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Lejendary Rules for All Players

Lejendary Rules for All Players Playtest Review by Dave Folger II on 06/06/01
Style: 4 (Classy and well done)
Substance: 5 (Excellent!)
An intuitive, rules-lite system that's easy to learn. You'll have a blast before you even finish making your character!
Product: Lejendary Rules for All Players
Author: Gary Gygax
Category: RPG
Company/Publisher: Hekaforge Productions
Line: Lejendary Adventure
Cost: $24.95
Page count: 204
Year published: 1999
ISBN:
SKU:
Comp copy?: no
Playtest Review by Dave Folger II on 06/06/01
Genre tags: Fantasy Historical
The author has set two goals for the Lejendary Adventure game system--that it be an easy to learn game for the novice, while providing satisfying and challenging play for the veteran. The former goal is most definitely achieved, and given a quick glance at the rules, it is easy to see why--3 Base Ratings, 38 Abilities, and a few simple game mechanics are all you need to know to play this game. Does the system measure up to the latter goal? Only time will tell for certain, but given the sheer number of possible combinations of starting characters and the limitless (but not fast) advancement after start, my best guess is yes.

Character generation is broken down into 12 simple steps. Apart from being easy (although you should have a calculator handy during generation), it is also a lot of fun. There are 13 races to choose from, including some familiar ones (elves, dwarves, and gnomes), and some that are entirely new to RPGs (oafs, trollkin, and veshoge). With the exception of the Orcs and the Oafs, there are few (or no) limitations on which Abilities may be acquired in the game. There are also 13 orders that are similar to classes—but the orders do not define character’s Abilities. Instead, character’s Abilities qualify the character for an order.

The Base Ratings as well as the Abilities are broadly defined in the game. Each Base Rating (Health, Precision, and Speed) encompasses both physical and mental aspects, so game statistics will not be "painted on one's chest" so to speak. And while some Abilities are primarily combat-oriented, others being primarily for information gathering, nearly all Abilities have at least some application for any general type of situation. Scrutiny Ability, for example, can help in a combat situation by avoiding a surprise attack. It also helps in information gathering, as it can be used to spot obscure passages in a book and so forth. But it is also useful in general exploration in searching rooms and spotting hidden doors.

Hence, role-players and roll-players tend to be on even ground. No more bullying, no more one-sided characters.

The basic game mechanic is a simple one. Roll d100 and try to score equal to your Ability (or Base Rating) or less. Often, situational modifiers will apply. Correct repetition of specific tasks increases the character's odds of success, as does generally familiar activity in a non-tense and non-threatening situation. These modifiers tend to personalize characters through game-play and give them pseudo-specialties within the broad bundle of skills each Ability offers. This point has gone neglected by most people who have played and/or commented about the game, so perhaps the text could have drawn more attention to the importance of situational modifiers. Penalties can apply for any number of reasons--typically distraction or the task is just too difficult.

It is quite possible for there to be very large situational modifiers (both positive and negative), so there will often be times where what is written on the character sheet will be far less important than clever playing.

Combat and Magic are handled much the same way in this system as in any other. In combat, there are initiative rolls, hit rolls, and harm rolls with armor and shields protecting by absorbing harm. To activate magic, the player must choose a spell, deduct the proper number of energy points, then roll d100 against whatever extraordinary ability is applicable to see if the spell was successfully cast. Armor and shields are a huge benefit with the only drawback being a speed penalty, which has little to no effect on combat performance. But magical harm almost always bypasses armor, and whenever there is a check to avoid magical harm, it is based on speed.

Thus, against extraordinary or magical harm, armor can actually make a character more vulnerable.

However, there are some things that makes Combat and Magic different in this game than other RPGs. Almost all Weapons have the same maximum harm (20), to reflect the reality that a dagger can kill just as well as a sword. And when selecting magic spells, it is important to note that even a starting character can cast the most powerful of spells just as easily as a weaker one. Only the casting time and energy point costs vary.

Overall, the system is part familiar, part unique. It is rules-lite, no single aspect of role-playing is emphasized more than another in this game, so the players can decide what type of game they want to play.

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