That's awesome! Even without an active community, I think it will be instrumental for new players (out of curiosity or luck) that start reading this game. Even the advice to start with BoL and continue with LML before LR4AP.
I'll talk about something I got out of looking at BoL. And that goes back to what I mentioned about the 5 stats. I began thinking in terms of the 5 stats when I write stat blocks in my notes when I'm preparing an adventure for AD&D. Hit Points, Hit Dice, Movement, Attack (weapon and damage), Defense (AC and armor type). Then optional headers for abilities, including attributes and special class abilities, powers for spell-casters, and then special advantages/disadvantages like a Paladin's protection from Evil and +2 to all saves, or a rangers +1 damage when striking giants.
Having spent time thinking about how to keep stat blocks as brief and useful as possible, I got to using my own format for attack stats. I identify the attack type, followed by a parenthetical note including hit probability and harm range. The hit probability, I actually break up into four numbers which include not just the probability of hitting, but also t he number needed for special success, perfect success, and a fumble/weapon-break roll.
For example, long spear (1/3/35/00, 1-20). This is read as on a roll of 1, it does maximum harm and bypasses armor, on a roll of 2-3 you roll harm as usual but it bypasses armor, on a roll of 4-35 it's a normal hit. On a roll of 36-99 it's a miss, and on a roll of 00 the weapon breaks.
This comes in handy when I go to explain modifiers in LA.
MODIFIERS IN LEJENDARY ADVENTURE
This question has come up a lot in the past. A lot of people observe that LA is not consistent in how their modifiers work. Sometimes a bonus is expressed as a +, sometimes as a -. It's not inconsistent, though, for the most part. There is a distinction in LA between a bonus that increases the probability, and a bonus that deducts from the die roll. The difference is a deduction from the die roll greatly increases the probability for maximum harm bypassing armor roll. Whereas a bonus to probability increases the overall odds of a hit and the odds of a armor bypassing roll.
So suppose the weapon is a cut & thrust sword, which has a 10 weapon precision. I'd write it as:
cut & thrust sword, (1/4/45/007, 4-20)
Note that the 10 bonus to hit probability also raised the probability of an armor bypassing hit by 1%. The 007 in the fumble spot indicates that if a 00 is rolled, a confirming d10 must be rolled, a result of 7 or higher indicates the weapon breaks.
If instead, for some reason, the Avatar has a -5 bonus to the die for hit rolls due to some favorable situation modifier, I would write it like this:
cut & thrust sword, (6/9/50, 4-20)
Note now there is no chance of weapon breakage, because even a roll of 100 would be a 95 after the die decution. Also note a automatic max harm/bypassing armor occurs on a 6 or lower, since subtracting 5 makes it 1 or lower. Normal harm/bypassing armor occurs on a 9, because 9-5 is 4. And the original probability is 45%, so 1/10th of that is 4%. The probability of hitting is 50% because 50-5 is 45 which was the original probability.
The rules are MOSTLY accurate and consistent with regards to which of the modifiers you should use. However, I would always recommend the individual LM apply whichever type of modifier they find most reasonable regardless of whether the rules express it as a + or -.
EXCEPTIONS
A couple of minor exceptions to these modifiers. In combat, a weapon's natural precision adds to the probability (and slightly to the odds of a special success) but does not count towards the Avatar's skill for purposes of determining if multiple attacks are possible, and does not count towards "Weapons over 100" for bonus harm. Extraordinary weapon precision, however, does count towards weapons over 100 (but not skill). It adds to the probability for purposes of determining special success. But it also deducts from the die roll for purposes of affecting hit probability and max harm/armor bypassing rolls, but does not negate the possibility for weapon breakage.
So suppose the spear above is a preternatural spear with 5 extraordinary precision and 3-5 bonus harm. I would write that as:
pret. long spear, (6/9/40/006[15], 1-20 +3-5 pret)
So note that since the modified probability of success is 40%, the odds of a special success is bumped up to 4%. With the 5 point die adjustment, that means the weapon bypasses armor on a 9 or less, and does automatic harm on 6 or less. The weapon breakage number is 006(15). This means if a 00 is rolled on the hit roll, a confirming d10 is rolled, and if that results in a 6 or higher, that indicates a weapon breakage, however the extraordinary power of the weapon gives it a further 15% chance to save against breakage.