Recommend
14 
 Thumb up
 Hide
4 Posts

Legends Untold» Forums » Rules

Subject: Building a Character - How Legends Untold Works rss

Your Tags: Add tags
Popular Tags: [View All]
Hugh Ducker
msg tools
mb
The core elements of the environment are described in "Unpacking the box" so here we'll deal with heroes.

Design concept
Early on in the design process Kevin and I had slightly different ideas about how we would let players choose their heroes for the game. Kevin, being a very old-school gamer, had ideas for progression paths and classes. I wanted to give player's as much choice as possible in letting them build their own heroes. Between us we came up with a system that allows players to do both.

Occupations
These are the core cards for each Hero. They give you the starting attributes that you use for tests and a base from which to build your hero. To give each Occupation more definition we decided to give them masteries which would help them in certain areas. The Student was good with the Arcane, the Forgehand has a knack with making things, the Farmer good with Fey and nature, and so on. These help give a starting point for our hero beyond a stat block and a picture.

Talents
We then decided that each hero would have Talents and equipment. We split the talents into Skill Talents (helping you in different tests to deal with the challenges you face) and Weapon talents (linked to particular weapons and weapon families, whicha allow you to do more interesting things with those weapons). We found that 3 talents was a good starting amount to keep track of, and have suggested "builds" for each occupation, but in the end you can choose any combination of skill and weapon talents to describe your hero your way.

Skill Talents
Skill Talents show was the Hero is good at when dealing the obstacles and discoveries. They describe abilities to deal with devices, or swimming or any of the tests that come up in the game. They can also be used to assist other heroes in some of the tasks that you face. Skill talents generally give you 3 abilities to help deal with challenges and each talent is part of a skill family; a group of similar talents. Many skill talents also have masteries that grant you an edge in certain circumstances.

Weapon Talents
Each weapon talent gives you 2 additional abilities to use with a weapon family. We decided that by making the weapon talents specific to a weapon family (such as axes, pole-arms or bows) we can make each weapon work and feel differently. The Axe weapon talents might allow you to do power strikes and do more damage. The staff weapon talents might help you defence and fend off attackers. The bow talents could be to fire quickly, or to make you more accurate. Each Talent supports a style of play unique to its weapon.

Equipment
We decided that equipment was paramount to advancing your hero, but that this was a low fantasy setting and that the Heroes start off with virtually nothing and can build up as their legend continues. As a Hero completes scenarios they are allowed to choose equipment upgrades and improve what their hero has in their own path rather than what they find lying around a cave.

Weapons
As noted in the weapons talent, each weapon has a unique feel to it. We've tried to make each of the weapons different and interesting, and each of the weapons has it own upgrade path. The rough spear becomes superior, then perhaps a hunting spear or boar spear and possibly becoming a War spear some few expansions down the line. Drawing from Saxon, Celtic, viking and similar historical weapons we've come up with ideas for the look, feel, use and upgrades for each weapon family for a while to come.

Kit
Lastly no hero is complete without a backpack of other equipment. We describe these as "Kit" and each is also able to be upgraded. You can carry a pickaxe or a hefty tome, some rope or maybe a Herbalist's kit. Each will aid your hero in its own way and having the right kit for the job can make the hardest tasks much easier.

Outfits
No Hero is complete without a decent outfit, but again we wanted to keep a low fantasy feel to the game. A set of full plate would cost a huge amount in medieval times, so our hero's initial choices are more down to earth, but each grants its own unique benefits to the hero wearing it. Each also has its own upgrade path and if the Hero wants to spend their time having nicer things to wear rather than the biggest axe they can find, then that's their choice.

Our valiant graphic designer helped us take all of these disparate parts and create a tableau for your hero, so that you can easily see what your hero can do in front of you.

Next "Setting up the Scenario"
17 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Adrian Teroux
United Kingdom
Belfast
flag msg tools
badge
Avatar
mbmbmbmbmb
Hi, does it make any sense to buy an extra copy of the base game for the purposes of building or upgrading your character? In other words, do multiple copies allow for more deck-building and upgrading opportunities?

Thanks for your time.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Hugh Ducker
msg tools
mb
Wiser wrote:
Hi, does it make any sense to buy an extra copy of the base game for the purposes of building or upgrading your character? In other words, do multiple copies allow for more deck-building and upgrading opportunities?

Thanks for your time.

I would suggest that if you are going to buy a second copy of the game then I would instead buy the sewers base set. That would give you a lot more options and any skill talent can be used with any occupation. There are 2 new weapons in the sewers set and three that are also in the caves set and each has their own weapon talents as well.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Adrian Teroux
United Kingdom
Belfast
flag msg tools
badge
Avatar
mbmbmbmbmb
Okay, thanks for the reply, Hugh.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.