Another Update


I took another pass at this thing and decided to make a couple important changes. 


1. The Gear section now has better organization of weapons that expands damage ranges and scales up in price within each section for extra capabilities like throwing or sneaking or both. I also cleaned up the ARM mechanics and changed it to where armor gets weakened instead of breaking irreparably. One other important change is the inclusion of a blank space to declare your in-world exchange rate for $ilver to GOLD. I had it set as 100 but most will want to default to base 10. Pro-Tip: Write your number of players in the blank so that when the party gains X # GOLD, each player gets that same number of $. Easy. 


2. I decided to clarify the Running The Game section for GMs used to playing D&D-style games. The part about Adventures now includes a more explicit procedure for converting enemies from these other games. I landed on a simple equation:

HP = Number of Hit Dice (any type) x 4.

Adjust up or down for size and any other factors. I like to use multiples of four so I can easily draw circles with crosses and fill in wedges to represent damage.

This is the method I've chosen so that super tough enemies will usually top off at a reasonable number of HP by comparison to the PCs. Feel free to adjust to whatever you find suitable, of course. I also clarified ARM conversion, and I cleaned up the part about Combat under the Additional Rules section. I squeezed in a note about monsters that bite or scratch: just pick out a weapon from the gear chart to compare it to. Do Basilisk teeth cut more like a dagger or a broadsword? Up to you!


I doubt if anyone's really playing this game out there, but if you read this, drop a comment and let me know any of your thoughts.  The next update will feature a whole new pamphlet for expanding the game using some really cool card decks I bought recently!

Files

WoLPH.pdf 393 kB
46 days ago
WoLPH.docx 29 kB
46 days ago

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