Post by Deleted on Oct 25, 2015 6:36:15 GMT
Hi all, just wanted to share something I've been working on for the last few weeks. At my home game, we've been taking turns doing a round-robin DM setup. We've been at it since August, with each turn lasting about 4-6 sessions. My turn came up a couple weeks ago, and in the time leading up to it, I discovered we were all fans of League of Legends. I asked if they would be interested in a League-based game, and they said yes.
Narratively, the structure is no different than a typical fantasy game. I'm not running arena combats, it's a full story with lots of exploration and interaction with other characters featured in the video game.
Mechanically, almost everything is standard D&D 5e except character creation. That got an entire overhaul, because the players are all taking on the role of champions in the league. Since I'm only dealing with three players, I've only had to create three champion templates. It's important to note that these templates are inherently imbalanced compared to standard race/class options in D&D. However, my goal is that they are balanced against each other. Race, class, and background are merged into a single package determined by the champion. Though they are generally less versatile than standard PCs, they are quite a bit more powerful. This is by design, as I want each level (and ability rank) to feel like a major upgrade.
We're still early into the campaign, and I haven't revealed it to them, but very soon the players will have access to different skins. Unlike in the video game, these skins will have mechanical effects, e.g. Debonair Ezreal might gain advantage on all charisma checks, and Gatekeeper Galio might gain resistance to necrotic or fire damage.
Here's a link to the folder containing the character creation rules, as well as the templates my players are using: Teemo, Galio, and Ezreal. If this sounds like something you'd like to bring to your own table, and want help creating champion templates, let me know.
LoL DnD
Narratively, the structure is no different than a typical fantasy game. I'm not running arena combats, it's a full story with lots of exploration and interaction with other characters featured in the video game.
Mechanically, almost everything is standard D&D 5e except character creation. That got an entire overhaul, because the players are all taking on the role of champions in the league. Since I'm only dealing with three players, I've only had to create three champion templates. It's important to note that these templates are inherently imbalanced compared to standard race/class options in D&D. However, my goal is that they are balanced against each other. Race, class, and background are merged into a single package determined by the champion. Though they are generally less versatile than standard PCs, they are quite a bit more powerful. This is by design, as I want each level (and ability rank) to feel like a major upgrade.
We're still early into the campaign, and I haven't revealed it to them, but very soon the players will have access to different skins. Unlike in the video game, these skins will have mechanical effects, e.g. Debonair Ezreal might gain advantage on all charisma checks, and Gatekeeper Galio might gain resistance to necrotic or fire damage.
Here's a link to the folder containing the character creation rules, as well as the templates my players are using: Teemo, Galio, and Ezreal. If this sounds like something you'd like to bring to your own table, and want help creating champion templates, let me know.
LoL DnD