (or even decapitat the opponent)…
[19:52] <~Dan> So, RuneQuest. 😉
[19:52] <+Paul> Doing this allows a subset of HP in each limb (using the 9% rule for burns used by paramedics – head has 9%, etc.)… this does complicate the attack somewhat when used so it may or may not be in the final version.
[19:53] <+Matt> Aimed blows also offer up a chance for the character to get more phyical or mental based flaws
[19:53] <+Matt> missing hand, eyes, scars, etc
[19:53] * ~Dan nods
[19:53] <~Dan> An arrow to the knee.
[19:53] <+Matt> agree
[19:53] <+Matt> I used to be an adventurer until …
[19:53] <~Dan> Well, again, it also would make ranged combat more effective.
[19:53] <~Dan> Sniping in particular.
[19:54] <+Matt> Aiming move action +1 to hit
[19:54] <+Matt> Aiming full round +4 hit next round
[19:54] <+Paul> Yes, but you have to be darn good at it – an aimed show to the head takes a -12 penalty (think about how much training US Army snipers need to get those types of shots)!
[19:54] <+Paul> sorry: show = shot
[19:55] <~Dan> Sure, but someone who can pull off a shot like that should be very dangerous.
[19:55] <+Paul> Still play testing and simulating the damage effects to be sure it is not too unbalancing.
[19:55] <~Dan> (As opposed to a guy who just annoys an opponent before closing to melee range.)
[19:56] <+Matt> that is why you have a mage around with arrow deflection and mage armor
[19:56] <~Dan> There is that, yes.
[19:57] <~Dan> So we have spell points, weapon skills, damage-reducing armor, no classes…
[19:58] <~Dan> As I mentioned previously, you guys have created a D&D-based game that I would happily play, which is saying something.
[19:58] <~Dan> That said, I have to wonder…
[19:58] <+Paul> Thanks.
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[19:58] <~Dan> …How much can you change before D&D is no longer D&D? Do you think you are more likely to attract D&D players or non-D&D players?
[19:59] <+Matt> I think it is a little of both – hard core D&D people may not like it with the loss of their beloved classes
[20:00] <+Matt> However you may get people that started with whitewolf and other storyteller games
[20:01] <+Paul> The changes driving everything to skill based tasks makes it more intuitive and easier to learn. So, it combines the best features…
[20:01] <~Dan> Oh, I wouldn’t argue that with you at all.
[20:02] <+Paul> of a story telling system with less subjective rules governing what is needed to succeed at skills…
[20:02] * ~Dan nods
[20:02] <+Paul> The flexibility of spells being skills is great, and something I have tested extensively. Allowing players (that are so inclined) to create/customize…
[20:03] <+Paul> their own spells is a huge benefit – you can decide the damage, range, side effects, etc. to make a spell that fits your character’s concept.
[20:03] <~Dan> Ah, yes, spells as skills. That was another improvement I meant to list there.
[20:04] <+Matt> In addition all skill rolls have the potential to crit and botch, not just weapon rolls
[20:04] <~Dan> I just wonder whether your average D&D player will agree that these are improvements, you know? I mean, I think they are, but I’m not attached to D&D 3.x rules.
[20:05] <~Dan> (To be clear, I’m speaking strictly in marketing terms at this point — I’m not talking about the quality of your game.)
[20:05] <~Dan> Sorry. It’s my advertisting degree talking. 😉
[20:05] <+Matt> it is a market that has not been targeted yet
[20:05] <+Paul> That’s a decision folks need to make… I’m still pretty enamored with C&S from FGU – but it’s so complicated that I needed to computerize the character creation back in the 1980s… But that’s just why there are so many systems.
[20:05] * ~Dan nods
[20:06] <+Paul> Maybe it’s probably a good time to discuss our Kickstarter Effort?
[20:06] <~Dan> Ah, yes! If nothing else, I’m very curious about the ambitious goal you set.
[20:07] <+Paul> We have revamped our numbers and should be relaunching this weekend (waiting on final approval from Kickstarter review folks)…
[20:07] <+Paul> The folks here can get a sneak peak (it’s still in draft) at (Link: https://www.kickstarter.com/projects/knarrpress/1542827207?token=c54f7d9e)https://www.kickstarter.com/projects/knarrpress/1542827207?token=c54f7d9e
[20:08] <~Dan> Ah. Now that seems much more reasonable to me. 🙂
[20:09] <+Paul> We plan on releasing this one way or another… so kickstart’ing is really a tool to get the product out to people’s hand. It will also be available through DriveThruRPG when it is final.
[20:09] <~Dan> You mentioned a possible name change?
[20:10] <@Silverlion> Shame Fable and Fables is taken
[20:10] <+Paul> Yes, Legend (a working name now) is actually in use for another RPG by Chaosium. We are still working on finalizing a name right now, if folks here have any suggestions we are open! They could name the product!
[20:10] <~Dan> You could always call it “Legends of Thera”…
[20:11] <+Matt> Don’t want to tie to one world
[20:11] <~Dan> Hmm.
[20:11] <~Dan> “Heroes of Legend”?
[20:11] <+Matt> I was thinking Taefel
[20:12] <~Dan> Taefel sounds like a setting rather than a system.
[20:12] <+Matt> That sounds good
[20:13] <+Matt> That was Paul’s thought – Taefel is old english for a dice game
[20:13] <~Dan> Huh… That’s not bad, then.
[20:14] <~Dan> So you want the system to be setting-independent… but will Thera be part of the core rulebook?
[20:16] <+Paul> Yes, Thera is planned on being a seperate book (with its own UPN/barcode) but will be available as one package – especially to those who join in the kickstarter.
[20:16] <+Nacyle> Dan: did you ever read my short story? 😄
[20:16] <+Nacyle> Oh
[20:16] <+Nacyle> Woops
[20:17] <~Dan> (Nacyle: Not yet. Q&A in progress. Shhhhh. 😉 )
[20:17] <+Matt> Botched spot check
[20:17] * ~Dan chuckles
[20:17] <~Dan> Nacyle’s a cool guy.
[20:18] * ~Dan hairscruffles Nacyle 😉
[20:18] <~Dan> So will Legend have a “generic” bestiary, or will the bestiary be in the Thera book?
[20:18] * +Nacyle snickers and flicks his ears.
[20:19] <+Matt> There may be some, but there are rules for converting existing SRD monters
[20:19] <+xyphoid> what kind of flaw approach are you using?
[20:20] <+Matt> At character creation you can take up to 3 flaws (more if the dm allows)
[20:20] <+Matt> these flaws give extra feats
[20:20] <+Matt> Flaw are mental, social, physical, and meta magic
[20:20] <+Matt> feats are the same as well
[20:21] <+xyphoid> so you’re incentivised to load up on flaws for extra power?
[20:21] <+Matt> each race also has their own list of feats and flaws
[20:21] <+Matt> it is up to the DM to enforce the flaws
[20:21] <+Matt> just like any other game that uses flaws
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[20:22] <~Dan> Hmm. Well, not all games take that approach, Matt.
[20:22] <~Dan> Some leave it up to the players and reward them for highlighting flaws in play.
[20:23] <+Matt> agree, but their is not requirement to take any flaws and if the allows flaws without review and his players become overpowered who is at fault?
[20:24] <~Dan> True.
[20:24] <+Matt> I made the mistake if giving my players to much gold and it make them overpowered and I had to adjust the monsters to compensate
[20:24] <~Dan> So how would you describe Thera?
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[20:26] <+Paul> Thera is basically a conglomerate world. Similiar to Earth in its features (size, shape, etc) – it has different cultures that have been imported to the world by powerful “Gods”…
[20:26] <+xyphoid> so flaws in general are subject to GM veto?
[20:26] <+Matt> Xyphoid, that would be correct
[20:26] <+Paul> Of course you know: Any technology sufficiently advanced will appear as majick…
[20:27] <+Paul> The first release of Thera will focus on a Viking/Norse culture (down to the gods and world creation beliefs) and a middle ages like culture…
[20:28] <~Dan> So is Thera a scifi-as-fantasy type setting, then?
[20:28] <+Paul> Other societies also include a high-tech group on the southern continent of the world. This gives us flexibility to work many different era into the Legend system (e.g. SRD and Modern SRD like).
[20:29] <+Paul> It all depends on your viewpoint – the nordic culture understand’s only gods, while the high-tech folks may actually be manipulating the world to keep the cultures in balance.
[20:29] <~Dan> Huh. How high-tech are we talking, here?
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[20:29] <~Dan> (Howdy, Snoof!)
[20:30] <+Paul> The Southern continenent in this incarnation is still a work in progress… but in older version’s of Thera they had terraforming and space travel capabilities…
[20:30] <+Paul> That dosen’t mean that this incarnation will stay the same.
[20:31] * ~Dan nods
[20:31] <~Dan> If you were to keep that, my first question would be what keeps them from steamrolling over everybody else? 🙂
[20:32] <+Paul> It’s roughly akin to the Gor series of books by John Norman (if you can even find them anymore)… The powerful southern continent culture felt responsible for maintaining the world – yet allowing inhabitants free will.
[20:33] <+Paul> Basically… they are like parents!
[20:33] <~Dan> Heh. 🙂
[20:33] <~Dan> How much does the rest of the world resemble a “traditional” fantasy setting?
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[20:34] <+Paul> Keeping to just the inhabitants of the Northern Continenent, the rest of the world is pretty traditional fantasy/sword-and-sorcery setting.
[20:35] <+xyphoid> anything out of the ordinary? or is it standard D&D races
[20:35] <+Paul> Oh… for those of RuneQuest background – there are no talking ducks in armor with swords! 🙂
[20:36] <+Matt> standard races to start with
[20:36] <+Paul> The races are pretty standard – although there is quite a bit of development into their background, religions, philosophy on world creature. Something I am told (not being a long time D&D player) is reduced in the 3.x books.
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[20:37] <~Dan> (Howdy, Songtress!)
[20:37] <+Paul> sorry: creature = creation
[20:37] <~Dan> Are there any interesting tweaks to the standard races?
[20:37] <+Matt> Many of their features are purchased at racial feats
[20:38] <+Matt> Like low light for elves and darkvision for dwarves
[20:38] <+Matt> this gives variety to the races and not cookie cutter
[20:38] <+Paul> I personally think that some of the races on Thera are a bit “darker” in philosophy than the D&D settings.
[20:39] <~Dan> Speaking of which, does Legend use alignments?
[20:40] <+Matt> Yes, the standard 9 are there
[20:40] * ~Dan nods
[20:40] <+Paul> For example, the Norse gods were actually created by the Dwarves to protect their mountains in the North. After the the fighting with the northern elves were over, the norse god decided to split from the dwarves and create his own pantheon.
[20:40] <+xyphoid> do you have christianity and islam analogues for your middle ages setting?
[20:40] <~Dan> The Dwarves created their own gods?
[20:42] <+Paul> Actually, better said – their god created a lesser nordic (aka human god) to protect their precious hordes in the mountains. This god didn’t like being second fiddle so he went off on his own after he got a taste for blood…
[20:42] <~Dan> Ah, I see.
[20:42] <+Paul> The middle ages culture would be heavily Christian influenced – although since its a game its not directly Christianity, Judism, or Catholisim…
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[20:43] <+Paul> Both Islam and others are a work in progress to the east of the northern continent – one big difference will be their understanding of the source and kind of majick their clerics perform.
[20:44] <~Dan> I forgot to ask earlier: Since spells are skill-based, is there anything that governs access to spells? Is there anything keeping a character from picking up a few arcane and divine spells just because?
[20:44] <+Matt> Magic Access (arcane) and Magic Access (Divine) feats
[20:44] * ~Dan nods
[20:45] <+Matt> The spell level is limited by 1/2 Knowledge(arcana) and Knowledge (deity)
[20:45] <+xyphoid> so you’re keeping a rigid arcane/divine split? can arcane magic heal?
[20:45] <+Matt> Arcane can not heal
[20:45] <+Matt> A character can have both feats
[20:46] <~Dan> Are traditional druid abilities folded into divine magic?
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[20:46] <+Matt> A character can cast spells higher than 1/2 of the knowledge skill but any failure is a botch
[20:46] <+Matt> druids are divine
[20:47] <+Paul> The view on arcane is that it is a pale companion to divine when it comes to resseructing the dead and healing – so Arcane casters can do the undead spells where divine cannot.
[20:47] <+Matt> controlled by Knowledge (nature) or a specific deity
[20:48] <+Matt> divine casters should be limited in their spells that match their deity, which means that some divine may or may not have healing spells
[20:49] <~Dan> Do you feel that you have a broad enough range of divine spells to cover different gods?
[20:49] <+Matt> arcane is more flexible and their spells can be shared among other arcane, but divine can not share unless the god are willing
[20:49] <~Dan> Like a sea god, for example?
[20:49] <+Matt> you can use the domain descriptions from the SRD as a reference
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[20:49] <~Dan> (Howdy, MonochromeTide!)
[20:50] <+Matt> or dieties and demigods
[20:50] * ~Dan nods
[20:50] <+Matt> remember it is a d20 compatible system
[20:50] * ~Dan remembers! 🙂
[20:50] <+Matt> Thera would have its own gods with their own domains and personalities
[20:52] <~Dan> Quick note: You guys are welcome to stay as long as you like and answer questions; however, with about 10 minutes left in “regular” time, is there anything we haven’t covered that you’d like to mention?
[20:52] <~Dan> And I should also mention that you guys are always welcome to hang out with us, whether to discuss your game or just to chat. A Q&A just gives you the floor. 🙂
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[20:53] <+Matt> We covered most of the highlights of the system and the changes, I don’t have any more
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[20:54] <+Paul> Thanks – this is been a awesome time chatting about the system and we are available for follow-up questions if folks want at firstname.lastname@example.org and the kickstarter at (it’s still in draft) at (Link: https://www.kickstarter.com/projects/knarrpress/1542827207?token=c54f7d9e)https://www.kickstarter.com/projects/knarrpress/1542827207?token=c54f7d9e (folks on the chat are the only ones who have this sneak peak right now!)
[20:54] <~Dan> Cool. 🙂
[20:55] <~Dan> Well, would you guys like to just hang out with us, then, or do you need to run?
[20:55] <+Matt> I need to go, I have to be up early for work
[20:55] <+Paul> I need to run – an early appointment tommorrow, but this has been fun. I will definitely follow the calendar and stop by again to chat with other folks!
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[20:56] <~Dan> Alrighty then! Want to hang just a minute while I get you the chat log link?
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[20:56] <+Paul> thanks
[20:56] <+AP_Jeff2> hello
[20:56] <~Dan> And thanks so much for coming by, guys!
[20:56] <+Matt> np
[20:56] <~Dan> (Howdy, AP_Jeff2!)
[20:56] <~Dan> Let me get you that link….
[20:56] <+Paul> thank you for having us!