Traditional RPGs lock you into rigid classes: fighter, mage, rogue, priest.
Each comes with its own ceiling — a path you walk, but rarely shape.
Legends of Thaloranth was designed to destroy that ceiling.
Instead of classes, it uses Paths — flexible frameworks that represent how you pursue your legend, not what you are.
Want to blend a thief’s cunning with a priest’s faith and a magus’ arcane talent? Do it.
Want to build a traveling scholar who becomes a battlefield commander? Also valid.
Your Path Points define what you’ve chosen to master, not what you’re forced to become.
The Path Hierarchy
Paths are broad archetypes — Warrior, Magus, Priest, Scout, Bard, etc.
Sub-Paths are specializations — Sword Dancer, Spellwright, Shadowblade, Oracle, Duelist.
Prestige Paths are rare, world-defining evolutions — Phoenix Knight, Voidcaller, Arch-Seer of Radia.
Each step deepens your story rather than restricting it. The game doesn’t say, “you can’t.” It asks, “what have you sacrificed to grow this far?”
Why It Works
Fluidity: You evolve as the story demands — not as the rulebook dictates.
Identity Through Action: Who you are depends on what you do, not what’s printed on your sheet.
Narrative Mastery: Paths are built to echo your legend, not to constrain it.
Endgame Growth: Prestige Paths are earned through story, not XP gates. They’re living milestones.
I’d love to hear from others on this:
Do you prefer open systems like Paths, or the structure of traditional classes?
How do you balance creative freedom with mechanical clarity in your games?
What combinations or concepts would you most want to explore within the LoT framework?
Legends aren’t born from limits. They’re forged by choices.
-
This topic was modified 3 weeks, 2 days ago by
klburns69.