| English | Lenga |
| Vowels | |
| A,a | A,a |
| E,e | E,e |
| I,I | I,I |
| O,o | O,o |
| U,u | U,u |
| Schwa (after m) | ? ? |
| Consonants | |
| B,b | ?,? |
| C,c (Hard) | K,k |
| D,d | ?,? |
| F,f | ?,? |
| G,g (as in Gus) | ?,? |
| H,h | H,h |
| J,j | J,j |
| L,l | ?,? |
| M,m | M,m |
| N,n | ?,? |
| P,p | ?,? |
| R,r | R,r |
| S,s | S,s |
| T,t | T,t |
| CH, ch | ?,? |
| SH, sh | ?,? |
| TH, th | ?,? |
| TS, ts | ?,? |
| V,v | V,v |
| W,w | W,w |
| X,x (ks) | X,x |
| Y,y | Y,y |
| Z,z | Z,z |
Author: Bear (Page 210 of 212)
I enjoy the Action! System for its simple Attribute+Skill+3d6 mode of resolving actions. It's a pretty straightforward mechanic that tends to encourage the development of skills instead of increasing attribute scores. In my old D&D days, the only way to become significantly more powerful in combat was to increase your Strength score, not become more skilled with a sword.
As such, the Action! System has a problem with attribute scores, especially the STR score. I expect the score to express some kind of relevance to another score. For example, if a person has a 4 STR and another has an 8 STR, how much stronger is the person with the higher score? Is he twice as strong? Is he some multiple times stronger? What I found with A!SCRv1.1 is that double the STR score could make you anywhere from 1.5 times as strong to 100 times as strong. It didn't make sense to me that a STR point could increase your strength by double in some cases, but 10 - 20 percent in others.
The solution was to recalculate the scores based on a logarithmic function. The results appear in Lenga 02 - Attributes and Lenga Appendix A - Extended Attribute Tables. The result is that a character with twice the score of your character will be about six times stronger. A character with twice the INT score will be about twice as intelligent. A character with twice the REF score will have approx 3 times quicker reflexes.
MOV was also a problem. The example in A!SCR of someone with moderate scores (Swingin' Sam) allowed him to sprint at world record speed. He could have run the 100m in less than 10 seconds. According to the rules, he could have kept up the pace long enough to finish the race. A person with all 10 scores could sprint at almost 50mph!
The solution was to change the formula of the MOV score to be an Average of REF, STR, and HLT. There is also a trait for Fast Mover that allows for a direct increase in MOV. After all, the fastest runners in the world do not have a 10 STR, though they tend to have high REF and HLT.
Look for more details in Lenga, specifically chapter 2 and Appendix A.
Nothing seems as simple as a game of checkers, right? Not to the professionals!
Regardless of that, this game has been enjoyed in various forms all over the world. In America and the UK, this game is played on an 8x8 board. In other countries, the board is 10x10 and even 12x12. Some games allow the checkers to move in any direction.
The most interesting variation is Lasca. Played on a 7x7 board, the jumped pieces become a part of your column. Read the link for a better explanation, but it is a fun game with several twists.
Sycarion Does Checkers As Well
We have two variations today. The downloads page will have resources to make your own odd sized boards in the next couple of days. The games have the same premise, but it is executed differently depending on the size of the game board used.
The details below will be cleaned up later tonight as time permits. It makes more sense visually, especially Hedge Checkers.
Strategic Checkers
Using a 10x10 board, each player places 5 of his 12 checkers on the dark squares of the back row. As the players take their turn, they slide the checkers onto the 8x8 board. When a checker in placed in the normal sized board, they take one of their remaing checkers and place it on the back row.
Hedge Checkers
Using a 12X12 board, players place checkers in the back row, but must jump the buffer to make it onto the 8X8 board. Players may also jump over the hedge into safety, but they must jump forward with that checker on their next turn or forfeit it to their opponent.
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