Lego Fantasy Battle
I remember when I had first been exposed to AD&D and began to "play". I was still in my Lego age, and had been exposed to AD&D by my many friends older brothers. Back then Dungeons and Dragons was fresh and exciting, and it wasn't long until my friends and I began using all the neat dice in our other play activities. Obviously Lego was one of our favorites. A few years back one of my friends who now has Lego aged children of her own looked back at the fond Nostalgia of Lego and decided to run a Lego "miniature style adventure" at Gen Con. I of course got to write the rules, and liked them so much, I published them here for all of you to enjoy... Perhaps even with your children.
Lego is used without the consent or endorsement of Lego Group.
How to Make a Guy/Gal
1) Decide with the judge of the game what Type of Guy the character is going to be ( Great hero, Hero, Normal guy, or Dope).
2) Roll to see how many Energy Points your Guy will have. This roll is based on the information on the "Type of Guy" table. Record this number on the section of the character record sheet that says " Energy Points (EPs) without equipment:".
3) Buy Skills for your Guy.
4) Buy Manna and powers for your guy.
5) Equip your Guy with any equipment the judge allows you.
6) Determine any bonuses your Guy gets from equipment he/she is carrying. Record these on your Character Record Sheet.
Type of Guy Table
| Type of Guy | Energy points for Guy | Skill points for Guy | Max skill level for Guy |
| Great Hero |
25 + 2D6 |
16 |
5 |
| Hero |
20 + 1D6 |
13 |
4 |
| Normal Guy |
15 + 1D6 |
9 |
2 |
| Dope |
10 + 1D6 |
5 |
1 |
What is an Energy Point (EP): An EP represents just how tough a Guy is. The more EPs a Guy has, the harder he is to beat up. More heroic Guys have more EPs, and are thus harder to beat up. Wearing armor also makes it harder to be beaten up, thus wearing armor gives you more EPs. However, the EPs you get from wearing stuff only lasts as long as you are wearing it.
How to buy skills: Based upon what type of Guy you are, you get a number of "Skill Points". This number can be found on the "Type of Guy" Table. There are 18 sections of the character sheet with skills. At this point of character creation assume that all of these skills are at level 0. The higher a Guy has a skill level at, the better he is at that type of task. We assume you don't want to leave your Guy with all his skills at 0, so this is how you raise them. You simply spend one of your skill points for each skill you want to raise a level. To make your "Shoot things" a 3, will cost three of your skill points. Then to get a "Ride horse" skill at level 1 will cost you another skill point. There is one catch. based on what type of character you have, you have a "Skill Level Max". This very simply means you can't have a skill higher than a set level. For example a Dope can't have any skill higher than level 1. A Hero can't have any skill higher than level 4. Now, spend your skill points! Once you are out of skill points, you have learned all you can. If you are planing to make a spell casting Guy, save a few Skill points to buy spells and manna (also don't forget either the "Cast wizard spell" or the "Cast cleric spell" skill).
What is Manna: Manna is the magical power that some have that fuel magical spells. Each time a magical spell is cast, a number of manna is spent. You can only cast as many spells as you have Manna for. Only spell using characters need to have manna.
How is manna gained: This one is real simple. For every skill point you spend on manna, you get ten manna. There is no limit. Buy as much or as little as you like. This amount of manna is the amount that is started with at the beginning of any adventure that the Guy is used in. Manna is lost as it is used up in spell casting. Manna only returns between adventures, and then up to it's total purchased.
How do I buy powers: Powers also are bought using Skill points. In the magic section of this booklet will be a list of wizard and cleric spells. Each one will have a Skill cost which is simply the amount of skill points that must be spent if a Guy wants that power. Once you have bought a power in this way, you may use it as often as you manna allows. You may have as many spells for you guy as you can afford with you skill points
How to Equip Guys: Very simple.
Step One is to ask the judge what kind of pieces of equipment and how many of them you have to choose from.
Step Two, from this, decide what you want to take for any Guy(s) you may be making, and snap them onto your guy. Don't forget any bonuses that may be gained from equipment carried.
|
Weapon Type |
Range |
Damage |
Special |
|
Spear in melee |
melee |
3D6 |
11 |
|
Spear thrown |
short |
3D6 |
1, 11 |
|
Bow |
medium |
2D6+3 |
2, 5 |
|
Crossbow |
medium |
3D6 |
|
|
Lance on horseback |
melee |
4D6 |
3, 11 |
|
Lance on foot |
melee |
1D6 |
4, 11 |
|
Halberd |
melee |
3D6 |
11 |
|
Great halberd |
melee |
4D6 |
5 |
|
Magic Wand in melee |
melee |
2D6 |
6 |
|
Magic Wand at range |
short |
2D6 |
7 |
|
Sword |
melee |
3D6 |
|
|
Grand Sword |
melee |
4D6 |
11 |
|
Cutlass |
melee |
3D6 |
|
|
Whip |
melee |
1D6 |
8, 11 |
|
Hook |
melee |
2D6 |
|
|
Knife in melee |
melee |
2d6+2 |
|
|
Knife at range |
short |
2D6+1 |
1 |
|
Ax |
melee |
3D6 |
|
|
Oar |
melee |
1D6+3 |
5, 11 |
|
Shovel |
melee |
1D6+3 |
11 |
|
Stick |
melee |
1D6+2 |
|
|
Cannon |
long |
6D6+6 |
9, 10 |
|
Catapult |
long |
5D6+5 |
9, 10 |
|
Fist |
melee |
1D6 |
|
|
Pick |
melee |
3D6 |
1) Item lost when used this way. Item now will lay near the intended target of the attack.
2) Guy must also have a quiver to serve as ammunition for this weapon to use it.
3) Attacker must make a "ride horse" skill roll at average difficulty to make this attack
4) Weapon is not meant to be used this way. Very unwieldy. Attack difficulty is 5 not 4.
5) This weapon must be used in two hands. No shield or paired weapons.
6) Uses " use wizard spell" skill to attack not "fight in melee" skill.
7) Uses " use wizard spell" skill to attack not "shoot thing" skill.
8) Gives user a +1 to Climb skill. User must have the climb skill at level 1 already to get this bonus.
9) Appropriate type of ammunition must be available to use this weapon.
10) Difficulty to hit Guys is 5 not 4. Difficulty to hit buildings is 3.
11) Can't use paired, but you can use a shield with it.
Melee Range: Guys can fight with melee weapons as long as they are no more than 3 pips away from each other.
Short Range: Guys can fire short ranged shot weapons so long as they are no more than 12 pips away from their targets.
Medium Range: Guys may fire medium ranged shot weapons so long as they are no more than 30 pips away from their targets.
Long Range: Guys may fire long ranged shot weapons so long as they are no more than 90 pips away from their targets.
|
Worn Equipment as Armor |
EPs gained from wearing |
|
Kings Crown |
+10 |
|
Grand Helm |
+9 |
|
Dragon Helm |
+8 |
|
Knights Helm |
+7 |
|
Warriors Helm |
+6 |
|
Archers Helm |
+5 |
|
Conquistadors Helm |
+6 |
|
Wizards Hat |
+3 |
|
Leather Cap |
+3 |
|
Clerics Cowl |
+3 |
|
Natives Cap |
+2 |
|
Head Rag |
+1 |
|
Admirals Cap |
+3 |
|
Legionnaires Cap |
+4 |
|
Native Mask |
+5 |
|
Officers Epaulets |
+2 |
|
Cape |
+2 |
|
Plate Cuirass |
+8 |
|
Coat of Arms |
+2 |
|
Painted on Scale |
+4 |
|
Painted on Plate |
+6 |
|
Back Pack |
+3 |
|
Quiver of Arrows |
+2 |
|
Horse Barding |
+8 ( for the horse) |
|
Horse Helm |
+5 ( for the horse) |
| Shield Type used | Bonus confered |
| Round Shield | +1 to "Avoid Melee" skill |
| Kite Shield | +1 to "Avoid Melee" and "Dodge Shot Thing" skill |
| Great Shield | +1 to "Avoid Melee" and +2 to "Dodge Shot Thing" skill |
Skill Bonuses gained from a shield may allow a user's skill to exceed his Max Skill Level rating. If a user has no skill in what he is getting a bonus to, assume the shield gives him that skill at a level of 1. (1 is that total, not a level of 1 then another +1 from the shield)
A Turn- Actin in Lego Fantasy Battle is broken into turns. This is to keep the game, and especially combat moving in a orderly and smothe manner. During a turn, each Guy in your group may take two actions.
An Action- An action can be anything the judge will let your Guy get away with. Most common actions are moving, attacking, using a skill, picking something up, or casting a spell. If you want to know is somthing counts as an action, ask the judge. Some tasks will requite more than one action to proform. Building a castle from spare parts is certianally not one action.
How fast can a Guy Move with one action- If your a Guy or a Gal, you can move 12 pips in with a singel action. If your something else like a dragon, a ghost, a skeleton, etc, thats up to the judge. If you spend an action moving, you need not move all 12 pips.
Whats a Pip: A very good, and importnt question. A pip is one of those ittle nobs on Legos that plug into each other to hold themselves together. Almost everything has pips on them, especially floor pieces, so we use them to judge distance.
How to ride animals- First you must have one that can be riden. Next you must have a skill or somthing special that will allow you to controle the animal. If the animal is friendly, simply having the skill will allow you to ride it. If the animal is unfriendly, a skill check at average difficulty (4) will allow you to controle the animal. Out right hostile animals can not be controled in this way. Any animal that can be ridden has three diffrent movement rate that represent the number of pips it can move for each or it's two action spent moving. These speeds are slow, normal and fast. Any rider on an animal moving at slow speed can take both of his actions. A rider on a normal moving animal must hold on a bit and can only take one action. Riders on fast moving animals must hold on for dear life and make no actions.
Who goes first? When ever more than one group is compeating in a trun to act first, each group rolls a six sided dice. The team with the highest roll goes first, the lowest goes last. Any ties roll again against only each other to see which of those groups act in which order.
How to fight: There will generally be two way you can fight. The first is hand to hand in melee, the second is at range by shooting at each other. Both methods of resolving attacks are similar but use different skills. Both require that each the attacker and defender roll dice. A combination of skill and luck will determine success. In the case of a melee fight, the attacker rolls a number of six sided dice equal to his "Fight in Melee" skill. Each dice rolled with a result of 4, 5 or 6 (fighting is a difficulty 4 act) counts as one success. The defender roll one six sided dice for each rank of his "Avoid Melee" skill. Each dice rolled with a result of 4, 5, or 6 is a success for him. If nobody has any successes the attack misses. If both the attacker and defender have the same number of successes, the attack misses. If the attacker has more successes than the defender, then the attack hits. If an attack hits, it does EP damage as described below. Fighting in ranged combat works exactly the same except that the attacker uses his "Shoot Thing" skill, and the defender uses his "Dodge Shot Thing". In the case of cannons, attacker uses "Fire Huge Thing" at a difficulty of 5, and defender uses "Dodge Shot thing" at difficulty 4.
How is damage done: When a Guy is hit, he takes damage based on the weapon used. Roll the appropriate damage from the weapon used and subtract that from the target's "Energy Points (EPs) with equipment:".
What happens when a Guy looses all EPs- When a guy has lost all of his EPs he has been BEATEN UP, and FALLS DOWN. Note that in lego we do not use terms like Killled or died because after all, legos are toys and are never alive in the first pace. Guys who fall down stay down for two turns. In a turn during which a guy is down he can't make any actions. Any guy who is melee range of a Guy who is down can spend one action to take one piece of equipment from the guy who is down. After these two turns are over a Guy may stand up again and act normally. This Guy will have his full EPs back again, but keep in mind that any equipment lost may alter the EPs the Guy has.
How to use a skill: Using a skill is simple. First tell the judge what you would like to try, using what skill. If the judge thinks it's OK, he will tell the player the difficulty level. The player then rolls a number of dice equal to the level he has that skill at. If a single dice is equal to or greater than the difficulty level of the task, it is successful.
|
Difficulty of Skill Roll |
Number need |
|
Easy |
2 |
|
Not bad |
3 |
|
Average |
4 |
|
Hard |
5 |
|
Real Hard |
6 |
What is paired weapons- Paired weapons means to use and fight with a weapon in each hand. A lego Guy may use paired weapons to attack with the weapon in each hand (thus allowing 2 attacks) for every action he spends attacking. The advantage to this is obvious, but it is difficult to do. When fighting with paired weapons your "Fight in melee" skill is one less.
What can a Guy carry. A single Guy may carry one object in each hand, something around his body, somthing on his head, and up to two objects around the neck.
|
Name of Guy ___________________________ |
Type of Guy_______________ |
|
Energy Points (EPs) without equipment_________ |
Manna___________________ |
|
Energy Points (EPs) with equipment____________ |
|
|
Fight in Melee __________ |
Avoid Melee __________ |
|
Shoot Thing __________ |
Dodge Shot Thing __________ |
|
Pick Lock __________ |
Find Secret Door __________ |
|
Find Trap __________ |
Hide __________ |
|
Move Boat __________ |
Ride Horse __________ |
|
Climb __________ |
Read _________ |
|
Animal Stuff __________ |
Fire Huge Thing__________ |
|
Move Heavy Thing __________ |
Break Down Thing __________ |
|
Use Wizard Spell __________ |
Use Cleric Spell __________ |
Spells or Powers Purchased
_________________________________________________________________
________________________________________________________________
________________________________________________________________
How do I cast magic: Simple. When your turn comes around, tell a judge what spell which of your Guys is going to cast. This casting costs the caster one of his actions that turn. after this, subtract the casting cost of the spell from the caster's Manna. If you do not have the manna to cast a spell you want to, you can't cast it. To see if the spell works, roll a skill check for the spell type being cast using the difficulty of the spell. If the roll is successful, the spell works. If you fail, so does the spell, using up manna and producing no effects
Wizzard Spells
|
Spell Name |
Discription |
Skill Points to buy |
Mana Cost |
|
Fire Blast |
Blam, one target the wizard chooses within 40 pips takes 5D6 EPs of damage from a firey gout. Difficulty: average (4) |
1 |
1 |
|
Polymorph into Horse |
Yes, whith this spell a wizard can turn either himself or another into a horse. This spell can be cast on any living creature within 20 pips of the caster. If the targert does not want to be a horse he/she can attempt to resist by making a "dodge shot thing " roll at not a bad difficulty (3). A polymorphed guy drops all equioment to the ground. To revert back to normal form the wizard who cast it may spend on action turning it off. A target of this spell who wants to be human again may spend 1 actions trying to turn back by rolling a 1-2 on a D6. Horses are identical as listed below. Guys turned into horses can still talk. Difficulty Hard (5) |
1 |
2 |
|
Teleport |
With this spell, the wizard instant relocates from where he was to any place he wants to be and can see upto 60 pips away. casting this spell requires the usual 1 action to cast. Difficulty: Average (4) |
1 |
2 |
|
Polymorph into Bird |
Yes, whith this spell a wizard can turn either himself or another into a bird. This spell can be cast on any living creature within 20 pips of the caster. If the targert does not want to be a bird he/she can attempt to resist by making a "dodge shot thing " roll at not a bad difficulty (3). A polymorphed guy drops all equioment to the ground. To revert back to normal form the wizard who cast it may spend on action turning it off. A target of this spell who wants to be human again may spend 1 actions trying to turn back by rolling a 1-2 on a D6. Birds have stats as described below. Guys turned into birds can still talk Dificulty: Hard (5) |
1 |
2 |
Cleric Spells
|
Spell Name |
Discription |
Skill points to buy |
Manna Cost |
|
Scare Skeletons |
Use of this power frightens skeletons and makes them run away. If this spell is cast successfully, 1D6 skelletons of casters choice within 30 pips of him must spend their next turns actions moving as far away form the caster as they can. Difficulty: Average (4) |
1 |
1 |
|
Bless |
With this spell a cleric can grant another good foutune. A cleric may cast this spell on any guy within 30 pips of him. After this is cast, That guy may roll one extra dice any time he rolls a "Fight in melee", "Avoid melee", "Shoot thing", or "Dodge shot thing" check. These effects last throughout the target's next two turns. Difficulty: Average (4) |
1 |
1 |
|
Commune with Nature |
This spell allows the caster to hold a conversation with a local animal of his/her choice durring this turn. Difficulty: Average (4) |
1 |
1 |
|
Heal |
This spell may be cast on any guy of the caster's choice within 3 pips of him. Successful casting of this spell restores all of a guy's lost EP's. Difficulty: Average (4) |
1 |
1 |
Sample Critters
Horse
|
EPs: 25 |
Actions per turn: 2 |
|
Slow Speed: 8 (1 action) |
Avoide Melee: 1 |
|
Medium Speed: 16 (2 actions) |
Avoide Shot Thing: 1 |
|
Fast Speed 30 (2 actions) |
Move heavy thing: 4 |
Bird
|
EPs: 10 |
Actions: 2 per turn |
|
Move: 30 pips per action |
Flying: bird may move over walls, water, etc. |
|
Avoid Melee: 4 |
Dodge Shot Thing: 3 |