Hey! I’m new to running Open Legend and new to the forum. I’m currently running a Curse of Strahd game with the system and have had 1 session so far, the next coming up on Thursday. I’m finding the system very fun and flexible, and so are my players, though it’s taking a bit to break out of that DnD mindset (I don’t run DnD anymore, but I play a lot since none of my friends run anything else). I came across a few things when rereading between sessions that I think I need some clarification about, and I’m hoping someone here can help me out!
I’m not using anything homebrew, except for @VanGo’s Wild Magic because I wanted a chaotic element to the magic of my setting. I don’t think anything I’m asking here necessarily would need any homebrew, but I’m trying to find answers within the base rules if I can. Sorry if this gets a little long, I realized there was more to these questions than I thought once I started typing.
My players were fighting 2 Animated Armor and 2 of the PCs were stuck on the spiral staircase behind 2 PCs fighting on the 3rd floor landing. One of them, a ranger type, was shooting the armor from his spot about 15 ft. back on the staircase. We’re using the alternative Action Roll rules for combat, but when the Ranger missed with one of their attacks, I realized that he was too far for the armor to reach and had 2 people in front of him. I chose to have the armor deal 3 damage to the PC that was actually in front of it (a physically weaker mage-type) because it was still a consequence to the party.
No one had a problem with this, but later I was wondering if this was right. It made sense to me fictionally, as the animated armor isn’t intelligent and is only focused on fighting, and the Mage was the one right in front of it. Does the consequence of a failed roll have to be directly from the NPC, and directly effect the PC that triggered it? Or, say, if I picked to inflict the Knockdown or Forced Move bane in this situation, I could have said the Ranger lost his footing on the stairs, even though it’s not a direct action from the armor?
On that subject, am I correct in thinking that the “inflict a bane” choice on the alternate Action Roll rules just automatically inflicts it at PL 3 or lower? It makes more sense to me that way, so a PC’s not just rolling and possibly failing again, and it incurs an automatic consequence, but I just want to be sure I’m reading it right.
When something does lethal damage, it’s just goes by the regular damage rules, right? There’s no, like, separate amount of damage that could be lethal in an attack (e.g.: “That’s 15 damage, 5 of which is lethal”)?
Can lethal damaged be healed at all in the moment with the extraordinary attributes or extraordinary items? If I give the PCs healing potions, could they heal some lethal damage, but to a lesser extent (like maybe half of whatever it heals for regular HP)?
When players invoke banes or boons outside of combat in situations where there aren’t really any serious consequences, is it fine to just let it happen with no roll? Like a PC using the Light boon for an empty room where I know nothing interesting will happen if the roll fails.
I had an early roll in the first session where a player wanted to turn some chain into rope so it was easier to take off of a gate. I had her roll for it, but then didn’t know how narrate any kind of twist or consequences when it failed, because there really were none, so I realized I should have just let her do it. I’m just wondering if this goes for most situations.
Similar to the last question, is it fine to have a player roll for something that doesn’t necessarily have consequences in the moment, but might have a continuous narrative consequence, or one that comes into play later?
One of my players wanted to check the food their host had given them for poison. I knew it wasn’t poisoned, so thought about it for a moment and just told them there was no roll necessary. Later, I thought I should have let her roll, because either she would have succeeded and known that it wasn’t poisoned, or she would fail, and the “story progresses” with some heightened paranoia for the player and/or her PC.
I also wonder about something like this in the case of, like, hidden doors. If I never have them roll when I know there’s no hidden doors, then when they’re looking for hidden doors and I do have them roll, the players will know for sure that there is one around, so there’s no mystery about it.
EDIT: Forgot one question! Can you use feats/banes/boons for NPCs at a higher level than their attributes to fit something that fictionally makes sense? I wanted to use Boon Focus with the Insubstantial boon for my ghosts and specter henchmen, but they’re like level 4 and level 1 NPCs respectively, and don’t technically have the attribute scores to access these things at the levels I want. I also wanted to use the Dominate bane for possession, but again, don’t technically have the attribute level for Dominate II, and I’m not even sure Dominate necessarily works as a possession mechanic.
I think this is all my questions for now. I’m sure I’ll have plenty more as we keep playing and learning the system together. Thanks in advance!