FAQ Overview

COMBAT » Weapons

Can you give some examples of what #/# WAM means?

1/1 WAM = 1 ATK EA RND
3/2 WAM = 3 ATK EVERY 2 RNDS (Can be split 2-&-1 or 1-&-2)
2/1 WAM = 2 ATK EA RND
5/2 WAM = 5 ATK EVERY 2 RNDS (Can be split 3-&-2 or 2-&-3)

Author: R.C.Sibley
Last update: 2019-04-25 08:46


Can you really try to dodge arrows in Worlde of Legends?

Yes. At any time, a WoL™ Adventurer can attempt to dodge an incoming attack. Adventurers can attempt to dodge attacks by rolling an AGILITY (AGL) Attribute Check on 2d12 with a -4 penalty vs melee weapons and a -8 penalty vs missile weapons.

There are also Skilled + Actions in the Worlde of Legends™ game that allows an Adventurer to attempt to dodge a missile weapon with a normal parry roll (usually with scaling penalties/bonuses based on Mastery Rank). Note that the Adventurer is not parrying with a weapon but using the parry roll to determine if dodging the arrow was a success or failure. In addition, if the Adventurer makes a successful parry roll by a specified amount over the minimum required for the roll to be successful, the Adventurer can actually catch the arrow in mid-flight!

In the full version of Worlde of Legends™, there is a Learned Skill that allows an improved chance to dodge missile weapons by providing bonuses to your 2d12 rolls based on your Learned Skill Mastery Level.

Author: R.C.Sibley
Last update: 2019-05-03 03:38


GAME MECHANICS » Actions

Is taunting an enemy an OFFENSIVE, DEFENSIVE, or MUNDANE Encounter Action Maneuver (EAM)?

Since taunting an enemy is intended to cause emotional or mental distress upon its target, taunting is an OFFENSIVE EAM.

Author: R.C.Sibley
Last update: 2019-04-25 08:46


GAME MECHANICS » Concept

What is the biggest adjustment GameMasters will have to make to run a WoL™ game vs other FRPGs?

Other than learning the core mechanics themselves, the biggest adjustment GameMasters will have to make running a WoL™ game vs other FRPGs is probably Health Points. Both Adventurers and enemies have a higher HP than they do in many other games plus enemies are able to have Experience Levels in WoL™ and therefore have increasing HP. This is due to the fact that we are creating legendary, epic heroes in Worlde of Legends™ whose power gets significantly stronger as they increase their Ability Mastery Rank and gain Experience Levels. GameMasters and players alike will see enemy HP hitting 100+ at a much lower Experience Level than they would in many other games. This may require GMs to make an adjustment in how they think about combat, especially if they have been GMing for a long time. Fortunately, enemy statistics are very flexible and can be changed in the heat of the moment so most GMs will adapt very quickly.

Author: R.C.Sibley
Last update: 2019-04-25 08:46


Why does Worlde of Legends™ use "Mastery Systems" and "Archetypes" instead of "classes"?

The WoL™ Design Team finds "classes" in most FRPGs to be somewhat confining and restricted. Worlde of Legends™ uses Mastery Systems and Archetypes instead of classes for the following three primary reasons:

  1. Worlde of Legends™ uses Mastery Systems and Archetypes instead of classes to allow players more flexibility with their Adventurer concept and style. Adventurers can choose to build an Adventurer who is a typical stereotype, a mixture of stereotypes, or something altogether unique.
  2. Worlde of Legends™ uses Mastery Systems and Archetypes instead of classes to have a system that grows with the player that will be able to combat enemy scaling (growing in strength and capability) and truly become a legendary hero.
  3. Worlde of Legends™ uses Mastery Systems and Archetypes instead of classes to provide an incentive to stick with an Adventurer to get to higher Experience Levels and therefore higher Mastery Ranks.

Author: R.C.Sibley
Last update: 2019-04-26 02:30


Some of the Weapons, Attack Maneuvers, and Skilled + Actions say the damage is d2 or d3. Are those special dice? If not, how do we roll them?

Yes, and No, There are some manufacturers on the internet who make specialty dice including these, but d2 and d3 do not have to be special dice. They can be rolled in several ways with the standard set of tabletop gaming dice.  Here are the options we used most in playtesting Worlde of Legends™.  d2:  1 Flip a coin where heads is 1 and tails is 2 (or vice versa) 2 Roll any die where Odd is 1 and Even is 2 (or vice versa) d3: 1 Roll a d6 where 1 or 2 = 1, 3 or 4 = 3, and 5 or 6 = 3.  2 Roll a d12 where 1-4 = 1, 5-8 = 2, and 9-12 = 3.

Author: R.C.Sibley
Last update: 2019-05-03 03:44


COMBAT » Skilled + Actions

I want to use the Focus Strike and the Fury Strike Weapons Mastery Skilled + Actions at the same time, as is allowed by the S+A descriptions, and want to hold initiative for 3 segments to give me +3 ARM and +3 DMG bonuses. Do I have to hold initiative for 3 segments or 6 segments to get both bonuses?

When using Skilled + Actions that are allowed to be combined by the S+A description, the same initiative hold applies to all S+A involved. So in the case where you want to hold initiative to get +3 bonuses, you would need to hold initiative for only 3 segments to get both bonuses. If you were to add a third S+A, you would still need to hold initiative for only 3 segments to get the +3 in all 3 S+A.

Author: R.C.Sibley
Last update: 2019-04-25 08:47


Some Skilled + Actions don't seem like I would really use them very often. Why should I choose these Skilled + Actions?

Skilled + Actions are designed to do several things. (1) Skilled + Actions mixed with your role-play will make your chosen Mastery Ability stand out amongst the crowd. (2) Skilled + Actions have the potential to make your Adventurer look cool while doing what they do and more fun to play because sometimes S+As are as much "stunts" as they are "attacks". (3) Skilled + Actions are there to help YOU as a player build the Adventurer that you want to build through diversity. So overall, you should pick whatever Skilled + Actions you want that fits your image of your Adventurer, fits his/her personality, and makes him/her stand out in your adventuring party. You should choose a few of those S+As that you think don't seem useful because they are appropriate for your Adventurer. If you have S+As and feel like you don't get to use them very often, have a conversation with your GameMaster about it. He/She should be happy to try to work opportunities for you to use them into the upcoming game sessions. Just as you are learning your Adventurer, your GM is learning your Adventurer and learning your play style. A little communication could go a long way.

Author: R.C.Sibley
Last update: 2019-04-25 08:47


Can I use the Flame Arrow Skilled + Action to set things on fire?

Absolutely. Your GameMaster will determine what catches fire from your Flame Arrow, how fast it burns, whether it does damage if the target is a sentient being, and how fast and where the newly ignited fire may spread.

Author: R.C.Sibley
Last update: 2019-05-03 03:20


GAME MECHANICS » Majik » Bardic Arts

It seems the Bard's Combat Performance is a piece of music that is very short. How does that work?

That is correct. The Bardic Combat Performance is a short piece of music that is played on a Bardic Enchanted Instrument that has been majikally tuned so that certain note combinations tap into the pseudo-majikal residue that is left in the world as the weaves of majikal thread pass through.  These performance tunes are ALWAYS played at a precise 120 bps (beats per segment) which is equal to 60 bpm (beats per minute).

The key a performance tune is played in is usually an indicator of which majikal element is being used. Most Bardic Enchantments (and Skilled + Actions) use the SPIRIT element are most often played in the key of D (2 sharps - F# and D#). Other key signatures are indicative of other majikal elements.

Each combat performance melody also has a required number of notes that must be played over the time period specified by the Enchantment's EPT (Enchantment Preparation Time). This also applies to Skilled + Actions. When a Bard's Enchantment is under the effect of something that reduces casting time, such as the FastWeave Bard Skilled + Action, the Bard must play the same number of notes in the same rhythm even though the performance requires less time. This means, of course, the Bard has to increase the tempo of the performance to complete the Combat Performance Melody in the designated amount of time.

Watch for the upcoming release of the Bardic Arts Handbook which will include many details about Bard Pseudo-Majik, Bardic Instruments, the life of a Bard, and the actual melodies for many of the Enchantments and Skilled + Actions.

Author: R.C.Sibley
Last update: 2019-05-03 03:25


As the designers of Worlde of Legends™, how would you GM a Bard who uses the TimeStop Skilled + Action to turn an enemy, who is already engaged in combat, facing away from the combat engagement?

That is a clever use of the TimeStop Skilled + Action. If we were Gming that scenario, we would give the enemy's attacker a FREE (No WAM) Backstab attack and put the enemy at Combat Disadvantage for the remainder of the combat round due to disorientation.

Author: R.C.Sibley
Last update: 2019-05-03 03:25


GAME MECHANICS » Majik » Arts Majika

If I have enough Mána, can I weave the same spell over and over, all day long, until I run out of Mána?

Yes, you can weave the same spell over and over, back to back, consecutively, all day, all night - as long as you have Mána. Spells in Worlde of Legends™ are things you learn (not things you memorize); and once you have learned them, you don't forget them. That said, even though you CAN weave the same spell over and over, you may want to try to mix it up a bit so you don't get bored (or seem boring to others). As always, though, how you play your Adventurer is up to you.What's important is that you have fun playing WoL™ and YOU DO YOU!

Author: R.C.Sibley
Last update: 2019-05-03 03:25


COMBAT » Skilled + Actions » Archery

Can I use the Flame Arrow Skilled + Action to set things on fire?

Absolutely. Your GameMaster will determine what catches fire from your Flame Arrow, how fast it burns, whether it does damage if the target is a sentient being, and how fast and where the newly ignited fire may spread.

Author: R.C.Sibley
Last update: 2019-05-03 03:20


COMBAT » Skilled + Actions » Weapons Master

The "Charge Attack" Weapons Mastery Skilled + Action says that an Adventurer moves at a rate of 5 feet per segment while charging. My Adventurer's natural movement rate allows me to move faster than 5 ft per segment. Does this "charging" movement rate apply to me?

Yes, the movement rate of 5 feet per segment while "charging" for use of the Weapons Mastery "Charge Attack" Skilled + Action applies to every Adventurer no matter their natural Movement Rate or Speed. This charging action is a special charge that requires the Weapons Master to focus (so you get the ARM bonus) and put extra strength to gain maximum momentum (so you get the damage bonus).  This is done by managing the length of the stride while charging and pushing off the back foot with extra force for each stride resulting in a metered stride that covers 5 feet per segment (every half-second).

Author: R.C.Sibley
Last update: 2019-05-03 04:14