# Change Log
This page is where I’ll post small updates on changes I make to the game, be it big or small ones. The change logs will start with a handful from before August, 2024, then will be up to date from then on. Major changes will be marked with 🔥. It should be noted, I often don't write down when I get ideas after brainstorming with my brother, so many changes will not have corresponding dates.
## 2023
🔥 `[6/3/23]` Project first begins!
- `[6/??/23]` It is decided that the game should be a skill-based point-buy system with no levels or classes. Much inspiration would be taken from games like D&D 3.5e, 5e, Pathfinder 2e, GURPS, and Mutants & Masterminds.
- `[6/??/23]` Taking inspiration from Pathfinder 2e, it was decided the game should borrow the 3 Action system, but allow Reactions to be used in response to any attack.
- `[6/??/23]` Was decided that combat should use stances & maneuvers (not what they are now).
- `[6/??/23]` Was decided to use a hexagonal grid for battlemaps.
- `[6/??/23]` Humanoid creatures are now divided into 3 "hitboxes" (high, center, low), and each guard/stance you take is better at striking and blocking a given area.
- `[6/23/23]` The first primary Attributes are listed: Strength, Dexterity, Agility, Vitality, Charisma, Wisdom, Intelligence.
- `[6/??/23]` It is decided that your accuracy/bonus to hit on attack rolls is determined by a weapon skill and how many ranks you have in that given skill.
- `[6/25/23]` It is decided that spellcasting will require players to buy the spellcasting "feat" in order to use magic. It should cost about as much as improving an Attribute.
- `[7/6/23]` First weapons are added to the game.
- `[7/26/23]` Each hexagon on a hexagonal battlemap now represents 1 yard.
- `[7/26/23]` Taking inspiration from GURPS, I set out to create a size table with size modifiers. But, I did not want to make a carbon copy of theirs, and so much envy and frustration would begin to develop over how perfectly their math was done.
- `[8/30/23]` First recorded mention of Parry, Block and Dodge as Reactions, which can be taken to avoid taking damage from attacks.
- `[10/14/23]` Anderians (humans, dwarves, elves, and halflings) and Vandomirians are added to the game.
- `[11/2/23]` In researching resolution systems, I found the CC-BY license for Wizards of The Coast's D&D 5e core rules and added it to my notes. Later, this would be added to my Obsidian Publish page. This license describes the "D20" system.
- `[11/3/23]` After exploring D20, 3D6, and even 2D6 + 1D12, it is decided that the game would use the D20 system I was familiar with from D&D 5e.
- `[11/6/23]` Early that morning, I make first mention of creatures having a pool of Reactions, starting with a minimum of 1.
- `[11/6/23]` The weird, overly complicated "hitbox" and "guard Stance" mechanics are abandoned. The "hitboxes" are replaced with a much more open "called shot" system, where creatures can choose to strike at a given location, and the armor at that location may defend better than on uncovered locations. Secondly, the "guard Stances" are reconceptualized to function as "wind-up" Actions, which apply modifiers and effects to subsequent Actions.
🔥 `[11/21/23]` Action Points — not to be confused with Actions — is a new resource pool that accumulates throughout the course of an encounter. Points can be earned passively, earning one at the end of every turn, or additional points can be earned by performing certain Actions. These points can then be spent to perform special Stances and Maneuvers.
- `[11/29/23]` Armor will now use an ablative damage reduction system. Armor can be damaged by certain attacks, reducing the amount of damage it can itself reduce.
- `[12/??/23]` Lore from a Pathfinder 2e campaign I was making is now being used as the official setting for the game, with Lamashtu being at the center of everything. Lamashtu, Namoya, Namoya's Cradle/Valley of Ruin, and their history are officially added to the game.
## 2024
🔥 `[?/??/24]` The game is finally named **Legacy of Lamashtu**, the name of a campaign I was writing for Pathfinder 2e to play with my friends.
- `[3/31/24]` The first Strength damage table is created. The number of dice rolled and modifiers added are determined by your Strength Attribute.
- `[4/2/24]` Revisiting creature sizes, I made my own mathematical curve, different from GURPS' curve. Alternating between feet and yards, I used the previous increment of three numbers and wrote them as the alternate measurement (feet vs. yards). Then, to round out the curve, I took every second point (the middle) of each stretch of three points, then found the average between those points. Those new averages then replaced the first and third point in every stretch of three points for a nice round curve. Complicated, yes, but unique from GURPS, allowing us to have a similar size system without being a carbon copy.
- `[4/14/24]` Ourumi are added to the game, representing a family that includes "Orcs."
- `[4/17/24]` Combat initiative is changed! No more rolling for initiative, instead all creatures start with a fixed initiative based on Awareness, Cognition, and Agility. A creature can willingly delay their turn, and certain spells and abilities can temporarily modify a creature's initiative for more dynamic encounters.
- `[4/17/24]` Was decided that spells should work like Powers in Mutants & Masterminds, and work them into the game as spell skills.
- `[6/14/24]` The Attribute, Charisma, is now split into two separate Attributes: Rhetoric (how well you speak) and Sociability (your likability). At this point, there are a total of 6 Attributes: Strength, Agility, Cognition, Awareness, Rhetoric, Sociability.
- `[??/??/24]` Actions and Reactions no long have separate pools. Now, creatures start with at least 3 Actions. However many they don't use during their turn can be used instead as Reactions.
- `[7/2/24]` The "Three Pillars of Gameplay" (Combat, Social, Exploration) are now replaced with the Five Areas of Gameplay (Combat, Social, Trade, Academics, Survival).
🔥 `[late July, 2024]` Resolution system changed from “D20” to a 3D6 Roll Over system with degrees of success.
- `[7/28/24]` Armor no longer uses an ablative damage reduction system (armor takes damage over time, reducing damage reduced). Now, armor simply uses damage reduction, and complications have a chance of damaging, destroying, or knocking armor off a creature.
- `[7/31/24]` The game's first iteration of a leveling table is created.
### August 2024
- `[8/1/24]` Attribute ranges have been changed from 1 to 25, to -10 to 10. Zero now represents the average adult human, not 10 like it once had.
- `[8/3/24]` Legacy of Lamashtu will no longer use battlemaps, instead using abstract movement like Mutants & Masterminds and other games.
- `[8/5/24]` This change log page is created to track all the game’s changes.
🔥 `[8/13/24]` Progression has been completely overhauled. Character Points have been removed from the game (aside from character creation) in favor of narratively-determined progression. Players can train in Skills and Attributes, measured by Insight Points (or “Insights”). Party Levels have also been removed, and Character levels now track your cumulative skill ranks within one of the Five Areas of Gameplay.
- **Insights**: Represents a character’s progress towards improving a given Skill or Attribute. Where a skill will have its rank to the left, its associated Insights will be tracked to the right of the skill name. By earning enough Insights in a given Skill, you can then improve it, setting Insights back to zero. Depending on the Skill, you may only be able to earn insights during encounters, and others like studying during downtime. And, in some cases, you may earn “free Insights” for a given Area of Gameplay, which can be spent at any time as an “Aha!” moment within that specified Area. However, some skills can only be improved through constant training, and will be marked with a star or flame symbol.
- In many cases, Insights will be diegetic. Attributes, Exotic Weapons, and powerful Skills may be more difficult to improve, requiring more time and effort. However, for the sake of simplification and balancing, this won’t always be the case. Heavy weapons will also cost more insights to improve; not that they’re difficult to master, but for the sake of balancing, they take longer to improve. Conversely, lighter weapon skills will be cheaper to improve. In essence, Insights are an abstract representation of progress in a given skill.
- For characters who choose to study a subject, specifically in terms of reading manuscripts and books, or conducting small experiments, players will roll for a chance of earning an Insight towards said subject.
- Some Insights might not go towards a specific skill, but instead an Area of Gameplay (or “AoG”). These can be spent at any time on any skill tagged as being part of a specified AoG, including during combat as an “Aha” moment.
- `[8/21/24]` Added the Grit stat (3d6 + STR + (COG or AWA)). Beginning work on wound and dying mechanics, consequentially lowering HP as well. Grit saves can be made to resist taking wounds. Severity of wounds are determined by how much damage you take. Each level of wound holds a value, and when the cumulative score from wounds reaches a certain point, you enter the dying phase.
- HP can range from **+ Positive** to **- Negative**, where positive HP acts as a sort of buffer before things start getting hairy.
- Added a new stat called “Grit.” Grit takes your Strength score plus Cognition/Awareness (whichever is higher) and adds that to a 3d6 saving throw to resist or reduce a wound. Grit represents your mental *and* physical toughness to take a hit and keep going.
- When HP is positive, Grit saves, which are made after subtracting damage taken by your armor score, will completely resist wounds when successful. When HP is negative, Grit will simply *reduce* the wound’s severity when successful. As HP gets further and further into the negatives, the severity of wounds taken will increase.
- There will be multiple levels of wounds: from minor to major. Each level will have a value attached to it. For every wound you take, add its value to a cumulative wound score. When that score reaches a certain number, you’ll enter the dying phase.
- For sneak attacks, which use the element of surprise, Grit saves will be made *without* adding Cognition/Awareness as the character wouldn’t be mentally ready to take a blow.
- Grit saves are made at the end of the attackers turn, and not per each individual attack roll. So, you can make reactions to defend against individual strikes, but you only need to make one roll at the end against the total damage dealt.
- `[8/26/24]` Health Points (or "HP") have been removed completely, now replaced by Wounds. There are currently three (and maybe a fourth) level of Wounds (Minor, Moderate, Major), each with its own value. For every Wound received, the player/GM will add its associated value to a cumulative score with respect to that Wound's level. In addition to that, damage dealt by attacks, effects and conditions now directly determine Wound severity instead of taking away from HP. The existing [[Strength (7-31-2024)|Strength Damage Table]] will remain in use, and weapons will keep using their variable damage die. An example is as follows:
1. Player attacks target with a d6 sword, rolling 3d6 + 2: Player rolls a 13.
2. GM compares the attack roll against the target's Evasion Score of 11 and tells the player the degree of success: Is a Hit.
3. Player rolls Wound Dice. 2d6+1: Result is 8.
4. GM subtracts the 8 by the target's Armor Score of 2: Result is 6.
5. Target rolls Grit Save: Wound is reduced to a Minor Wound, and a value of 1 is added to the Minor Wound cumulative score for that target.
- `[9/1/24]` Added a werewolf cult to the lore.
- `[9/4/24]` There are now four categories of Wounds with their respective Wound Scores: (1) Minor, (3) Moderate, (5) Major, (10) Lethal. Each category will be tracked separately on a character sheet. When the cumulative score passes the threshold into the dying phase, the player or creature must make Grit Saves against falling unconscious, and every round spent in that phase will subtract 1 from the Death threshold (twice your Dying threshold) and add a -1 penalty to Grit Saves. To add to this system, the amount of damage dealt determines the severity of Wound: Minor is 1 to 6; Moderate, 7 to 12; Major, 13 to 18; and Lethal is 19 and up.
- Poison and Diseases will lower the dying threshold over time.
- The average adult human will have a Dying threshold of 10. Upon accumulating a cumulative Wound Score of 11 or higher, the human will begin dying.
- Much larger creatures and bosses may have higher Dying Thresholds, allowing them to take more hits.
- A potential trait players could "buy" for their characters would be the Tough trait. Players can take this trait up to five times, and each time would increase their Dying threshold by 2.
- `[9/5/24]` Added two new languages to the game: Vandomirian Sign Language (VSL) and Guild Sign Language (GSL).
- `[9/11/24]` Added Stamina, which will now replace Mana Points (or "MP"), and will be used universally by all characters and creatures. For now, by default, Stamina will start with a value of 5. Certain strenuous activities such as running, combat encounters, and some Actions such as spells and special attacks will cost Stamina. Once Stamina goes below zero, the player character or creature will begin getting tired, and the further they exhaust their Stamina, the more exhausted they become. However, by resting they can regain Stamina over time. The level of Comfort will influence how much, if any, is regained. Comfort can be influenced by Weather, Temperature, Food and more.
- Most likely, all spells, including cantrips, will take a minimum of 2 rounds to cast. The initial round(s) will be spent preparing the spell to be cast as a Stance. Once prepared, and depending on how the spell works, the player will have a number of times they can cast the spell before needing to prepare the spell once more. Some spells will require the player to maintain the Stance even after it is prepared or the spell will end.
- `[1/1/25]` Major rework to Grit and damage types:
- Grit has been almost completely reworked. After damage has been rolled, and the severity of wound to be received is made known to the recipient (player or GM), they can then choose to spend a number of Stamina points to reduce the wound severity (1 Stamina/Severity Level). In other words, a Severe Wound can be reduced to nothing by spending 3 Stamina points. There will be no more rolling for Grit, and no Attributes contribute to Grit, only Stamina.
- Creatures made with the \#boss tag can have a higher pool of Stamina by default, allowing them to use Grit more and stay in the fight longer. Bosses can have additional ways to earn Action Points, such as a lich sacrificing a minion. Likewise, bosses may lose Action Points due to special circumstances, such as breaking an evil wizard's power crystal.
- Damage types have been overhauled, with 4 broad categories: Physical, Energy, Chemical and Psychic. Physical encompasses piercing, slashing and bludgeoning, but also things like a pressurized jet of water. Energy includes fire, cold, lightning, scalding steam, plasma, arcane energy, et cetera. Chemical applies to things like acids and bases, poison, and so on. And finally Psychic applies to things that damage the psyche. All damage will fall under one of these 4 categories (or "types"), and the exact nature of the damage being the "contextual" damage. And so, each piece of armor will have an Armor Score associated with one or more specified damage types. Some equipment may be more effective against certain contexts, but should be applied broadly to a range of circumstances. This will make damage more universal/setting agnostic.
- Once the severity of wound is known, the GM can -- but doesn't have to -- roll on the appropriate Wound Table. The wound tables will be made as generic/universal as possible, listing only the effects and not the manner of wound, which will be left open to context. For example, a creature may receive a Severe Wound that makes an arm completely unusable, requiring a long time to heal. However, that effect can happen under any number of ways: broken bones, lacerations, severe burns, frostbite, and so on.
- There could be a "Natural Armor" feat that players could obtain. This feat would allow a creature to use their Strength score in place of an Armor Score to reduce Physical damage. If the natural armor score is higher than the armor's armor score, then the armor's score and coverage are ignored and do not stack with the natural armor.
- `[1/4/25]` Small changes to damage types. Attacks that deal two damage types will be treated as if they’re dealing with both as if they were a single damage type. In the event that attack meets a defense, such as armor, that has resistance against one of the two damage types, then it will be able to resist only up to half the damage dealt. For example, a defender wearing plate armor with +2 Physical resistance, attacked by a 1d8+2 Physical + Energy(Cold) hammer dealing 8 total damage, will reduce the damage taken to 6. If the defender’s armor had +5 physical instead, it would reduce the damage taken to 4 at most. The attack would be treated as if it were half Physical, half Cold.
- `[1/5/25` New changes to damage types. Attacks using two or more damage types will no longer be treated as half and half. Instead, each type and subtype will have its own unique behavior/mechanics:
- **Physical:** Damage is dealt as normal. Damage dealt against a target that’s Weak against a given Physical subtype will be treated as if the attack was made with +1 STR.
- **Slashing:** …
- **Piercing:** …
- **Bludgeoning:** …
- **Energy:**
- **Heat:** Refer to Temperature Table for damage based on Temp Score.
- **Lightning:** This damage cannot be partially reduced. Either entirely or not at all (WIP).
- **Arcane:** Higher damage output at a higher cost to mana/Stamina. Less effective against ward spells. Arcane represents pure energy.
*Note:* Purely Arcane spells will be less common among spellcasters as it is easier and more cost-effective to use your surrounding environment than creating something from nothing.
- **Chemical:**
- **Corrosive:** Refer to Corrosion Table for damage based on pH score. Equipment can be damaged by corrosion damage, lowering Armor Scores, reducing a weapons damage output, or destroying it outright.
- **Toxic:** Has a chance of giving the Poisoned status, which may gradually reduce the number of wounds a creature can take before entering the Dying condition.
- **???**
- **Psychic:** …
- **Soul:** …
- `[1/11/25]` The Spellcasting feat will give spellcasters a buffer before they begin spending Stamina to cast spells. Improving this feat will increase the buffer. Only after improving this feat X times will spellcasters gain this buffer.
- `[1/20/25]` Minor (1), Moderate (2), Major (5), and Lethal (10) Wounds have been updated with adjusted scores. Creatures will enter the Dying condition at 10. Aside from Lethal Wounds, all other wounds can only bring a creature’s score up to 10, putting them in the Dying condition. Once Dying, the creature can make saves to remain conscious, and they have up to 1 Action per round, which they can spend on a number of things. Each round they will receive another wound, the severity of which can be reduced by making a save using their Action. If the score reaches 15 (or higher if combat is longer), then they die. Players/creatures can finish off a opponent by spending all their Actions for that round on that single action and nothing else.
- Size categories of weapons: Light, Medium, Heavy. Each has a varying percentage change of dealing a given Wound severity.
- **Light:** roll 1d6
- 1-4 = Minor Wound ~66%
- 5-6 = Moderate Wound ~34%
- Major Wounds require precision strikes.
- **Medium:** roll 3d6.
- 3-10 = Minor ~50%
- 11-13 = Moderate ~34%
- 14-18 = Major ~16%
- **Heavy:** roll 5d6.
- 5-15 = Minor ~33%
- 16-19 = Moderate ~33%
- 20-30 = Major ~33%
- Lethal Wounds require hitting special points or using special techniques. Or, if the attacker is of a higher tier/prestige than the target.
- Each size category of weapon takes a varying number of Actions to strike with. Strikes with Light weapons only use Half-Actions, meaning a creature can make two strikes with one Action. Medium weapons take 1 Action per strike, and Heavy weapons take 2 Actions per strike.
- There will be 3 categories of armor corresponding with the above weapon sizes: Light, Medium, Heavy. Each will be intended on being effective against it’s own category and below.
%%
- `[2/11/25]` Added a few more categories for damage size/weight.
- **Very Heavy:** roll 7d6.
- 7-20 = Minor ~19%
- 21-24 = Moderate ~31%
- 25-42 = Major ~50%
- **???:** roll 9d6.
- 9-29 = Moderate ~35%
- 30-54 = Major ~65%
- . = Lethal ~
- **???:** roll 11d6.
- .
- .
- . = Lethal ~
- **???:** 13d6.
- .
- .
- . = Lethal ~
%%
- `[2/19/25]` Introduction of multiple Wound Pools. By default, player characters will have 2 Pools. Each pool contains up to 10 points with the final Pool containing 15. The final 5 points represent the Dying Phase. Minions die at 1 Wound Point. Creatures such as non-combatant NPCs will have just 1 Pool, and stronger creatures such as bosses may have 3 or more Pools. Major and Critical Wounds cannot be dealt until the final Wound Pool, with the exception of certain attacks.
- Lethal Wounds are now called Critical Wounds.
- `[2/22/25]` Reworked armor to work with the new Wound system, reintroducing damage reduction mechanics. Armor now features an Armor Score, which is a fixed flat value that reduces damage rolled. Likewise, there is also a new stat called Durability, which represents a given piece of armor's HP. Any damage that isn't completely reduced by the Armor Score will take away from the armor's Durability. Once reduced to zero, any remaining or subsequent damage to that location will result in a Wound being dealt.
- `[3/15/25]` Weapon Impact Weights (i.e., 1d6, 3d6, and 5d6 damage rolls) have been removed. Damage rolls have been consolidated into Attack Rolls. Now the damage dealt is determined in part by the attack's accuracy. Each weapon will now have a fixed value (or "Damage Score") associated with it. That value defines the range/increment for each increasing severity of wound to be dealt, starting with Minor Wounds. After rolling 3d6 + Weapon Skill, you compare the result against the target's Evasion Score (10 + Agility - Size Modifier). If the result is higher, then you take the difference between the two (Evasion Score - Attack Roll) and compare the value to the weapon's Damage Score. For each increment above that value, the severity of wound is increased by 1 level.
> #### Example
> So, say you make an attack with a sword against an adult human NPC. The target has an Evasion Score of 10, and to land a hit against it you must roll 11 or higher. You then roll three 6-sided dice and add the numbers together. Let's say you rolled a total of 13, meaning you've successfully hit the NPC.
>
> Now, you take your attack roll and subtract it by the target's Evasion Score, leaving a difference of 3. And let's say your sword has a damage score of 4. Every increment of 4 increases the severity of wound to be dealt, starting with minor wounds. Now, because you rolled a score of 3 over the target's Evasion Score, but that remainder is less than 4, you've dealt the NPC a minor wound. A minor wound increases a creature's total Wound Score by +1. If the difference rolled were 5 to 8, you'd have dealt a moderate wound, or +2 to their Wound Score, and so on.
>
> Light weapons like daggers have fairly large increments, such as 7 or possibly more, meaning they will be dealing mostly minor and moderate wounds unless they can land hits against weak points. Heavier weapons have much smaller increments, meaning it's a lot easier to deal more damage, but this would come at the cost of accuracy as heavier weapons cost more to improve accuracy in.
- `[3/19/25]` Beginning ideas of Poise, which will be a small resource pool that is used during combat. Near Misses have a chance of imposing a small penalty to Poise, bringing the target closer to becoming Flat Footed. At zero, the target's guard is broken. Further beyond that, they will become disarmed. Beyond that there might be knockback. Strength may play a role in this new stat.
With regard to the new Attack Rolls, what constitutes striking versus bypassing armor is still under development. Armor will likely still reduce damage by a flat value and have a durability that degrades whenever the damage exceeds the damage reduction.
For front line heavy hitters, though dealing mostly Minor to Moderate wounds, they will have other ways of being a force on the battlefield. Their strength and "durability," often along with long reaching weapons. will afford them great control of the area immediately and just beyond their reach.
- `[3/22/25]` Armor has been reworked to complement the new damage system. Like previously, armor is defined by its Coverage, Hardness, and Durability.
Coverage defines the range in which Attack Rolls strike armor instead of the creature wearing it. However, this time taking a top-down approach. Based on the range of a 3d6 and the default Evasion score of 10, Coverage begins at Evasion + 8 (or 18 by default). This range will be defined as DOWN↓UP↑, where DOWN and UP will be numerical values. For example, a piece of armor with 3↓1↑ will by default provide a Coverage range of 15-19 on an Attack Roll. Or, a piece of armor with 0↓0↑ will only cover an 18. This results in armor coming into play against much more damaging strikes. Strikes that land above or below this range will ignore armor.
Hardness will be a flat value that reduces the damage dealt to the armor's Durability. The damage to be dealt to the armor is based on the Accuracy (Attack Roll - Evasion) of the strike compared to the weapon's Damage score. First, the armor's effective Hardness is reduced by the weapon's Armor Piercing score, then the damage dealt by the weapon is reduced. After that, the remainder is compared against the weapon's Damage score and multiplied based on the effective "Wound Severity." ...
>Hardness will be a flat value that reduces the damage dealt to the armor's Durability. The damage to be dealt to the armor is based on the Accuracy (Attack Roll - Evasion) of the strike compared to the weapon's Damage score. The Accuracy is first reduced by the Hardness of the armor. Any remainder is then compared to the weapon's Sunder score to determine the damage dealt to the armor's Durability. And like before, Durability is the armor's effective "health pool". Once depleted, it will no longer protect against strikes.
\*Still going between whether Coverage should be based on a creature's true Evasion or effective evasion scores.
Weapons will now have 4 separate numerical values used to describe their capabilities: Damage, Sunder, Armor Piercing (AP), and Hardness. Damage is a flat value that is referenced when dealing Wounds to a creature. On a successful hit, the defender compares the Accuracy (Attack Roll - their Evasion) and tells the attacker the result. The attacker then compares the result against their weapon's Damage score. For every increment of that Damage value, the Wound Severity is increased by 1 level starting with Minor Wounds.
When the Attack Roll strikes armor, the attacker will determine the Wound Severity as if striking the target itself. Once the Severity is determined, the Sunder score will be multiplied by the respective amount: Minor (x1), Moderate (x2), Major (x3), Critical (x4).
the attacker will instead compare the Accuracy against their weapon's Sunder score. This flat value functions the same as the Damage score, but is used when striking objects or equipment.
Some or all Light weapons will allow players to make 2 strikes per Action, but at a penalty to consecutive Attack Rolls.
Poise...
- `[4/20/25]` Made some changes to Parrying and Poise. Reactive defenses will become the primary way of avoiding damage.
So, clashing/parrying will operate on degrees of success, in a way.
1. Enemy makes Attack Roll against a player using an Action: *rolls 13, which will hit*
2. Player uses an Action to contest with an Attack Roll of their own (a parry/clash): *rolls 12, which is within the neutral range*
*Player takes no damage, and neither the player or attacker take a penalty to their Poise, which starts at 3.*
To summarize, a Clash is an Attack Roll that's made as a Reaction outside of your turn to contest an Attack Roll made by a nearby enemy. There are three degrees of success: Failure, Neutral, and Success. When the opponent's Poise is reduced to 0, they will be unable to make defensive reactions such as Clashing, Dodging, or Blocking until they can regain a point of Poise.
- **Failure** occurs when your roll is 2 or less than the attacker's Attack Roll. Ordinarily, you will take no direct damage, but will take a -1 to your Poise. Additionally, the attacker will gain +1 Poise.
- **Neutral** occurs when your roll is either equal to, or the attacker's Attack Roll ±1. Ordinarily, you will take no direct damage and neither you or the attacker will take a penalty to Poise.
- **Success** occurs when your roll is 2 or greater than the attacker's Attack Roll. Ordinarily, you will take no direct damage and will impose a -1 penalty to the attacker's Poise. Additionally, you will gain +1 Poise.
🔥`[5/4/25]` Legacy is being taken in a new direction, lightening up on the rules to make it a less crunchy system and better for narrative.
For combat, instead of having a pool of at least 3 Actions per turn, which you can save to use as defensive reactions outside of your turn, we're designating 3 basic Actions: Offensive, Defensive, and General. During combat, you will have 1 Offensive, 1 Defensive, and at least 1 General Action. Offensive Actions will be your attacks, such as melee and offensive spells. Defensive Actions are going to be things like Bracing, raising your guard for a parry, preparing to evade, etc. The Defensive Action you take during your turn will apply bonuses and penalties to different defensive reactions such as Block, Dodge, and Clash. General Actions will encompass all other Actions you may take during your turn such as moving, interacting with an item, etc. Action Points and Poise will also be major factors in combat. Namely, Action Points which are earned every turn/round and can be spent on special/better actions.
- `[5/??/25]` The 3d6 resolution system is being replaced with a dice pool system.
- `[5/24/25]` Work begins to understand the mathematics behind dice pools. Leaning towards failure (+0) on a 1-3, success (+1) on a 4-5, and success (+2) on a 6. This leans toward a single die having a 2/3 chance of success, allowing for smaller dice pools.