The Legends Of Fabled Realms is a tabletop skirmish game set in the fantasy world of The Fabled Realms
Latest Updates from Our Project:
Quick 3d Print Update
over 6 years ago
– Fri, Jun 22, 2018 at 12:53:56 AM
Hi All,
Just a quick update to let you all know we have had all our 3d printers arrive. Here they are;
All 7 are now up and running and in full production.
Cad
Kickstarter Update and Latest Rules
over 6 years ago
– Tue, Jun 12, 2018 at 11:18:51 PM
Hi All,
Here are a few updates about where we are with the kickstarter campaign:
1) Rules
We want to thank every one that provided beta rules feedback via the Forum, Facebook Community Group and the Kickstarter Page. We also had a great deal of feedback through the beta weekend and the comments on the videos that we put out through Beasts Of War. This has led to many changes to the beta rules and these can be found on this link via dropbox:
The current Beta rules include the main core rules and the scenarios at the end of July we will have finished all the rules including the warband rules. This will also include details regarding the Fellendorf Militia and Venturers Guild.
The core rules are now being passed on to Guy Bowers the editor who will have them all edited into the proper format. If you wonder, why you will come across some yellow and green boxes in the rules this is why.
2) Miniatures and a Delay in Delivery
We received the plastic miniatures back from China and they were not to a standard that we are happy with for our products. As such we have decided to go with the 3d printed mass production of the models, so we can control the quality ourselves. We currently have 3 3d printers and have just paid for 4 more for a total of 7 3d printers.
The downside of this change is that delivery will be delayed until March next year, we are not happy with this delay, but we would be even more unhappy with sending out miniatures that we do not feel are fit for purpose. As we have said previously any one that paid to upgrade to resin miniatures will receive a credit note that can be redeemed on our website.
3) Delivery of the remaining buildings, 3d Printed Dwarf and Token
At the start of next week (18th of June) we will have started dispatching the buildings and mdf kits that were designed as part of this campaign. This process will take a few weeks so please bear with us while they are all dispatched. The box will also include your 3d Printed Dwarf and the Token as although we have decided to go with 3d Printed models and originally we were going to get your opinions based on the models we still want to send the dwarves out.
We have been asked when the materials not produced by 4Ground will be sent out and to answer the question they will be sent out with the remaining Kickstarter items in March.
Finally we are going to be visiting different locations to show of the game including Gencon and we will have the PVCs there for any one that would like to look at them.
Regards,
Cad
A quick almost update before the full update
over 6 years ago
– Mon, May 14, 2018 at 01:03:36 PM
This post is for backers only. Please visit Kickstarter.com and log in to read.
Designer Diary/Change Log 6th of March 2018
over 6 years ago
– Tue, Mar 06, 2018 at 03:07:24 PM
(Copied From The Forum, first of two posts)
Hi All,
I wanted to start doing designer diaries to cover what we have been doing with the game, so here goes. If you have any feedback about the content or about the way we are doing these (even if it is just to say that you like them) please reply to this thread.
We had a lot of feedback at the Beta Weekend and lots of input from both the attendees and the viewers at home. The game seemed to go down very well and we were pleased with the issues that came up.
To answer some of the questions that have been brought up (the italicised area is info that was covered in the Dice Change Problems thread on the forum for these that haven’t seen it);
We decided to change because of the input of people coming to visit at shows. At the same time we decided to go with a system that maintained the spirit of the old one. So instead of going with combat 3+ on a d6 we continued having the ability to create your combat pool and your characters down different routes. A YYY ( 3 yellow dice) combat character is a very different beast than a B (blue) combat character, the blue is more likely to consistently hit while the 3 yellow is more likely to roll a double hit even though it is less likely to hit in general.
With regards to the card system there are a lot of comments on here that cover ground that we had gone through in the Alpha stage of the game and had found only intensified the competitive nature that can come about with regards to card decks. To cover some of them;
Minimum Deck Size: This tends to either cause decks to be padded with more 0 cost low effect cards or penalise high command leaders as you had to base it off 6 turns worth of card draw. Or it would have almost no effect as the leaders with high command would still work through their decks quicker.
Hand Size: A fixed hand size encourages more streamlined competitive decks, if players know that they are going to only have access to 6 cards or must discard they make sure those cards are as powerful as possible. You would also have to have a forced draw like in magic as otherwise people would always hold their best cards as quickly as possible and then not draw any more, this also can either penalise high command leaders or would mean you would have a fixed draw amount (say 2 cards a turn) which could lead to even more high powered competitive decks.
Limited Play: This is a system we could try and I would base it off command and make it the same as the amount of momentum a unit can take (eg. Command +1) so that you maintain the same system. This means that units can only have X amount of cards played on them in a single action encouraging high command characters. But the issue is that this doesn’t fit very thematically as now you can have an orc warrior that has very low command be an expert swordsman and a great human general with high command but no real combat ability. The change would make characters become more homogenised.
Originally, we had this system and tried it on an individual character basis using stamina and magika but the system involved much more book keeping.
The thing we are thinking of doing currently is toning down some of the cards, things like Stand Against The Darkness, Hateful Blows, Marked Man and Talhoffen Salute among others are currently too powerful and need fixing.
Regarding which models may use ability cards; any character or henchmen over level 5 may use ability cards. The reason level 1-4 henchmen are unable to use ability cards is to show the difference between characters and henchmen and to make level 5+ henchmen feel like mini characters.
With regards to weapons; some of them are wrong for example the Great Axe has been pointed out as having only GG in combat but it should be BB. These need to be looked at.
Some changes that will be coming out of the beta weekend so far are;
The increase from defence for being attacked by multiple models is being removed from the game, this made henchmen very ineffective and lead to some of the issues with Henchmen attacking characters.
When a model attacks an enemy model that is also in base contact with a friendly model they will gain 1 green dice to their attack for each friendly model. This is to make henchmen more useful for both characters and other henchmen and makes different weapons in henchmen units more viable.
The fly special rule will be changed to state that the models are considered in line of sight of all models on the table and that they are at 48” range from all models on the table. This means they can be targeted by shooting attacks but with the appropriate range modifiers.
The Mass Attack (X) special rule is being changed to state that equipment dice, ability card modifiers and special rules. Modifiers for additional friendly models in contact with the target cannot be used.
A section will be added in the Ability Card chapter to cover magical shooting. As it is considered a shooting weapon. This will also include the fact that the model using a magical ability is unable to use another weapon in the same shoot action.
Extensive changes to weapons, adding additional weapons like Battle-axes and breaking down some of the Pole Arms to give different levels i.e. Halberd, Pole Axe and Glaive. Large Shields are being added and some additional weapon tweaks are being done.
Fighting Styles are having a large amount of changes, their bonuses to stats are being greatly reduced and based more thematically on their background as an example Florikson will now give the Mass Attack (G) special rule and Vargan will give a model Resilient (G) or increase their Resilient by 1 instead of a stat modifier. The costs are going up to 20 Gold a Fight Style.
Magika Schools costs are going up to 15 Gold a Magika School.
Faction Changes:
Sell Sword Legacy: D6x5 Gold instead of D6x10 in income. So three characters would be 3D6x5 instead of 3D6x10 Gold. Change to odd jobs so that it is 5 Gold on a success and 10 Gold on a critical.
Druggoi Covens Legacy: Change so that the modifier from characters is different
Glutton +0
Terror +1
Druggoi +2
Stalker +3
This represents the fact that Glotton’s do not go out of their way to find food but that Stalkers are natural hunters.
Hunt table changes so it will be very unlikely to get multiple Terrors in a single hunt.
Druggoi Gain a new faction special rule called Call Of Blood: When an Eightfold Path Character is captured you may roll Green if a success they are turned, the Druggoi Coven gains them as a character with the Blood Brother (X) special rule where X is the name of the Druggoi Coven leader.
Race changes; some of the models are having point or rule changes the main rule changes are below.
Terror: This model gains the Crushing Blow Special Rule. Now 311 Gold.
Goblin: These models are now SA G and gain the Untrustworthy special rule. Now 11 Gold.
Card Changes: There will be several card changes, these will decrease their effects, but some card costs will be decreases because of it.
Minor updates to the core rules: More examples added and some clarifications, eg. clarifying that the Active Player declares actions and the Reactive Player Declares reactions but for all rules purposes any of these are considered Actions (so any ability card that says use as part of a Shoot Action can be used as an action or reaction).
I now realise this is more of a change log, but these haven’t been carried over or the rules updated. Let us know if you are interested in this information and if you have any feedback?
Beta Rules
almost 7 years ago
– Tue, Feb 20, 2018 at 08:37:50 PM
The early beta rules are available through our forums for all backers.