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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 ancestries, backgrounds, 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. However, the implementation of these concepts features notable differences.+Characters in **Legacy** are defined by their ancestry, background, and chosen traits rather than traditional classes. These choices determine a character’s capabilities, including 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 failure, so 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 resolution. This makes results closer to the average more likely.  Most actions yield some effect even on a failure, ensuring 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 economy. Each character’s turn consists of six seconds worth of actions. Every action has a defined time cost, and players can combine actions to fill their turn strategically.
  
-**Legacy** employs a more granular action economy. Each character's turn consists of six seconds worth of actions. Every action has a specific time requirement, and 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 character’s growth. This allows for specialization, diversification, or a balanced approach, depending 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 up, players decide where to focus their growth, whether to specialize, become generalists, or diversify their abilities. 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 who acts on each turn. +Backgrounds are especially impactful. They provide starting abilities, traits, and attribute bonuses that define a character’s role and flavor. Because 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 a fluid and dynamic multi-classing system, with less chance of game-breaking imbalances.+
legacy/introduction/difference.1741545266.txt.gz · Last modified: by tailkinker