Battle system

Battles

Any conflict in Late Legends can be described as a battle. A battle is the moment when all players have to be on edge and ready to fight (or role-play) their Legends out of the battle to stay alive. There are some rules for battles to make the turn order and action order clearer.

At the start of a battle

This is the moment all players place their tokens on actions cooldowns and skill cooldowns (the starting numbers are underlined). Use a hexagonal battle map. The narrator will place everyone on that map and might allow minor changes from the players. A legend is ready for battle if the player can confirm the following:

Turn order

The turn order per round can be handled in one of two ways, chosen by the narrator: Grouped turns - the narrator separates the turns of the players from the rest. This means that if a player gets a turn, all of the players may act. The players still have the freedom to decide the turn order each turn. After all the players have got their turn, the narrator will change the rounds and give the players another turn when he/she sees fit. Narrated turns - the narrator focuses more on narrating the actions of the other characters. After this, the narrator will give a number of turns to all the players. If the narrator gives two turns, that means that only two players make take a turn, even if the party consists of eight legends. In this situation, it is possible to create more tense moments, where four legends are in danger, but only two get an opportunity to act. The players will have to think a bit more strategically in narrated turns. It can make a battle way more difficult to predict, but it also makes it more of a team effort and a more engaging battle overall. Though it is pretty hard to pull off the first time for the narrator, it can be very interesting for a longer story.

Actions in battle

As stated in the Cooldowns, a legend gains two actions, two specials, two ability and two reactions each round. A legend can use these to do various things.

Action

Actions are big moves in your turn:

Special

Specials are small additions in your turn:

Ability

Ability rolls can also be performed stand-alone, this allows them to be done outside of your turn as well, though the use is often limited to observing related abilities.

Reaction

A reaction allows you to act outside of your turn. You may use a reaction to:

Chat lets the legend freely communicate within and outside of turns. This is mainly used for role-playing and discussing tactics. Since one round represents roughly six in-game seconds, it is in everyone’s best interest to keep the communication short and to the point. The narrator can easily let your legend skip a turn if you stand there chatting idly for too long.