Difference between revisions of "User talk:Mystify"
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I wish I could show you the beauty of understanding a fictional system and the intellectual satisfaction of thinking of unexpected consequences or tricks before they are presented to you. But I'm apparently not quite that good at communication, so I can only recommend that you read a Brandon Sanderson book (Mistborn is good) or try building something odd out of a limited budget of magic items. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 04:49, 17 October 2012 (UTC) | I wish I could show you the beauty of understanding a fictional system and the intellectual satisfaction of thinking of unexpected consequences or tricks before they are presented to you. But I'm apparently not quite that good at communication, so I can only recommend that you read a Brandon Sanderson book (Mistborn is good) or try building something odd out of a limited budget of magic items. --[[User:Foxwarrior|Foxwarrior]] ([[User talk:Foxwarrior|talk]]) 04:49, 17 October 2012 (UTC) | ||
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+ | :I understand that perfectly fine. I've made my own share of flying invisible-teleporting jets using D&D's magic rules. I have also seen the havok it causes and the destruction it can bring to otherwise good games, and all of the absurdity that comes from using a system outside its intended parameters. Legend is a system that you don't have to twist on its ear to make interesting things. The entire system is begging you to do that. It just lets you do it in a balanced manner that results in good gameplay when you are done. | ||
+ | :In fact, that is what I like most about Legend. In D&D, you can cobble together all sorts of crazy builds that do crazy things, and they end up who-knows-where in eventual power. And when the entire party doesn't land next to each other in power after whatever stuff they do, it creates a dysfunctional game, and you can only hope the person with a pathetic character is someone who genuinely doesn't care. Legend, in contrast, it specifically designed to let you create whatever crazy things you want, has plenty of room to optimize and have that be meaningful, yet when everyone brings their characters out they all fall within a fairly tight power band, despite having crazy powers that do completely different things. | ||
+ | :All of this is made possible, in part, by the more abstract approach it takes. [[User:Mystify|Mystify]] ([[User talk:Mystify|talk]]) 05:48, 17 October 2012 (UTC) |
Revision as of 05:48, 17 October 2012
Formatting
I've worked up a few formatting templates to better match the legend style, and to remove a 3.5e link from the pages. Feel free to use {{LSLA}} for spell likes, {{LSU}} for supernaturals, and {{LEX}} for extraordinary abilities (the L is for "legend" for back-end differentiation purposes). I've already replaced them in your articles as well (yay automated search and replace!) so there's nothing to go back and clean up. If you'd like any other formatting tweaks or standardized display layouts for things, feel free to ask on my talk page. - Tarkisflux Talk 05:27, 15 October 2012 (UTC)
Great, thank you.Mystify (talk) 05:32, 15 October 2012 (UTC)
Stop Not Liking What I Like
I wish I could show you the beauty of understanding a fictional system and the intellectual satisfaction of thinking of unexpected consequences or tricks before they are presented to you. But I'm apparently not quite that good at communication, so I can only recommend that you read a Brandon Sanderson book (Mistborn is good) or try building something odd out of a limited budget of magic items. --Foxwarrior (talk) 04:49, 17 October 2012 (UTC)
- I understand that perfectly fine. I've made my own share of flying invisible-teleporting jets using D&D's magic rules. I have also seen the havok it causes and the destruction it can bring to otherwise good games, and all of the absurdity that comes from using a system outside its intended parameters. Legend is a system that you don't have to twist on its ear to make interesting things. The entire system is begging you to do that. It just lets you do it in a balanced manner that results in good gameplay when you are done.
- In fact, that is what I like most about Legend. In D&D, you can cobble together all sorts of crazy builds that do crazy things, and they end up who-knows-where in eventual power. And when the entire party doesn't land next to each other in power after whatever stuff they do, it creates a dysfunctional game, and you can only hope the person with a pathetic character is someone who genuinely doesn't care. Legend, in contrast, it specifically designed to let you create whatever crazy things you want, has plenty of room to optimize and have that be meaningful, yet when everyone brings their characters out they all fall within a fairly tight power band, despite having crazy powers that do completely different things.
- All of this is made possible, in part, by the more abstract approach it takes. Mystify (talk) 05:48, 17 October 2012 (UTC)