This game has begun, and is no longer accepting pledges
The Pledge System
The pledge system is a new way of handling game start-ups. If you wish to join OR4, please send in a pledge by email. You may choose one of the three pledges:
You could end up in any faction. One of your secondary
characters who is not a covert or tactician gets a semi-random Mark.
You can choose a first choice faction and a second choice
faction. You are likely to end up in your first choice, unless it is
oversubscribed by more than 8 players who picked it as a Faction Pledge, in
which case you have fair, random chance of getting bumped down to your
You submit a group of up to 3 other players. You are guaranteed to be in
the same faction as these players. You may also submit faction requests, but
may well not get the faction you request, and may end up in a faction you
did not request."
(This is a points based system. You may either buy a Mark, or you may buy
your choice of faction, or you may buy your choice of teammates.)"
Deadlines for Pledges and Set-ups
The deadline for first phase deadlines is the 8th October.
Players will be allocated a faction a day or so after the deadline, and contact details shared within the faction to allow setups to be organised.
The setup deadline is mid-day GMT on the 15th October.
The game is more expensive than a normal game of Legends:
Order cost: 9p
Minimum turn cost: £4.30
Maximum turn cost : £11.60
Start up cost: £5 (as usual)
Training Level: 12
SEI cap: 700 (99 public works)
Tac cap: 50%
Tradegoods will weigh 5.
Thief Ruin penalty 230.
Kings Peace until 1 production has passed. King's Peace will be 'Spirit
Based', but D2 order is exempted.
7 day turn around until first production, then 10 day thereafter.
Revolts every month.
Overlord CBBAAA. 1 guild @ 20
Mercenary DBBB. 1 guild @ 20
Adventure Party DBBBBB. 1 guild @ 20
Hero: EC 1 guild @ 20
No position may set up in the province of a module city, or in another
player's location. However, players may request to be set up adjacent to
module cities, unlike my normal set up policy.
GMs will be playing in this game: see the section below for full details.
During the submission of setups phase, I will operate the usual premier
setup rules - so anyone who sends in multiple setups will process after
those who send in one setup.
There is no restriction on the use of Character Rolling Thunder.
I will allow GMs and coders to play in OR4. If you are not comfortable playing in a game with them, please don't join the game.
Here are some of the ground rules that playing GMs will work by:
- Ed is the referee of the game. He will rule more harshly against GM players when there is any doubt.
- GM players may know things about the game engine which other players don't. They will not avoid using this knowledge, but will not share it with their teammates.
- GM players will not look at the OR4 database except where Ed requests that they do so for work purposes.
- GM players will play to win, which may include the use of diplomatic spin and outright diplomatic lying.
- If GM players discover some information about the game which they should not have access to, they will ignore it.
- GM players will not cheat!
The new version of LPE has been updated to work for One Ring. Click Here
to download it.
Legends 3 changes that apply for OR 4
Besides lots of tiny bug fixes that should make everything more consistant, and just generally work nicely, here is a list of 10 specific changes that may differ from your previous experience – be careful with expectations of success/failure for the game.
1) Fixed various problems with Sighting and searching.
Forces containing only invisible charactere will not be sighted unless those
invisible characters are overburdened. Note - Mounts, wagons, population and ships in character possessions (not equipped) do not count toward their carry capacity for increasing this, they count as weight only.
Force sightings during movement are now done before encounter battles in each province. So all forces in a province have the same chance to sight another force entering that province, before encounter battle losses reduce its hiding sight value.
2) Fixed duel/battle spells being cast by people who can’t cast the spell.
Loaded battle/duel spells will no longer work if you don’t have some means to cast the spell when you reach combat.
The spell must be in your spell list, or on a familiar, or given by an equipped item.
This restriction doesn't affect auto-cast spells from items.
3) Completely revised battle code:
Fixed bugs for spell castings
Fixed many combat calculations
Fixed reserve options to work like the rules describe - and additionally countercharge will now activate against opportunity charge and countercharge.
All overall modifiers now affect a character's DF.
All equipment is validated before battle starts, anything of an inappropriate type or not usable by the soldiers or characters is ignored for the duration of the battle.
Overwhelming of character's by soldiers has been disabled as it only penalised inexperienced players.
4) there is a new PC/TAC increase formula for Combats.
It will take account of damage inflicted on the other side, as well as the
character's wounds/soldiers lead losses, in determining chance of an
- Walkovers give a low chance of gains
- Few wounds/damage on both sides gives a low chance of gains
- Dying reduces the chance of gains
- Chance of gains peak at around 90% wounds/losses on self/slot and 70%
wounds/losses on the enemy
5) Moving Overburdened through use of Encounter Orders, fixed.
Force carry capacity and burden is now re-calculated after each encounter battle.
Any change in movement rate during movement is dealt with proportionally i.e. a
force that had used 75% of its available movement before an encounter combat will have 25% of its available movement left when the movement rate is re-calculated.
So it is now possible for a force to start its movement flying but lose flying capacity, from battle losses (or by aquiring too many items from a successful raid). It will then continue the rest of its movement as land movement (assuming the force can still walk). A land force that was not overburdened may become overburdened as a result of losses (or by aquiring too many items from a successful raid), or it may merely pick up slower moving mounts in a raid.
Land based forces that gain flying carry capacity (and flying forces that are forced to land and then later regain flying carry capacity) will continue the move on foot.
6) T1 order calculations improved.
Optimised calculations for number of spell points needed for training soldiers with a status – to use the most free spell points, or to use affliction in preference to a spell.
Numbers trained are now reduced when there is insufficient equipment, it used to fail if the slot already had soldiers.
Numbers are now also reduced if a ‘per soldier item’ is required for a training type, and there are insufficient items, it used to fail if the slot already had soldiers.
7) Merging soldiers now retains fractions of the Training Level.
The fraction does not appear in the turn report. If the fraction is less then 0.9500 the level is rounded down, otherwise it rounds up for all purposes though the internal fraction is always retained.
8) Encounter order raids now work more reliably.
However they only work for players. NPC forces will not raid even if they have orders to do so, they will simply start an encounter battle instead.
9) Locations lose the benefit of their walls while blocking.
If a location blocks a force that has encounter orders to attack blockers, the location will not get the benefit of walls even though it is the defender in the battle that results.
10) The turn report has been tidied a little and had some typos fixed.
That probably means any player-written apps that process the turn report file will need revising.