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site title: Faerie Tales & Folklore A Roleplayers Guide to the Mythological Earth

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ring, ulysses, odysseia, grandson, autolycus, hermãhãs, atreides, dune, fame, heir, literally, culmination, massive, eugenics, project, superhuman, godlike, sétanta, chulainn, incarnation, lugh, romulus, remus, twin


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penchant for fantastic beginnings is not limited to these figures either aragorn as told of by tolkien was a member of a dying branch of people known as the dúnedain who were blessed by the valar bilbo and frodo were born with the ability to be ring bearers ulysses of the odysseia was the grandson of autolycus son of hermãhãs the god paul atreides of dune fame was not only born the heir of a major noble house but he was literally the culmination of a massive eugenics project intent on creating a superhuman of nearly godlike ability sétanta or cú chulainn was the son of or an incarnation of the god lugh romulus and remus were twin brothers raised by a she wolf and born the sons of mars even one of the oldest known tales that of the hero bilgamesh tells the story of a man who possesses impossible strength these tales merely scratch the surface of exceptionalism within the characters of our favored stories in fact a case could be made that a lack of an exceptional nature in one form or another is more rare in the fiction of our people then is its presence to support this ideology faerie tales folklore encourages players to fill roles of epic heroes otherworldly protagonists and born kings of men that is not to say that playing a character who came from nowhere is frowned upon much to the contrary it is simply important to recognize that exceptionalism is extremely common in the tales which our hobby draws from as mentioned above achilles is a high man with the invulnerable option and the single class of fighting man luke skywalker would be a high man with a standard mutliclass of fighting man and magic user same with paul atriedes arthur is a common or high man who s class is fighting man but is most importantly a noble and wayland the smith is a low man with the ability to enchant by allowing players the freedom to be exceptional through their characters they are allowed to tap into those very stories which inspired them faerie tales folklore is not built around the highly formulaic structure prevalent in many modern systems the enemies players face are not likely to come at the characters in neatly packaged doses preselected specifically for a party s level of experience myth literature and the cinema are never that fair and for good reason it is that sense of real danger of real risk versus reward that gives a good tale meaning the same is true of roleplaying without risk the reward means little this fact does not mean a player needs to be falsely limited to provide them a challenge a king can be challenged by his people or his neighbors a great warrior by evermore powerful creatures or larger armies a magic user might be under near constant assail from both supernatural forces and terrestrial prejudice and a sneak thief might always be tormented by the law or their own insatiable greed any character will face serious challenges within the mythological earth provided the narrator or referee has created such challenges for their players for this reason it is important for the players to ensure that the referee has a clear understanding of who their characters are and the extent of their capabilities this helps ensure that the referee can create an experience that is enjoyable for the whole group one way i have come to view the class level structure of games based around d d is to consider it a form of destiny for such purposes consider the abilities the character will possess at their highest level as the hallmarks of their eventual fate should they survive example a common man who has the class of fighting man and took the background of landed noble could be seen as having the destiny of chosen by the ancestors to become a great hero then lead his people in their struggle for independence and eventually become their king everything named in that character s destiny is a perfect explanation of the abilities that character gains as their level increases thus class can easily be seen as a measure of some portion of the character s destiny in this way only the character s of each player and the actual villains of the narrative have a destiny as class becomes an easy way to quantify the future by using class as a form of destiny the idea of exceptionalism is further reinforced including a sense of exceptionalism in the villain the players and their characters can be seen as influential actors in important moments of history they might still be essentially nobodies but they are one s writing the tale as it happens and that makes them something more that makes them legends the mythological earth as presented in faerie tales folklore is not a game about the farmer who s lands were burned by a warlord it is the game about those who rise up to challenge that warlord it is a game about those who do not hide from the dark rather those who seek out what goes bump in that dark these are not often regular people but heroes anti heroes and simply those who fancy themselves fit for a some grand purpose this is after all what adventures and heroes do they seek out their destiny and those tenacious enough to see their destiny through to its end become immortalized in myth story and tale enjoy your time at the game table friends the art of war part ii the business end august 15 2018 morgan t corey leave a comment this is the second part of a two piece article on combat within faerie tales folklore a fight can seem like such a simple thing find two or more individuals who are feeling a bit antagonistic and place them in close proximity from this point however the whole process becomes much more complicated there are questions of how and with what of defense and tactics and the list could go on it might be this complex nature of combat that fascinates and terrifies us in equal measure perhaps it is the voyeuristic nature of roleplaying which feeds this fascination and abates the terror of violence encouraging us to explore its most severe manifestations with the vim and vigor only fantasy can provide in this blog the second in a two part series i aim to offer additional detail on arms and armor as they are represented in the mythological earth specifically i will be shedding some light on a few of the uncommon mechanics used to define arms and armor within the system along with a bit of detail on the various combat subsystems themselves continued below i will first delve into armor and armor class as they segue well from the discussion on hits and death armor in its various forms is handled by way of a familiar term armor class as well as the value attached to that term however armor class in faerie tales folklore has a more defined meaning then many games that make use the statistic each armor class value represents a specific combination of armor type and the presence or lack of a shield these values are as follows clothing only leather or gambeson clothing and a shield leather or gambeson and a shield banded or mail banded or mail and a shield plate plate and a shield this use of a specific value allows the different armor and shield combinations to have different defensive capabilities against different types of weapons any bonus or penalty to armor class or defense as such modifiers are often termed is used to modify the roll and does not change armor class by keeping armor class a static value that is directly related to the protection worn the differences in protection from armor type to armor type are easily maintained this method of handling armor class allows arms and armor to interact in a much more realistic way melee weaponry within faerie tales folklore makes use of a statistic called weapon class to distill a wide array of weapon data into a single value weapon class might be seen as a measure of size but it is really much more a weapon s class is a specific value that corresponds to a tight array of similar weapons hand axes swords spears etc this value encompasses such things as length speed lethal area and the ability to penetrate various armors a weapon with a higher class is bigger more cumbersome and generally more likely to score a hit against heavier armor by contrast a weapon with a lower class is lighter shorter and more easily manipulated but is often not as lethal against heavier armor the various weapon classes are as follows daggers hand axes maces swords battle axes spiked clubs flails spears pole arms great swords lances pikes these classes ordered by numeric value can offer more information then one might first assume weapon class serves as the direct counterpoint for armor class and the two provide a level of interaction not commonly found in other d20 based systems with the possible exception of ad d if all of the printed facets of a weapon are used each weapon class has a different set of odds to score a hit against each of the armor classes thus more effectively mirroring the capabilities of real world weapons and armor the class of a weapon also influences how rapidly the weapon strikes the effectiveness of a weapon when parrying the attacks of others as well as who strikes first during any given round these effects are detailed on pages 339 through 340 with this system it is a good idea to carry a few different weapons to ensure one s combat readiness for a multitude of scenarios as any good warrior of history would have done there are two elements which can apply to any melee weapon that are not covered by the weapon s class the number of hands required to use the weapon and weather or not it may be thrown a weapon that requires two hands to use or offers the ability to be used two handed is especially deadly to unarmored and lightly armored targets such weapons score automatic critical hits against any target who has an armor class of 1 or 2 the benefit of a thrown weapon should be relatively self explanatory which brings us to the discussion of missile weapons continued below there are a few aspects of missile combat that are handled differently in faerie tales folklore one of the most important is the idea of direct and indirect attacks if a missile weapon makes a direct attack the projectile follows almost no arc in its flight to the target and arrives with most of its velocity intact an indirect attack is made with a noticeable arc of travel enough to pass over intervening objects and people such attacks generally arrive with a reduced velocity and thus have less penetration all missile weapons that utilize force generated by the user automatically make indirect attacks once they exceed half of their maximum range this makes most missile weapons perform in a manner more consistent with their use in the real world another important difference about missile attacks is that they are resolved during two phases of the combat round the half move and just before melee thus one may make both melee and missile strikes in the same round the primary combat mechanic in faerie tales folklore is built around the idea of gaining more chances to make a combat roll instead of adding ever larger bonuses to increase the odds of a single die roll succeeding it is a good idea to remember that each combat roll does not have to be seen as a separate attack from a narrative perspective in fact it might be better to think of the results of a character s combat rolls as a measure of offensive output during a given round rather then a specific number of attacks faerie tales folklore does offer a few bonuses that may be added to a combat roll but it is through the addition of more combat rolls that a character or creature truly becomes a better combatant this central premise in the game s mechanics separates it from any of its peers who use variations of the alternative combat system original found in od d though it can take some getting used to the system is not difficult once understood the fact that a sword always requires a modified roll of 13 to succeed against a target wearing mail armor as an example makes it easier to remember the various values as they do not change faerie tales folklore commonly makes use of two other variations of the combat system one for large scale engagements or wars and the other for combating mythic creatures in both variations the exact equipment used by the attacker and defender has less meaning then in single combat in large engagements combatants fight as their troop type and when engaged in mythic combat only the mythic value is followed hero great hero wizard spirits etc any bonus a character or creature adds from magic attributes item quality etc is retained in mythic combat but not during large scale engagements unless the character is choosing to act independently however neither of these two forms of combat focus as closely on the interaction between various armor types and attacks from various weapon types as single combat in a way a large scale engagement is a bit like pulling the focus back from the scene a bit to increase the amount caught in the frame you can see more of the scene but at the sacrifice of detail mythic combat like simultaneous hits marks a major milestone in the evolution of any character if a character has a magical weapon as well as the ability to engage in mythic combat there is little they cannot confront in direct battle mythic combat is intended to be more of a measure of skill and heroism then superiority of arms and armor though gear has little effect on mythic combat bonuses from magic quality of equipment exceptional attributes etc are all still utilized by keeping mythic combat somewhat separate from the other variations of the combat mechanic the paradigm is allowed to shift between the practical issues of equipment and into the less quantifiable issues of bravery skill and possible supernatural ability thus a battle against a mythic creature is not won by way of gear but rather the truly heroic nature of the character involved when learning any new system i recommend that players and referees not concern themselves with all the details of the rules to start learn enough to play a game and bring in more of the rules as they come up this is especially useful with most combat systems used by roleplaying games faerie tales folklore being no exception learn how to make a combat roll and when to add more get an understanding of the combat tables and when to use each and learn the order of a round once the basics have been understood start exploring the rules for critical hits called shots unarmed combat duels etc explore new rules as the situations they govern arise thus allowing a more organic discovery process for many myself included this is often an easier way to learn the intricacies of a new system this method can and likely should be extend beyond just learning about combat to this end the table of contents for a roleplayer s guide to the mythological earth uses the asterisks to indicate the rules and sections to read first following this suggestion should aid in understanding the rules while preventing them from becoming 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