Labyrinths & Liontaurs
Contents

Notes

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:

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.

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.