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legacy:introduction:difference [2025/03/09 18:34] – ↷ Page moved from legacy:difference to legacy:introduction:difference tailkinkerlegacy:introduction:difference [2025/08/24 01:52] (current) tailkinker
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 ====== What Makes Legacy Different? ====== ====== What Makes Legacy Different? ======
  
-If you're already familiar with the hobby of tabletop role-playing, you might wonder what exactly sets **Legacy** apart from other games.  While many core mechanics will feel familiar, **Legacy** introduces several unique twists to enhance the experience.+If you're already familiar with the hobby of tabletop role-playing, you might wonder what sets Legacy apart from other games. While many core mechanics may feel familiar, Legacy introduces several unique twists to enhance the experience.
  
-Characters in **Legacy** have ancestriesbackgrounds, and classes, complete with skills and traits. Actions are resolved by rolling dice and adding a statistic, then comparing the total to a target number. Movement and range are determined on a grid. Howeverthe implementation of these concepts features notable differences.+Characters in **Legacy** are defined by their ancestrybackground, and chosen traits rather than traditional classes. These choices determine a character’s capabilitiesincluding skills, special abilities, and starting powers. Actions are resolved by rolling 2d10 and adding the relevant attribute or skill bonus, then comparing the total to a target number. Movement and range are determined on a grid. Most actions produce some effect even on a failureso no turn feels wasted, and there are no critical successes or failures; variability comes naturally through damage rolls and other mechanics.
  
-Instead of the typical d20, **Legacy** uses 2d10 for action resolutionThis makes results closer to the average more likely.  Most actions yield some effect even on failureensuring that no turn feels wasted. There are no critical successes or failures; the game already includes sufficient variability through damage rolls and other mechanics.+**Legacy** uses a granular action economyEach character’s turn consists of six seconds worth of actions. Every action has defined time cost, and players can combine actions to fill their turn strategically.
  
-**Legacy** employs a more granular action economyEach character'turn consists of six seconds worth of actionsEvery action has specific time requirementand players can combine actions to fill their six-second turn.+Player choice is central in **Legacy**. As characters gain levels, players select which traits and attributes to improve, shaping their charactergrowthThis allows for specialization, diversification, or balanced approachdepending on the player’s goals. Weapons can be selected from a list or custom-built to match a character’s style. Combat turn order is also player-driven: initiative is rolled for each side, but players decide which character acts on each turn.
  
-Player choice is central in **Legacy**As characters level upplayers decide where to focus their growthwhether to specialize, become generalists, or diversify their abilities. Weapons can be selected from a list or custom-built to match a character'styleCombat turn order is also player-driven: initiative is rolled for each side, but players decide who acts on each turn. +Backgrounds are especially impactfulThey provide starting abilitiestraitsand attribute bonuses that define a characterrole and flavorBecause characters are not constrained by classes, backgrounds carry much of the weight that first-level classes typically provide in other games. This system allows for fluid, customizable progression, with fewer restrictions and less risk of unbalancing the game.
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-Backgrounds in **Legacy** are much more impactful than they are in other games.  Essentially, backgrounds give you much of what other games give you as their first level in a class By comparison, the actual first level of your first class grants much less.  This allows for fluid and dynamic multi-classing system, with less chance of game-breaking imbalances.+
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