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Modos 2 vs Open Legend

Compare Modos 2 and Open Legend side by side. See differences in complexity, dice, genre, and more.

Modos 2Open Legend
GenreUniversalUniversal
TagsToolkit, Modular, Hackable, Classless, Character Building, Tactical, CC-Licensed RulesToolkit, Classless, Hackable, Heroic, Modular, Character Building, Tactical, Crunchy
Core MechanicWhen an outcome is uncertain, roll a d20 and add the relevant Physical, Mental, or Metaphysical attribute bonus, any applicable skill points, and difficulty. The Guide rolls for an opponent or the difficulty. The higher total earns a Pro result, and the lower earns a Con. A tie may be neutral or rerolled. A player can take half instead of rolling or spend a hero point for an extra d6 when their character concept applies.Roll a d20 plus one or more attribute dice (d4 through d12 based on attribute score, scaling to multiple dice at higher scores) against a Challenge Rating. All dice explode on their maximum face and can keep exploding without limit. Characters have eighteen attributes split across Physical, Mental, Social, and Extraordinary categories; extraordinary attributes channel banes (negative effects) and boons (positive effects) instead of tracking a spell list. Advantage or disadvantage adds extra dice and drops the lowest or highest before summing.
Diced20d20 + d4–d12
ComplexityHighMedium
AvailabilityFree core rulesFree core rules
Runnability4 of 5 book toolsBook tools not listed
LicenseCC BY 4.0 (Rules Catalog only); all other material all rights reservedOpen Legend Community License (SRD)
Third-Party PublishingNot yet researchedNot yet researched
PublisherMichael TerlisnerSeventh Sphere Publishing
Year20182018
LanguagesEnglishEnglish
Best ForGroups wanting a genre-flexible, classless campaign toolkit that can scale from simple contests to structured action scenes. It suits a Guide comfortable choosing campaign assumptions and assembling rules modules rather than running a fixed setting.Groups who want a single classless engine to handle fantasy, science fiction, modern, or horror campaigns through eighteen attributes spanning physical, mental, social, and extraordinary domains, with magic and special effects folded into the same dice mechanic as combat.
HighlightsThe same opposed d20 contest resolves physical, mental, and metaphysical uncertainty, letting a campaign change genres without replacing its basic procedure. Acting on a character's flaw against their goal can earn hero points, turning complications into bonuses for later contests. Numbered rule dependencies and interchangeable modules give groups an explicit process for changing the game instead of relying on unsupported house rules.All dice explode on maximum rolls with no cap, producing occasional dramatic result spikes through the same mechanic that handles ordinary rolls. Magic is folded into the attribute system through banes and boons, so extraordinary attributes like Energy or Entropy roll for fixed effects rather than tracking a spell list. Hits that exceed a defense by ten or more automatically apply a free bane on top of damage, so big roll-overs translate into status effects like knockdown or stunned rather than wasted overflow.
ConsiderationsBuilding a campaign asks the Guide to select its theme, curate option lists, set difficulties, and decide which modules apply. Default positioning uses abstract postures and range, so exact measured tactics require the optional Combat Crunch module. Broad skills, custom perks, and reskinnable powers rely on table agreement to keep character options comparable.First-level character creation spends 40 attribute points across 18 attributes plus 6 feat points across a tiered feat list, producing heavy upfront decision load before play begins. Weapons have no damage dice (damage equals your action roll minus the target's defense), so weapon variety within a category is largely cosmetic, and the book itself notes that a longsword mechanically dominates a shortsword. Hit points come from Fortitude, Presence, and Will (HP = 2·(F+P+W) + 10) rather than from level, so a character who dumps all three stays near 10 HP regardless of how much XP they earn.