
Era of the Fallen is a game in the works, and I shall digest is accordingly.
Era of the Fallen is another fantasy RPG that has to stand out from the rest. There are the standard races (elves, dwarves, halflings, humans, et cetra) in a fantasy world. It is not in the fluff that Era of the Fallen stands out, but in its crunch. A detailed rule system for combat that I was surprised to find with a simple almost diceless system. However, first I shall start with the all important layout.
Layout, for a playtester beta, is very well done. For starters this is the first playtest beta that has my name on the cover, but I would not get too excited for this in the final version. Both my name and the well done layout is immediately overlooked by players I show the game to by the amount of pages. 369 pages is a lot to read, or think about reading when you want to play a game. I’ll remind you that there is no art in the book to break up the text. Although, I do applaud the page count being a magic constant. The page count is manageable because of the detailed table of content that is split between chapters and sections. It is very easy to find were details would be defined in the manual. The contents is well organized, with a few exceptions. There is some problem with chapters beginning at the bottom of a page after the end of a previous chapter that could easily start its own page and split up the text. This goes for the sections as well. The proficiencies chapter should be earlier because of its use in the game and how games are generally organized. I like skills, feats, and like abilities before my combat. Most players are used to this layout. At the end of the manual is a quick summary of what the players need to know on short hand such as weapon stats, armour, and character advancement.
A really great note is the 60 page magic section, which is very well organized and includes a short history of magic for the game world. Magic in 60 pages in a fantasy setting is amazing. Endless lists of spells replaced with a well balanced build your own spell system and a short list of sample spells. Segue! Magic is based on a set system that ranks wizards on a scale of 1 to 5, even 6 if you are an extremely powerful being who oozes power. Easier sets have weaker spells and shorter recuperating times. Better sets have stronger spells and longer recuperating times. Spells are learnt by increasing your Spell skill. Once you advance your Spell skill to a certain point, you may learn spells of a higher set. Once you learn a higher set spell you instantly become a mage of that set. You could stay a 1st set wizard for ever. It would be a fun character to roleplay.
Character creation is simple. Roll 6d6, choose the best 4, and assign them to your four stats (Strength, Speed, Will, and Intelligence). There are a few secondary attributes like Endurance, but they are derived from the primary stats. There are two classes to choose from, Warrior and Wizard. Wizards cast magic, warriors do not. I’m quite happy with character generation. Now, what is odd that I only mentioned in passing was the lack of dice. There is a way to play this game as a diceless system, or a system that uses minimal dice (one use is Instant Death rolls for some spells). On page 4, “Dice are evil!”. They may be malevolent at times, but not evil.
I have tried to play Nobilis. Without proper instruction, things go south. The lack of dice does not slow down the system and the combat is surprisingly realistic. I am able to appreciate the work that was done to simulate actual combat. In the game I played, one character died, most characters were hit. The combat starts with choosing stances and attitudes which gives you bonuses to actions. The combat system uses dice. You roll a d20 and a dx, which depends on your total combat total, in addition to adding any modifiers or bonuses to your rolls. If you have a Combat Total of 30, you would roll a d20 and a d10. No dice are higher than the twenty, or lower than a d4. Both the attacker and defender roll their two dice and add the bonuses separately. If I want to attack and I have a d20 and a d10 with a +2 and roll a 14 and a 5, I would add 2 to each, giving me 16 and 7, with a margin of 9. The margin would be compared with the defender’s roll. This system effectively creates its own boundaries for your success on its own, which I think is really cool.
Higher wins, and the margin of success determines who wins. The combat system becomes more detailed and more specific and includes basic and advance maneuvers as well as specific combat styles. It is the largest section of the manual that I cannot paraphrase in my word count. I may do a separate article about it. The diceless section describes using the numbers as abstract values that help weave the story. From my personal experience, we began to incorporate the bare numbers without rolls and made more of a mechanic. I would like more time to be spent in the area of creating a diceless game that uses the stats of the characters instead of dice in an interesting way.
I enjoyed reading and playing the game, however this is not a pick up and play game that is popular nowadays. Like Artesia and other larger tomes it will take time to fully comprehend breadth of the options presented to you. It is not confusing, just expansive. If you would like a new game to learn and master with detailed combat and magic, then Era of the Fallen is for you.
-Wil
This is the beta that I have been reading from. Please visit http://www.eraofthefallen.com/ for more information.