[20:02] <+BrianFeister> Alrighty! Well, I’m Brian Feister, creator of Open Legend RPG (along with a large group of people mentioned on the Kickstarter page for Open Legend)
[20:03] <+BrianFeister> I’m going to try to copy and paste the game overview in here, my wordsmithing from Kickstarter should suffice:
[20:03] <+BrianFeister> What is Open Legend?
[20:03] <+BrianFeister> Open Legend is an open-source tabletop roleplaying game being played right now by gamers around the world! Now, we want to take the next step by delivering beautiful physical books and PDFs to our fans. But we can‘t do that without your help!
[20:03] <+BrianFeister> If you have played roleplaying games in the past, you may be wondering What makes Open Legend worth my time? What makes it different? The secret’s in the title: Open. Ok, maybe it’s not such a secret. Everything about the game is about opening up the doors of possibility for a flexible narrative that still has lots of strategic choices and a solid game aspect
[20:04] <+BrianFeister> Open Narrative. The rules respond and react to your narrative, not the other way around. So you can get deep into the strategy but have the freedom to shape many stories from each combination of character attributes and feats. It’s not the first time a classless system has been attempted, but we believe that both the strategy of character development and the
[20:04] <+BrianFeister> storytelling of freeform roleplay can compliment each other. So we’ve merged the two in a fresh way that (through much testing) has proven very rewarding to veterans and newcomers alike.
[20:04] <+BrianFeister> You aren’t tied down to a limited subset of character options or a pre-chosen path, archetype, or race. Instead you paint a picture of your character in your imagination, and then use the rules like a paintbrush to bring forth your creative masterpiece. The only limit is your imagination (and maybe the GM’s veto power). This is accomplished through feats,
[20:04] <+BrianFeister> attributes, perks, and flaws. All characters can access all of the options for each, rather than being forced into a list of set classes with a menu of skills, you freely chose from each set of options and create an infinitely variable and unhindered character.
[20:04] <+BrianFeister> Open Genre. We designed Open Legend for all genres, so the core rules are compatible with any setting. The mechanics focus on resulting effects rather than causes, allowing you to explain the cause in a way that tells the most satisfying story at your table. Struggle for survival in a post-apocalyptic zombie wasteland.
[20:04] <+BrianFeister> Or soar amidst the clouds on your crystal-powered airship in a steampunk-inspired campaign. Or explore an alien-infested space station abandoned at the edge of the universe. The possibilities are endless.
[20:05] <+BrianFeister> Open Dice. In Open Legend, dice EXPLODE! That means that whenever ANY die rolls maximum, you get to re-roll it and add the new roll to your total, ad infinitum. The volatile nature of dice rolling makes every roll count. Each session of Open Legend is full of tense moments and the tides can turn at a moment’s notice, for better or worse.
[20:05] <+BrianFeister> Open Source. That’s right. The core rules are written with accommodation for free use in commercial and non-commercial 3rd Party publications. That means anyone can publish their own adventures, rules supplements, and more. We’re excited to see what unexpected additions to Open Legend come next!
[20:05] <+BrianFeister> After over 5 years of testing, we brought Open Legend to the public eye in February 2016 (over 8 months ago) and we’ve got tons of great actual play footage to check out. If you’re interested in the Amaurea’s Dawn Campaign Setting, head over to YouTube to watch either Hyper RPG or Encounter Roleplay to see our LIVE actual play sessions…
[20:05] <+BrianFeister> that highlight a number of the important plot threads woven into the fabric of Amaurea.
[20:06] <+BrianFeister> And you can read that all again, along with watching the video and seeing the breathtaking art, right here:
[20:06] <+BrianFeister> (Link: https://www.kickstarter.com/projects/626049486/open-legend-open-source-rpg-and-amaureas-dawn-sett)https://www.kickstarter.com/projects/626049486/open-legend-open-source-rpg-and-amaureas-dawn-sett
[20:06] <+BrianFeister> … DONE
[20:06] <~Dan> Thanks, BrianFeister!
[20:06] <~Dan> The floor is open to questions!
[20:07] <+SquireNed> How do legend points work? You mention them in the flaw section, but I can’t find reference to them elsewhere.
[20:08] <+BrianFeister> Legend points are earned (up to once per session) by making a detremental choice according to one of your characters flaws. They also are awarded by the GM for good roleplaying and the sorts of things a GM may typically hand out as an in-game reward
[20:09] <~Dan> Do you have a character sheet posted that we can see?
[20:09] <+BrianFeister> You can accumulate any number of Legend Points and spend as many as you want at once to get Advantage X, where X is the points you spend. Advantage in Open Legend affects the smaller attribute dice, and not the d20
[20:09] <+BrianFeister> Dan: on the main website, we have a section for “Resources” in the main navigation: (Link: http://www.openlegendrpg.com/)http://www.openlegendrpg.com/
[20:10] <+Adderlan> “The mechanics focus on resulting effects rather than causes, allowing you to explain the cause in a way that tells the most satisfying story at your table.” How does this work?
[20:10] <+BrianFeister> You can download a character sheet for free on DriveThruRPG: (Link: http://www.drivethrurpg.com/product/192536/Open-Legend-Printable-Character-Sheet)http://www.drivethrurpg.com/product/192536/Open-Legend-Printable-Character-Sheet
[20:10] <+SquireNed> Mind if I post Blink? I’ve recently revamped the google doc for him.
[20:10] <+BrianFeister> sure thing, post away
[20:10] <+SquireNed> (Link: https://docs.google.com/spreadsheets/d/1fGy6GbKkl5AnQ15INzL2B5-xC2TaO6uO3hO_Hqyxy8E/edit?usp=sharing)https://docs.google.com/spreadsheets/d/1fGy6GbKkl5AnQ15INzL2B5-xC2TaO6uO3hO_Hqyxy8E/edit?usp=sharing
[20:10] <+SquireNed> Blink’s a level 6 Amaurea’s Dawn character.
[20:11] <+SquireNed> Specialty in teleportation and melee combat, combined with unholy levels of defense.
[20:11] <~Dan> Nice character sheet, first off.
[20:11] <+BrianFeister> We also have a FREE Learn-by-play module, called A Star Once Fallen on DriveThruRPG: (Link: http://www.drivethrurpg.com/product/190330/A-Star-Once-Fallen?manufacturers_id=10379)http://www.drivethrurpg.com/product/190330/A-Star-Once-Fallen?manufacturers_id=10379
[20:11] <+DMsShadow> I’m back
[20:11] <~Dan> wb, DMsShadow!
[20:12] <+BrianFeister> (pelase note that this module is like “Open Legend Basic” so don’t get confused about whether this is all that exists for the game’s mechanics
[20:12] <~Dan> Q&A in progress!
[20:12] <+BrianFeister> Thanks Dan, glad you like it!
[20:12] <~Dan> Can you describe the core mechanic?
[20:12] <+Guest51> do characters get to roll for an attribute with a score of zero?
[20:12] <+BrianFeister> Adderlaan: let me answer your question, then Dan’s
[20:12] <+BrianFeister> *Adderlan
[20:13] <~Dan> Guest51: You can set your name with the /nick command. 🙂
[20:13] <+BrianFeister> So, in Open Legend, we don’t have spell lists or “class abilities”, instead we have “banes” and “boons”, we’ve reverse engineered spells to separate their damage from their secondary effects
[20:14] <+BrianFeister> And then on top of that, we’ve given martial type characters access to MANY of the boons that supernaturally oriented characters can access
[20:14] <+SquireNed> *side-note*: supernatural attributes can be used to attack directly, emulating damage-only spells.
[20:14] <+BrianFeister> So, without a spell list, (which saves unbelievable amounts of cognitive burden / headspace) it’s easy to narratively change up the secondary effects depending on the story you want to tell at a given time
[20:15] <+BrianFeister> In essence, it’s like having access to 9,000 spells but only needing to remeber 30 different effects
[20:15] <+BrianFeister> moving on to Dan’s question now
[20:16] <~Dan> (Welcome to #rpgnet, Guest86! You can set your name with the /nick command. 🙂 )
[20:16] <+BrianFeister> Note that the rules are 100% free on the website: (Link: http://www.openlegendrpg.com/core-rules/00-introduction)http://www.openlegendrpg.com/core-rules/00-introduction
[20:17] <+BrianFeister> Alright, so Dan asked about the Core Mechanic
[20:17] <+BrianFeister> The core mechanic is an “Action Roll” which is the same both in combat and out of combat
[20:17] <~Dan> Always a good thing, IMHO.
[20:17] <+BrianFeister> you roll 1d20 + [attribute dice]
[20:18] <+BrianFeister> your action dice will vary depending on how much you invest in an attribute with feat points
[20:18] <~Dan> (Welcome to #rpgnet, Guest02! You can set your name with the /nick command. 🙂 )
[20:18] <+BrianFeister> the lowest attribute, a 1, gives you 1d4 on top of the d20
[20:18] <+BrianFeister> at 1st level, you can start with a max attribute of 5, which is 2d6 added to the d20
[20:18] <+BrianFeister> All of these dice (d20 included) explode, so if you roll max, you re-roll and add
[20:19] <+BrianFeister> At 9th level, your Attribute score of 9 will add 3d10 to your d20
[20:19] <+BrianFeister> From there, feats and other extra effects will add “advantage” or “disadvantage”
[20:19] <+BrianFeister> In this case, “Attribute 5 with Advantage 2” roll would be d20 + 4d6 (keep the highest 2)
[20:20] <+BrianFeister> this increases your odds of hitting a dice explosion
[20:20] <+BrianFeister> Not sure if that’s clear, but I think I’m done with that
[20:20] <+Adderlan> This sounds like the step chart from Earthdawn.
[20:20] <~Dan> (Welcome to #rpgnet, hotSoup!)
[20:20] <+SquireNed> Actually, it’s not that different, Adderlan.
[20:21] <+BrianFeister> I’m not familiar with the game, unfortunately, so it’ll be tough for me to speak to the comparison
[20:21] <+SquireNed> Though it doesn’t go quite to the same level of detail.
[20:21] <+SquireNed> I.e. not going from like 1 to 40, instead going from 0-9
[20:21] <~Dan> What passes for skills in the system?
[20:22] <+BrianFeister> The idea is to narrow the threshold of quantifiable distinction in order to prevent the Pathfinder syndrome of +40 modifiers on a d20
[20:22] <+BrianFeister> Dan: skills are derived from attributes
[20:22] <+BrianFeister> and Attributes power both combat and non-combat skills
[20:23] <+BrianFeister> so you can choose to play an incredibly combat ineffective character that is highly proficient out of combat
[20:23] <~Dan> How do attributes and skills interact?
[20:23] <+BrianFeister> Feats also grant both in and out of combat effects
[20:23] <+BrianFeister> The system is comprised only of Attributes + Feats
[20:24] <+BrianFeister> Attributes are the gateway to the Banes and Boons I mentioned earlier
[20:24] <+BrianFeister> Dan: Attributes and Skills are the same in Open Legend
[20:24] <+poppy_> if you have zero points in an attribute, do you still get a d20 roll or is it no roll at all?
[20:24] <+BrianFeister> poppy_: you just roll a d20 in that case
[20:25] <+poppy_> even with supernatural?
[20:25] <+BrianFeister> poppy_: supernatural attributes cannot be used with attribute 0
[20:25] <+poppy_> thanks
[20:25] <+BrianFeister> Only Physical, Social, and Mental attributes can
[20:25] <+BrianFeister> 🙂
[20:25] <+SquireNed> There wouldn’t be much to use them with. Boons and banes unlock at 1 or higher, combat abilities are unlocked at 1 for supernatural attributes.
[20:26] <+BrianFeister> Good point SquireNed
[20:26] <~Dan> (Welcome, Guest24!)
[20:26] <+SquireNed> A really generous GM could let you make a skill test, but it’d be rough.
[20:26] <+BrianFeister> Dan: did I answer your question?
[20:27] <+Adderlan> How do you avoid making a ‘useless’ character, and is this more a product of GM or player choices?
[20:27] <~Dan> I think so… How do you handle specialized stuff, like piloting aircraft or performing surgery?
[20:27] <+SquireNed> Dan, feats do that.
[20:28] <+BrianFeister> Adderlan: the system does not prevent that. The character creation possibilities are kind of “infinite”
[20:28] <+BrianFeister> so there are lots of useless choices in there
[20:28] <+SquireNed> Actually, Brian, I’d offer contrary to that.
[20:28] <+BrianFeister> but we provide example builds to help new players
[20:28] <+BrianFeister> Go for it SquireNed
[20:28] <+SquireNed> The attributes determine power level, so you will always be distributing attribute points into things that give combat and non-combat utility.
[20:28] <+SquireNed> Feats give you the One Big Thing that make your character awesome, but you’ll never be useless.
[20:29] <+SquireNed> You might not be the best in party at anything (or you might be the worst in almost all situations), but you won’t be totally suck.
[20:29] <+BrianFeister> That sounds fair. The way the point buy economy works follows Gaussian math
[20:29] <+BrianFeister> so if you TRY to be bad at everything
[20:29] <+BrianFeister> you’ll accidentally end up mediocre at everything
[20:30] <+SquireNed> But, at least you can fail with versatility.
[20:30] <+SquireNed> And, if you do feats right, you can actually do a jack-of-all-trades who doesn’t suck at everything.
[20:30] <+BrianFeister> lol, indeed
[20:30] <+BrianFeister> So you would need to try REALLY hard to be truly useless
[20:30] <~Dan> What led you to go with a level system?
[20:30] <+DMsShadow> I have yet to see anyone build a useless character
[20:31] <+BrianFeister> Dan: The need to define when is an appropriate threshold to introduce a very powerful bane or boon
[20:31] <+BrianFeister> Banes and Boons have Power Levels 1 through 9
[20:31] <+BrianFeister> the ones at 6 – 9 are extremely potent
[20:31] <+BrianFeister> Open Legend is VERY strange in that actions come fast and furious
[20:32] <+BrianFeister> so some of those banes can halfway take someone out in one shot
[20:32] <+BrianFeister> but then there’s the fact that we have no limits on how many times you use a power
[20:32] <+BrianFeister> so you can always heal / bring someone around if you have a character that can do that
[20:33] <+BrianFeister> This realm is really something that is hard to explain without playing the game, I would say
[20:33] <+BrianFeister> the flow of combat is very different from any other tabletop RPG I’ve played
[20:33] <+SquireNed> Basically, the best stuff is behind a progression wall.
[20:34] <+SirGene> Isn’t there some kind of penalty or toll on a character that uses too much Magic?
[20:34] <+SquireNed> It’s like 4e meets Divinity: Original Sin
[20:34] <+SirGene> Bane or bone I guess.
[20:34] <+BrianFeister> SirGene: Nope, not at all. Combat feels more cinematic and less like a board game
[20:35] <+BrianFeister> There are certain effects that have a “control valve” via very long invocation times
[20:35] <~Dan> (Howdy, LucusPalosaari!)
[20:35] <+BrianFeister> but most everything can be done at-will and without limit
[20:36] <+LucusPalosaari> (hello!)
[20:36] <+BrianFeister> Hey Lucus 🙂
[20:36] <+BrianFeister> So, it’s pretty different from 4E because it’s extremely open, I will note that
[20:36] <+DMsShadow> The system is light on resource management, so having a toll on magic use is a bit counter to that
[20:37] <+SquireNed> Yes. I refer more to the flow of combat than to any other elements of design.
[20:37] <+BrianFeister> Right
[20:37] <+BrianFeister> Did I exhaust all the questioners?
[20:37] <+SquireNed> Though my 4e experience is limited: I more remember some clever effects coming into play regarding spacial manipulation.
[20:38] <+BrianFeister> Definitely a good comparison
[20:38] <~Dan> Can you give an example of a supernatural power using this system?
[20:38] <+BrianFeister> Hmm… how about a Fireball “spell” that burns continually after hitting a target
[20:39] <~Dan> Sure.
[20:39] <+BrianFeister> I could take “Bane Focus (Persistent Damage)” then use my Energy attack to dish out fire damage.
[20:39] <+BrianFeister> With points to spare, I can also take “Multi-Target Attack Specialist” which allows me to offset the usual penalty for multi-targeting
[20:40] <+SquireNed> You could also just use the bane itself as an attack if you wanted to have a better hit chance.
[20:40] <+BrianFeister> So now, at 2nd level, at-will I can make an attack that does damage, but any time I deal 5 damage or more to a target, they also take ongoing damage
[20:40] <+BrianFeister> and it can target a 3×3 (5′ squares) area
[20:41] <+BrianFeister> Each target’s defense is compared to my roll
[20:41] <+BrianFeister> so the ones with higher defense scores might not catch on fire
[20:41] <+BrianFeister> and the damage they take is simply my total roll minus their defense
[20:41] <+BrianFeister> This wouldn’t work with a non-exploding dice system
[20:41] <+BrianFeister> because the “damage soak” would curb potential damage
[20:41] <+BrianFeister> but Open Legend is about dramatic swings where a dice explosion turns the tides of battle
[20:43] <~Dan> How does weapon damage work?
[20:44] <+BrianFeister> Two-handed weapons grant Advantage 1, effectively a +2 average total increase
[20:44] <+BrianFeister> but most weapons have other properties, or enhance your effectiveness at dealing out a certain bane
[20:44] <~Dan> (Welcome to #rpgnet, Malik!)
[20:45] <+BrianFeister> We don’t spend alot of time on weapons, and most people, while they ask about it up front, never think about it being missing once they play a session
[20:45] <+SquireNed> Except me.
[20:46] <+TheBear> If a character both combat follow-through and combat momentum and gets a kill can he move thier full movement again and attack or only one?
[20:46] <+SquireNed> Brian bullies me about weapons doing damage.
[20:46] <+BrianFeister> It’s true, SquireNed is so obsessed that he wants to break the game just to nerd out over weapons
[20:46] <~Dan> (Welcome, Guest09!)
[20:46] <+poppy_> can you give us a quick sneak peak of how a modern weapon might work?
[20:47] <+BrianFeister> TheBear: they keep going as long as the kill streak continues
[20:47] <+BrianFeister> but statistics are in favor of this being reasonable
[20:47] <+SquireNed> Brian, mind if I pastebin some modern weapons I worked on?
[20:47] <~Dan> (Welcome, Guest60!)
[20:47] <+BrianFeister> sure
[20:47] <+SquireNed> The ones in line with your guidelines 😛
[20:47] <+BrianFeister> These weapons are definitely not sanctioned yet, people
[20:47] <+BrianFeister> oh, good to hear 🙂
[20:47] <+SquireNed> Ough
[20:48] <+BrianFeister> LOL
[20:48] <+SquireNed> (Link: http://mibpaste.com/OXhj4f)http://mibpaste.com/OXhj4f
[20:48] <+SquireNed> Oh gosh that broke
[20:48] <+SquireNed> lemme puush it
[20:49] <+SquireNed> (Link: http://puu.sh/s6RUg/3473fa35f4.png)http://puu.sh/s6RUg/3473fa35f4.png
[20:50] <+SquireNed> In the interest of full disclosure, I do plan on dialing back the TLoE weapons
[20:50] <+BrianFeister> poppy_: weapons and equipment chapter are here: (Link: http://www.openlegendrpg.com/core-rules/04-wealth-equipment)http://www.openlegendrpg.com/core-rules/04-wealth-equipment
[20:50] <+SquireNed> A little.
[20:50] <+SquireNed> Those modern weapons don’t have banes yet, either.
[20:50] <+BrianFeister> In the core rules, we will do “Multi-Genre Weapons & Equipment” per the stretch goal we hit
[20:51] <+BrianFeister> my plan is for certain firearms to have the “Deadly” property which gives them Advantage 1
[20:51] <+BrianFeister> effectively +2 or so to damage
[20:51] <+SquireNed> I like not having the Advantage though, because then they become more accurate.
[20:51] <~Dan> Doesn’t that effectively mean that weapons that do more damage are more likely to hit in the first place?
[20:52] <+DMsShadow> We also discussed some having the persistent damage bane.
[20:52] <+BrianFeister> There is no real difference between a flat bonus and advantage, just that one breaks the mechanical paradigm
[20:52] <+BrianFeister> Dan: correct, I think
[20:52] <+SquireNed> There’s a virtual difference, though!
[20:53] <+Adderlan> Lots of focus on damage. How much depth do other aspects of play have? For example, negotiation and infiltration.
[20:53] <+SquireNed> Admittedly, given the fact that armor’s defense is abstracted as missing, and deadlier weapons are more likely to bypass armor, this is probably moot.
[20:53] <+BrianFeister> Adderlan: the base system does not attempt to get highly detailed on non-combat
[20:54] <+BrianFeister> and combat is also streamlined
[20:54] <+SquireNed> Though, if I may say so, you’d be surprised how much you can do with those very simple rules.
[20:54] <+BrianFeister> but we will be releasing some optional mechanics to make non-combat more engaging
[20:54] <+SquireNed> Open Legend has inspired me to cut chapters from the game I was working on.
[20:54] <+BrianFeister> Agreed. The rules are deceptively simple
[20:54] <~Dan> (Howdy, Crazy-Cabal, Lassek!)
[20:55] <+BrianFeister> Adderlan: the system has a core principle called “Every Roll Matters”
[20:56] <+BrianFeister> So, in non-combat (and combat), we challenge people to use their imaginations
[20:56] <+BrianFeister> it’s not quite the same as “fail forward” where you always get what you want, but we recommend that “the story progress”
[20:56] <+BrianFeister> even if that means the danger snowballs to something worse
[20:56] <+SquireNed> Likewise, don’t roll for stupid stuff.
[20:56] <+BrianFeister> Exactly
[20:57] <~Dan> Can you tell us a bit about Amaurea’s Dawn?
[20:57] <+SquireNed> I give players so many things without a roll in Open Legend because it won’t make a difference to the story one way or another.
[20:57] <+BrianFeister> Agreed
[20:58] <+BrianFeister> Amaurea’s Dawn is a mashup between Steampunk + Biotech + High Fantasy + Savage Jungle, a story of one world invading another and we are honored to have Ed Greenwood, Matthew Mercer, and many other talented writers on the team
[20:58] <+BrianFeister> It’s the first Campaign Setting for Open Legend, and a companion book with our Kickstarter
[20:59] <+BrianFeister> If you skip to 1min 45sec in the Kickstarter video, you’ll get a much nicer introduction than I can clumsily type out here on the spot:
[20:59] <+BrianFeister> (Link: https://www.kickstarter.com/projects/626049486/open-legend-open-source-rpg-and-amaureas-dawn-sett)https://www.kickstarter.com/projects/626049486/open-legend-open-source-rpg-and-amaureas-dawn-sett
[21:00] <~Dan> (Welcome to #rpgnet, Defiant_Justin!)
[21:00] <+DMsShadow> You should also check out the podcast from the RPG Academy
[21:00] <+Adderlan> That’s technically not what ‘fail forward’ means.
[21:00] <+Defiant_Justin> Howdy
[21:00] <+SquireNed> At one point in one of the campaigns we hijacked an airship from a bunch of redcoat-esque people. That’s the defining moment for me.
[21:00] <+BrianFeister> I know that Adderlan, thanks for pointing it out
[21:01] <+BrianFeister> Trying not to be long-winded
[21:01] <+BrianFeister> (though I’m sure not doing well)
[21:01] <+poppy_> for GMs, is there something like a Challenge Rating for building “encounters”. Or, how do you make challenging but fair combat for players who have inventive powers.
[21:01] <+BrianFeister> poppy_: that’s covered in Chapter 7: Running the Game – (Link: http://www.openlegendrpg.com/core-rules/07-running-the-game)http://www.openlegendrpg.com/core-rules/07-running-the-game
[21:02] <+poppy_> thanks, I’ll read it more closely
[21:02] <+Adderlan> Sorry, it’s just one of the few useful terms I have in my design lexicon and you made a pretty definitie statement about it. Anyway, carry on 🙂
[21:02] <~Dan> What sort of technology exists in Amaurea’s Dawn?
[21:02] <+Defiant_Justin> You’ll have to excuse my newbishness, but what skill is associated with firearms and ballistics?
[21:03] <+SquireNed> Defiant_Justin, Agility
[21:03] <+BrianFeister> Adderlan: no worries, I think it’s handled differently and means different things in many systems
[21:03] <+BrianFeister> that’s why I’m avoiding it
[21:04] <~Dan> (Welcome to #rpgnet, Nightfall!)
[21:04] <+Nightfall> So! Did I miss anything?!!
[21:04] <+Adderlan> :thumbsup:
[21:04] <+Defiant_Justin> Is that “just because” or is there a reason for it?
[21:04] <+BrianFeister> Dan: Amaurea’s Dawn has heavy machinery mixed with magic from Schlectenberg, so you can expect some “mech” type things, airships, firearms, I’ve tossed in some laser canons 🙂
[21:04] <+SquireNed> Agility handles most fine physical actions (the alternative would be Might)
[21:04] <+Nightfall> *never likes it when he comes into the middle of a convo*
[21:04] <+Defiant_Justin> I ask because I’m working on mashing some genres together and just thinking ahead for builds
[21:05] <+BrianFeister> Yup, Agility is the attribute for using firearms
[21:05] <+SquireNed> You could have perception handle some things (and I do in TLoE and my modern weapons), but unless you’re a sniper it’s really the only thing that matters.
[21:05] <+Nightfall> *raises his hand*
[21:05] <+SquireNed> You *can* get attribute replacement, and you can also get specializations in firearms to increase your proficiency with them proficiency (Attack Specialization)
[21:06] <+Defiant_Justin> Ah-ha!
[21:06] <+SquireNed> So individual characters can be better with firearms than Agility would indicate.
[21:06] <+BrianFeister> *calls on Nightfall*
[21:06] <+Adderlan> Considering the concentration on combat, have you found there are ‘optimized’ builds that players gravitate to? Also I know some players enjoy this, so is this something your deliberately including?
[21:06] <+Nightfall> Thank you Brian! I have a question, obviously OpenRPG is meant to be a simple system, but how would it work in conjunction with say, if I wanted to use the character creation part but have it function with say, Pathfinder?
[21:07] <+SquireNed> Adderlan, I always play someone with teleporting, no exceptions.
[21:07] <+Nightfall> *had this crazy idea of doing characters in Curse of the Crimson Throne but with OpenRPG characters instead of regular characters*
[21:07] <+SquireNed> However, there are pretty diverse options with the way that you can do things.
[21:08] <+BrianFeister> Nightfall: I don’t think Open Legend and Pathfinder could be mixed, at least not in a way that would be at all satisfying to me …
[21:08] <+SquireNed> There are six or eight different feat trees that handle combat, from Sneak Attack analogues to multi-targeting, multi-attack, and berserking options, weapon specialization, **exclusive** weapon specialization, and more.
[21:08] <+BrianFeister> But you may have different tastes
[21:09] <+SquireNed> They’re balanced based on point values, *and* you can take multiple of them and they usually overlap (e.g. a multi-attack berserker)
[21:09] <+DMsShadow> Nightfall do you mean converting an adventure from PF to OL, or something else?
[21:09] <+BrianFeister> Adderlan: I’ve honestly never seen any two players play the same character twice
[21:09] <+Adderlan> That’s good.
[21:09] <+BrianFeister> the removal of the restriction around what the “flavor text” of abilities are has made people so incredibly broad and vastly different in their focus
[21:11] <~Dan> wb
[21:11] <+BrianFeister> Also, we’ve been quite mechanics-focused in this conversation, but I wouldn’t say that’s the focus of the game
[21:11] <+DMsShadow> Thanks
[21:12] <+BrianFeister> This is a great thread to learn why people have switched their campaigns over to Open Legend:
[21:12] <+BrianFeister> (Link: https://openlegend.mightybell.com/posts/942687/comments/851772)https://openlegend.mightybell.com/posts/942687/comments/851772
[21:12] <+Nightfall> DmsShadow, I mean more like I run the monsters, the traps, the encounters and everything non-player related as Pathfinder, but the characters themselves are OpenRPG characters.
[21:12] <+SquireNed> Nightfall, the number schemas don’t match up.
[21:12] <+BrianFeister> (Link: https://openlegend.mightybell.com/posts/942687/)https://openlegend.mightybell.com/posts/942687/
[21:12] <+Nightfall> Brian, I don’t need it satisfying to you. :p I just need a way to get newbies to join in. :p 🙂
[21:12] <+SquireNed> The levels are not 1:1.
[21:13] <~Dan> Do you think that Open Legend can handle superheroes?
[21:13] <+Nightfall> Not even with 80 points?
[21:13] <+SquireNed> Boon Access
[21:13] <+BrianFeister> This is a great thread for hearing about the CRAZY wildly varied characters being created: (Link: https://openlegend.mightybell.com/posts/934674)https://openlegend.mightybell.com/posts/934674
[21:14] <+BrianFeister> Dan: Superheroes is among the most talked about genres on the Open Legend community site
[21:14] <+Nightfall> The reason I’m asking is because I keep getting new people trying Pathfinder…and they hate doing character creation. I thought this might solve it.
[21:14] <+DMsShadow> Nightfall the issue would be that the you’d have to create OL attributes for the monsters and traps, otherwise attacks etc would mismatch the defenses.
[21:14] <+BrianFeister> You might want to give a real simple bump to starting feat / attribute points, but it’s easily done
[21:14] <+DMsShadow> I suspect
[21:15] <+BrianFeister> And Superheroes is one of our optional “mini-campaign settings” as part of our $80K stretch goal
[21:15] <+Nightfall> DMsShadow, care to give me an example? *NF does better with examples*
[21:15] <+BrianFeister> each option is a different genre
[21:15] <+BrianFeister> Nightfall: sorry to do this, but let’s not discuss the Open Legend / Pathfinder crossover anymore, unless all other questions are finished
[21:16] <+BrianFeister> Because you can TOTALLY do anything you want 🙂
[21:16] <+BrianFeister> But we won’t be able to agree that it’s a smooth blend
[21:16] <+Nightfall> Okay Brian…
[21:16] <+Nightfall> *goes to the corner* *sits and eats oreos*
[21:17] <+BrianFeister> LOL, not my intention to crush your enthusiasm, but I’ve spent alot of time on mathematics that are just too intricate to type out here 🙂
[21:17] <+Adderlan> There were Oreos in the corner all along?!?
[21:17] <+Nightfall> I know. But my enthusiam isn’t dimmed yet. I just wanted input.
[21:17] <+Nightfall> Add, no these are MY oreos. Get your own. :p
[21:17] <+BrianFeister> 🙂
[21:18] <+BrianFeister> Any other questions?
[21:18] <~Dan> Does Ameaurea’s Dawn include a bestiary?
[21:18] <+Adderlan> And here I’ve been k noshing these stale danishes.
[21:19] <+Adderlan> Or Oreos?
[21:19] <+BrianFeister> Dan: it does indeed 🙂
[21:19] <~Dan> Can you give some highlights?
[21:19] <+Nightfall> *thinks Oreos are out of Dawn’s budget*
[21:20] <+BrianFeister> In fact Crystal Sully, one of my illustrators is live streaming a painting of one right now: (Link: http://twitch.tv/crystalsully)http://twitch.tv/crystalsully
[21:20] <+BrianFeister> Here’s one from the bestiary: (Link: https://www.dropbox.com/s/dadoe04wmntqhb3/Screenshot%202016-11-04%2022.20.47.png?dl=0)https://www.dropbox.com/s/dadoe04wmntqhb3/Screenshot%202016-11-04%2022.20.47.png?dl=0
[21:20] <+Adderlan> Yeah, those $#@&ers are expensive.
[21:20] <+BrianFeister> (Link: https://www.dropbox.com/s/dadoe04wmntqhb3/Screenshot%202016-11-04%2022.20.47.png?dl=0)https://www.dropbox.com/s/dadoe04wmntqhb3/Screenshot%202016-11-04%2022.20.47.png?dl=0
[21:21] <+BrianFeister> hmmm… any advice on the links Dan?
[21:21] <~Dan> Hmm…
[21:21] <~Dan> Let’s see… Works for me.
[21:21] <+Adderlan> OOh, live painting. Cool.
[21:21] <+BrianFeister> (Link: https://www.dropbox.com/s/u4pgyopz2f304e4/Screenshot%202016-11-04%2022.21.41.png?dl=0)https://www.dropbox.com/s/u4pgyopz2f304e4/Screenshot%202016-11-04%2022.21.41.png?dl=0
[21:22] <+BrianFeister> Not working for me with Dropbox links
[21:22] <+BrianFeister> There are two great pieces on the Kickstarter page: (Link: https://www.kickstarter.com/projects/626049486/open-legend-open-source-rpg-and-amaureas-dawn-sett)https://www.kickstarter.com/projects/626049486/open-legend-open-source-rpg-and-amaureas-dawn-sett
[21:22] <+BrianFeister> Both are “hierophants”, sort of like Avatars of the Jungle on Amaurea
[21:23] <+BrianFeister> The dragon is a fallen hierophant
[21:23] <+BrianFeister> and the lightning/bird creature is a “non-fallen” Hierophant, lol
[21:23] <~Dan> How traditional are the creatures in the setting?
[21:23] <+BrianFeister> I would say pretty non-traditional 🙂
[21:24] <+BrianFeister> I’ve enjoyed running a system where I can (without stretching myself or doing a bad job) literally invent an adversary for a fight while the players are talking
[21:24] <+Adderlan> Traditional?
[21:24] <+Adderlan> Like dragons and werewolves?
[21:24] <+BrianFeister> So, for me, every creature is quite different when I run Open Legend
[21:24] <~Dan> Yeah, and orcs and such.
[21:25] <+BrianFeister> No orcs, to speak of
[21:25] <+Adderlan> Morks?
[21:25] <+BrianFeister> and most of the creatures are the result of biological experiments from House Nivenilya
[21:25] <+Nightfall> Porks?
[21:25] <+Adderlan> An army of Morks…
[21:25] <+Adderlan> …calling Orson.
[21:25] <+DMsShadow> Shazbot
[21:25] <+BrianFeister> So, sentient plants, biologically engineered predators, fun stuff
[21:26] <+BrianFeister> The city of Amaranth is itself alive and responds through neural / pheremonal network to it’s inhabitants
[21:27] <~Dan> So the creatures are more sci-fi than fantasy?
[21:27] <+BrianFeister> Winged tiger? Plants that can shapeshift
[21:27] <+Defiant_Justin> My wife wants to play an Electromancer because ber favorite Xman is Storm.s poo
[21:28] <+BrianFeister> I don’t know, to me they feel like they’re strongly both sci-fi and fantasy
[21:28] * ~Dan nods
[21:28] <~Dan> Cool.
[21:28] <+Defiant_Justin> Please disregaurd the s poo. Cell phone keyboard…
[21:28] <+BrianFeister> lol
[21:28] <+Adderlan> Ignore the Spoo…
[21:29] <+BrianFeister> Defiant_Justin: I think the idea of playing Storm is perfect for Open Legend
[21:29] <+Defiant_Justin> Character Name: Spoo
[21:29] <~Dan> (Welcome to #rpgnet, dcl!)
[21:29] <+BrianFeister> many have said that they’re able to play so many characters from movies and books that couldn’t be created in any other system
[21:29] <+Defiant_Justin> How would you spec out Storm?
[21:29] <+SquireNed> Dangnabit, I just realized that what I wanted to talk about might be a spoiler.
[21:29] <+Adderlan> What kind of character concepts are currently the most difficult to represent in the system?
[21:30] <+SquireNed> Defiant_Justin give me fifteen minutes.
[21:30] <+SquireNed> Half of that will be researching her.
[21:30] <+Adderlan> A mighty spoo…iler?
[21:30] <+BrianFeister> The only ones that are difficult are ones that focus heavily on limitations and expensive cost for invoking effects
[21:30] <+BrianFeister> pretty much anything else works fine
[21:30] <+Adderlan> In English?
[21:31] <+BrianFeister> For making Storm: I would take the Flight ability (a new feat I’ll release very soon), and then the Attack Specialization (Lightning)”
[21:31] <+BrianFeister> feat
[21:31] <+BrianFeister> so higher damage output and the ability to fly
[21:31] <+Defiant_Justin> Squire_Ned clock is ticking!
[21:32] <+BrianFeister> I’m not a Storm expert, what else does she do that’s notable?
[21:32] <+Defiant_Justin> Nice!
[21:32] <+Defiant_Justin> Mostly I wanted to confirm it’d be just that easy
[21:32] <~Dan> Controls the weather.
[21:33] <+BrianFeister> Right, well I think weather control would generally just be flavor and a general Energy roll outside of dealing damage
[21:33] <+BrianFeister> how well you roll on Energy determines your level of control for cinematic purposes
[21:33] <+Defiant_Justin> I have a setting in mind tbat is part post-apoc and part Superhero.
[21:33] <+Adderlan> Nemesis of postal workers everywhere.
[21:34] <+BrianFeister> lol
[21:34] <+BrianFeister> Sounds awesome Defiant_Justin
[21:34] <+BrianFeister> Well, friends… I think I’ll probably bow out if it doesn’t hurt anyone’s feelings 🙂
[21:34] <+Defiant_Justin> Its for a series of post World War 3 novels that I never wrote.
[21:35] <+BrianFeister> ^^^ nice 🙂
[21:35] <~Dan> No problem, BrianFeister!
[21:35] <~Dan> Just a bit of housekeeping first…
[21:35] <+BrianFeister> Well thanks so much for having me Dan!
[21:35] <+BrianFeister> sure thing
[21:35] <+SquireNed> (Link: https://docs.google.com/spreadsheets/d/1X3P6WqVSZkUt5PLRoxIvgWyNELzhgrnrxV3QOZ-ORFY/edit?usp=sharing)https://docs.google.com/spreadsheets/d/1X3P6WqVSZkUt5PLRoxIvgWyNELzhgrnrxV3QOZ-ORFY/edit?usp=sharing
[21:35] <~Dan> First, if anyone is so inclined, my tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[21:35] <+SquireNed> Might not be fully accurate.
[21:36] <+Adderlan> I’m crushed, crushed I sa…OH LOOK AN OREO!
[21:36] <~Dan> Second, if you’ll give me just a moment, I’ll get the log posted and give you the link. 🙂