The Heart of Labyrinths & Liontaurs
The fundamental design goal in L&L is choice. The foundation of any roleplay game, and by intent, this one, is to give you meaningful choices that allow you to create a unique character. In this game, all fighters are not identical. Nor are you limited to just a few fighter subclasses. Instead, because you make meaningful choices at just about every level, your L&L fighter is different from every other fighter.
And L&L is intended to make it easy to multiclass and hard to make poor choices doing so. Thus, your "class" can be a custom creation that fits your intention, not a cookie-cutter archetype. The same goes, of course, for your skill choices, racial powers, traits that reflect your life experiences, and more. In the end, you make your character what you want them to be.
Character Concept
A character concept is simply how you imagine your character to be. A concept can be short and simple or intricate and complicated. Your character concept helps you make choices that are true to your vision. As you gain levels, reread your concept as you make decisions about powers your character is selecting. Your game master, in the persona of the Universal System, can offer ideas and suggestions, but the choices are up to you.
Appearance, Personality, and Background
A key part of your concept is your character's appearance, personality, and background history. Unlike a video game, L&L is played in your imagination, so creating these details helps you visualize and explain your character. Putting some thought into a personality will help get you under their skin, so you can be a better roleplayer. And your background places you into the campaign world, as well as informing your trait selections.
The rules for height, weight, and age, and for alignment can help you develop these characteristics.
Character Concept Examples
Some players find it easy to create a character concept by combining an adjective, a noun, and a verb (or phrases that serve the same purpose). The first examples below follow that format. More complex character concepts may require more words. Here are a number of sample character concepts:
- Methylene Blue — This heroic war-priest seeks fame and fortune.
- Milla Shark — I'm an impulsive jack-of-all-trades who always has the right spell or item at hand.
- Murtha the Bold — Weakling warrior specializes in darts, daggers, dashing good looks, and derring-do.
- Zeoll, Scion of Clan Aene — A nature-loving singer, Zeoll follows liontaur traditions in service to his friends.
- Milo Summer — A ranger who rides on a magical goat, Milo is as ardent in defending his family as he is devoted to his nature god.
The next step is to put some thought into how you plan to execute your concept. This leads to mechanics: class choice, class ability choice, race, traits, feats, skills, and more. Some detail-oriented players like to chart out their PC's career in great detail. Here are two examples of extended character plans.
Character Development Examples
This game encourage you to explore the many options available, so that you will create characters that you will love. L&L offers optimization in the service of character concept. Here are two examples, one multi-classed, one solo-classed. These character builds demonstrate optimization that does not lead to characters that are overpowered.
The Weathermaster
Character Concept: Claude the Clouded is a master of weather. They command the winds, the storms, the lightning, and the clouds. Their mastery gives them magical power to drench or shock their foes, to walk on air, to listen to secrets on the wind, to speak to birds, and more. Here, the goal is to create the ultimate weather-oriented character. Looking over all the classes for weather-related options, Claude has chosen to be a druid/monk. They disdain the usual druid signature abilities and use the alternate option, the weather domain of the cleric. They are also excited about certain monk powers that relate to nature and weather, in addition to druid powers that fit the theme. As an elf, they have access to more weather powers. The traits listed below are from the rules presented here, but in practice, Claude would surely work with the game master to make more focused traits related to their adventuring. See these choices in the progression table below. Note that a character concept like this one is only the beginning of making your character real. From this foundation, you can figure out how your character looks, acts, thinks -- and how he was raised. As an elf, Claude has an affinity with nature and with navigating the winds.
However, Claude cannot find enough weather-related powers to fill all 20 levels, so they are also making choices to fill in the gaps. These choices are intended to round out their character and boost their personal power, not to be overpowered or domineering, but to be a viable team member and have some interesting non-weather capabilities. Venom Immunity, gained at character level 8, is an example. The animal-related powers (Spontaneous Summoning, Master of Summer) are not quite in theme, but Claude intends to use them with birds, bats, and other fliers. Some of the feat choices are in this vein too. There's a balance to strike between combat effectiveness and power-mongering; I think Claude is on the safe side.
Note that the table below is a Level and Power Progression Table. It tracks a character's progress across 20 levels. If you are playing a single-class character, this is very much like the table in your class description. If you are multi-classed, a table like this is helpful to track your numeric progress. This kind of table can be a useful aid for planning and tracking a complex multi-classed character.
| The Weathermaster: Claude the Clouded, Elf Druid/Monk | Spells | ||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Lvl | Class | BAB | CL | Ref | Will | Fort | Class Ability | Non-Class Ability | Available | Chosen | |||||
| 1 | Druid 1 | 0.75 | 0 | 0.75 | 0 | 0.25 | 0 | 0.75 | 0 | 0.5 | 0 | Domain: Storm Burst | trait: Resiliant | N1 | -- |
| 2 | Druid 2 | 0.75 | 1 | 0.75 | 1 | 0.25 | 0 | 0.75 | 1 | 0.5 | 1 | Interaction Cantrip: Personal Stormcloud | feat: Elemental Focus (electricity) | N1 | Endure Elements, Obscuring Mist |
| 3 | Druid 3 | 0.75 | 2 | 0.75 | 2 | 0.25 | 0 | 0.75 | 2 | 0.5 | 1 | Spontaneous Summoning | race: Elf Cantrip (Breeze) | N2 | Produce Flame, Frostbite |
| 4 | Druid 4 | 0.75 | 3 | 0.75 | 3 | 0.25 | 1 | 0.75 | 3 | 0.5 | 2 | Exploration Cantrip: Moonlight | feat: Elemental Spell | N3 | Glide, Whispering Lore |
| 5 | Druid 5 | 0.75 | 3 | 0.75 | 3 | 0.25 | 1 | 0.75 | 3 | 0.5 | 2 | Magic feat: Spell Focus (evocation) | stat: +1 Wis | N3 | -- |
| 6 | Druid 6 | 0.75 | 4 | 0.75 | 4 | 0.5 | 1 | 0.5 | 4 | 0.5 | 3 | Domain: Weathermonger | trait: Naturalist | N4 | Fog Cloud, Gust of Wind |
| 7 | Monk 1 | 0.75 | 5 | 0.5 | 5 | 0.5 | 2 | 0.5 | 4 | 0.5 | 3 | Master of Fall | feat: Elemental Focus (electricity) | N4 | Eagle Eye, Flame Blade |
| 8 | Druid 7 | 0.75 | 6 | 0.75 | 5 | 0.25 | 2 | 0.75 | 5 | 0.5 | 4 | Venom Immunity | race: Natural Navigator | N5 | -- |
| 9 | Monk 2 | 0.75 | 6 | 0.5 | 6 | 0.5 | 3 | 0.5 | 6 | 0.5 | 4 | Master of the East Wind | feat: Spell Focus (evocation) | N5 | Call Lightning, Sleet Storm |
| 10 | Monk 3 | 0.75 | 7 | 0.5 | 6 | 0.5 | 3 | 0.5 | 6 | 0.5 | 5 | Master of the West Wind | stat: +1 Wis | N5 | -- |
| 11 | Druid 8 | 0.75 | 8 | 0.75 | 7 | 0.25 | 3 | 0.75 | 7 | 0.5 | 5 | Domain: Lightning Lord | trait: Battlemage | N6 | Cloak of Winds, Heatstroke |
| 12 | Druid 9 | 0.75 | 9 | 0.75 | 8 | 0.5 | 4 | 0.5 | 7 | 0.5 | 6 | Master of Summer | feat: Elemental Focus (electricity) | N6 | Wind Wall, Predict Weather |
| 13 | Druid 10 | 0.75 | 9 | 0.75 | 9 | 0.25 | 4 | 0.75 | 8 | 0.5 | 6 | Storm Lord | race: Greater Elf Magic | N7 | Ice Storm, Summon Nature's Ally IV |
| 14 | Druid 11 | 0.75 | 10 | 0.75 | 9 | 0.25 | 4 | 0.75 | 9 | 0.5 | 7 | Mist Sight | feat: Spell Focus (evocation) | N8 | -- |
| 15 | Monk 4 | 0.75 | 11 | 0.5 | 10 | 0.5 | 5 | 0.5 | 9 | 0.5 | 7 | Master of the North Wind | stat: +1 Wis | N8 | Control Water, Wall of Fire |
| 16 | Druid 12 | 0.75 | 12 | 0.75 | 11 | 0.25 | 5 | 0.75 | 10 | 0.5 | 8 | Domain: Weapon of Thunderstorms | trait: Missionary | N9 | Elemental Aura, Control Winds |
| 17 | Druid 13 | 0.75 | 12 | 0.75 | 11 | 0.25 | 5 | 0.75 | 11 | 0.5 | 8 | Elemental Friendship | feat: Elemental Focus (electricity) | N9 | -- |
| 18 | Druid 14 | 0.75 | 13 | 0.75 | 12 | 0.25 | 6 | 0.75 | 12 | 0.5 | 9 | Spirit of Nature | race: Elf Sage | N10 | Call Lightning Storm, Commune with Nature |
| 19 | Druid 15 | 0.75 | 14 | 0.75 | 13 | 0.25 | 6 | 0.75 | 12 | 0.5 | 9 | Natural Knowledge | feat: Spell Focus (evocation) | N11 | Geyser, Spellstaff |
| 20 | Monk 5 | 0.75 | 15 | 0.5 | 13 | 0.5 | 6 | 0.5 | 13 | 0.5 | 10 | Grand Master of Clouds | stat: +1 Wis | N11 | -- |
| Note: Elf race includes these options: +1 Int, +1 Chr; +2 Will and Reflex saves; +3 Heal, Knowledge (arcana, nature), Scrivening, and Spellcraft skill checks. Also note: Claude's Monk and Druid levels are not balanced; for the sake of his concept, he accepts a 10% XP penalty starting at character level 7. |
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The Razor
Character Concept: John Sharp is a cutting-edge character. He has keen eyes and a clever wit. He notices things that others miss. He speaks crisply and enunciates clearly. And he loves weapons that bite, pierce, and slash (including his own claws!). He is all hard angles, fast hands, and bright edges. There is little of soft mercy in him; rather, he sees the sharp edge between right and wrong, and is quick to condemn those who fall on the evil side. John is a liontaur from a human city, with a human-style name and little connection to the traditions of his people.
| The Razor: John Sharp, liontaur rogue | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Lvl | Class | BAB | CL | Ref | Will | Fort | Class Ability | Non-Class Ability | Spells |
| 1 | Rogue 1 | 0 | 0 | 0 | 0 | 0 | Sneak Attack I | trait: Urban | -- |
| 2 | Rogue 2 | 1 | 1 | 1 | 0 | 0 | Canny Observer | feat: Weapon Finesse | Perceive Cues, Special Punch |
| 3 | Rogue 3 | 2 | 1 | 2 | 0 | 0 | Uncanny Dodge | race: Life Connection (Detect Aura) | -- |
| 4 | Rogue 4 | 3 | 2 | 3 | 1 | 1 | Trapfinder | feat: Far Shot | Hunting Sense, Walk It Off |
| 5 | Rogue 5 | 3 | 2 | 3 | 1 | 1 | Evasion | stat: +1 Dex | -- |
| 6 | Rogue 6 | 4 | 3 | 4 | 1 | 1 | Sneak Attack II | trait: Clean | Lionhearted I, Special Action I |
| 7 | Rogue 7 | 5 | 3 | 5 | 1 | 1 | Coax Information | feat: Precise Shot | -- |
| 8 | Rogue 8 | 6 | 4 | 6 | 2 | 2 | Improved Uncanny Dodge | race: Gladiator | Friendly Stance, Rally |
| 9 | Rogue 9 | 6 | 4 | 6 | 2 | 2 | Trap Spotter | feat: Quickdraw | -- |
| 10 | Rogue 10 | 7 | 5 | 7 | 2 | 2 | Follow Clues | stat: +1 Dex | Heart-To-Heart Chat, Keen Edge |
| 11 | Rogue 11 | 8 | 5 | 8 | 2 | 2 | Sneak Attack III | trait: Stand Watch | -- |
| 12 | Rogue 12 | 9 | 6 | 9 | 3 | 3 | Convincing Lie | feat: Rapid Shot | New Senses, Terrain Insight |
| 13 | Rogue 13 | 9 | 6 | 9 | 3 | 3 | Slippery Mind | race: Diplomat | -- |
| 14 | Rogue 14 | 10 | 7 | 10 | 3 | 3 | Mind Like A Trap | feat: Charming (+1 Bluff, Dip, Gath) | Special Action III, Take It On The Chin I |
| 15 | Rogue 15 | 11 | 7 | 11 | 3 | 3 | feat: Smart (+3 search) | stat: +1 Dex | -- |
| 16 | Rogue 16 | 12 | 8 | 12 | 4 | 4 | Sneak Attack IV | trait: Perceptive | Lionhearted II, Special Concealment |
| 17 | Rogue 17 | 12 | 8 | 12 | 4 | 4 | Rumor Monger | feat: Shot on the Run | -- |
| 18 | Rogue 18 | 13 | 9 | 13 | 4 | 4 | Defensive Roll | race: Lion's Heart | Creature Insight, Special Hand |
| 19 | Rogue 19 | 14 | 9 | 14 | 4 | 4 | Tremorsense | feat: Penetrating Strike | -- |
| 20 | Rogue 20 | 15 | 10 | 15 | 5 | 5 | feat: Enlightened (+3 Spot) | stat: +1 Dex | Danger Sense, Aura of Disarmament |
Enjoying the Game
Many players — perhaps most — enjoy the game for the roleplay, for the storytelling, for advancing their characters along clear paths of growth. Those are fine ways to have fun with the game. TTRPGs are sandbox games, in which you can set your own goals, wander off wherever you wish, and explore in any direction. All of these avenues are great ways to enjoy the game! In addition, some players like to explore the idea of character optimization, that is, how to fit the pieces of the game together, like a puzzle, to make a character that meets a particular goal in the best way.
Is that "particular goal" to create a unique character with an interesting twist? Or to create the most powerful character possible? The danger of character optimization is that some players enjoy it not to find ways to solve a problem or to be clever in using the rules to make a character concept come to life, but to optimize for power. That is, they seek to make a character that is as powerful as possible, especially in combat. It is not the challenge of making the character that they seek, but the end goal of owning the game and the other characters. When a player uses optimization to create the most powerful character possible, they are called a "power-gamer" or a "munchkin." The danger here is that power-gamers make the game less fun for others. And so, game masters have to be careful to curb the tendency in their rules-savvy players to optimize for game domination, including combat domination.
A more complex game is one that lends itself to optimization, because giving players complex choices makes it possible to select combinations that are optimal for one purpose or another. Per the above, L&L is meant to give more choice to players, but for the purpose of allowing players to explore custom character concepts, not to encourage power-gaming. For example, the game requires a non-combat power at levels 2 and 4, 7 and 9, 12 and 14, and 17 and 19. Those are the levels that offer interaction and exploration powers, encouraging optimization but not power in combat. In this and in other ways, L&L seeks to curb power-gaming for the sake of power; that said, the game master has the duty to make sure that the game is fun for everybody, not just for the clever optimizer. Game masters, please use the retraining rules when a munchkin player has upset the fun of your game.
