Another "New Journey Rules", inspired by AiMe

The unique One Ring rules set invites tinkering and secondary creation. Whilst The One Ring works brilliantly as written, we provide this forum for those who want to make their own home-brewed versions of the rules. Note that none of these should be taken as 'official'.
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Re: Another "New Journey Rules", inspired by AiMe

Post by Falenthal » Tue Aug 22, 2017 5:57 pm

Hi, Ecorce!

I've read your post a few times, but still have some problems following your train of thoughts. I'm not sure if you're having issues with my rules, or if you've read Yepesnopes rules (which are similar to some point) and have erred the thread when answering.

It may be me missing something, but I'd like to help you if I can and I don't know where to start... ;)

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Re: Another "New Journey Rules", inspired by AiMe

Post by Ecorce » Tue Aug 22, 2017 7:27 pm

I was answering to all the ideas since my last answer, not just your rules. :)

Trying to compare versions, wondering which one seems nice to me.
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Re: Another "New Journey Rules", inspired by AiMe

Post by Ecorce » Tue Aug 22, 2017 8:23 pm

I was comparing your version (one roll per 12 hex, no matter the number of legs) and james's version (one roll per leg, no matter the hex).

I find yours easier in some way. You have to count hex on the map, but after that it's quite fast. In james's version, there's more calculation.

So there can be more rolls, but your rules seem faster to learn and apply during the game. ;)
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Re: Another "New Journey Rules", inspired by AiMe

Post by Falenthal » Wed Aug 23, 2017 4:21 pm

Very sorry for the confusion, Ecorce! My brain might have melted a bit during the summer... :)

I guess it comes down to likings: I don't like having to do maths to know the number of days/rolls, and I don't like to reduce the whole journey to one single roll (if the journey is significant) because luck plays too large a role compared to the skill, IMO.

Other than that, my rules are simply a way to calculate short journeys (12 hexes), that can be repeated several times to calculate longer journeys if needed.

For example, if the fellowship is going from Erebor to Beorn's House along the Grey Mountain Narrows, I'd probably not divide the journey in several legs. I'd make the whole a long journey with 2 or 3 Fatigue tests and some Hazards related to the tone and terrain of the Narrows (I haven't counted the number of hexes now) and start the adventure at Beorn's House without more delays.

What I've come to like more from my own house-rules are things like passing successes to the companions, and the new way to face the Hazards using Traits related to the description. Both help the immersion and keep the Journeys from being a mechanical dice-rolling work.

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Re: Another "New Journey Rules", inspired by AiMe

Post by Ecorce » Fri Sep 29, 2017 8:50 am

Just a thought on "Forcing the March".

You suggest to double the number of fatigue tests (not exactly what you wrote, but this is finally the same?).
So, more fatigue tests, whereas one aim was to reduce the number of rolls.

Here are two suggestions:
  • Increasing the TN by 1 level?
  • Increasing the amount of fatigue points before rolling (ex: for spring/summer, increasing to 6 points instead of 4)?
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Re: Another "New Journey Rules", inspired by AiMe

Post by Falenthal » Fri Sep 29, 2017 10:46 am

Ecorce wrote:
Fri Sep 29, 2017 8:50 am
Just a thought on "Forcing the March".

You suggest to double the number of fatigue tests (not exactly what you wrote, but this is finally the same?).
So, more fatigue tests, whereas one aim was to reduce the number of rolls.
Not exactly the same.
The proposed rules say:
-Short [1-12 hexes]: 1
-Medium [13-24 hexes]: 2
-Long [25+ hexes]: 3
If the Travel is up to 6 hexes long, then Forcing the March doesn't increase the number of Fatigue tests, only makes you roll the test with your lowest skill between Athletics and Travel.

For everything else, the group simply does one more test (i.e. the Travel is considered as entering the next tier or difficulty). If going by the letter, a Long journey can be Forced and would not imply more than 3 tests. In this case, though, I'd recommend dividing the journey into shorter legs if possible.
In any case, using your lowest skill usually implies thatyou'll fail more Fatigue tests than usual, even with the same number of tests.
A hero with the same skill level at Athletics than Travel could always Force the March when doing travels up to 6 hexes (I'm ok with this, it makes sense to me), or also for those above 25 hexes. This last one could be a weak spot in the rules. In real games I haven't found this to be a problem, because Forcing the March has to be done by the whole Fellowship, and there's never a matching of both skills for every member of the group. But the rules fail eitherway.

From your options, as my house rule already implies that almost ever some Fatigue will be gained from travelling, I think the first option would be a better one. Increasing the Fatigue that will surely be gained even more could be too taxing. By only increasing the TN, the players always have options like spending Hope, getting Rewards that reduce the TNs of Fatigue tests (Twice Baked Honey Cakes), to avoid that much Fatigue.

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Re: Another "New Journey Rules", inspired by AiMe

Post by Ecorce » Fri Sep 29, 2017 11:43 am

If the Travel is up to 6 hexes long, then Forcing the March doesn't increase the number of Fatigue tests, only makes you roll the test with your lowest skill between Athletics and Travel.
Oops. You're right. My bad. :)

I like the idea of using the worst skill between Athletism and Travel. Makes sense to me to add Athletism in the skills to be tested.
Shouldn't it be enough? You think it's better to (possibly) increase the number of fatigue tests too?
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Re: Another "New Journey Rules", inspired by AiMe

Post by Ecorce » Fri Sep 29, 2017 11:53 am

I'm thinking about another solution, but that's maybe too strong.

The same number of fatigue tests, same TN, same amount of points... but being Weary at the end of the journey (I could add some conditions... if you succeed in every roll, you're not weary).

Forcing the march would be a great danger for the characters. They would reach the location earlier, but weary.

Hmmm... just after writing this, it's seems unfair to me. And it doesn't respect the rules neither the players.
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Re: Another "New Journey Rules", inspired by AiMe

Post by Falenthal » Fri Sep 29, 2017 12:29 pm

Making them Weary is too strong, I think. The fact that they'll probably get more Fatigue points already makes them more prompt to being Weary.

I've never found a problem with the rules as they are in my games, but your question raised a good point: if a hero has the same skill level in Athletics and Travel, and journeys all by himself (for example, a Ranger), he could Force the March every time he does Long journeys without any additional effect.

Very, very rare and residual in game reality, but still a weak spot in the rules.

Maybe changing the rules to:
Force the March
If a fellowship wants to hasten the Journey and force the march, add +1 to the difficulty TN of the Fatigue tests and the Hazards encountered (see below).
In addition, all Fatigue tests are resolved using the worst of Travel or Athletics skill.
I think it makes the rules even simplier. Adding +1 to Fatigue tests, Hazards, and also making the heroes use the worst of two skills is, I think, punishment enough. I wouldn't go further than that, as they're penalized already in three areas.

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Re: Another "New Journey Rules", inspired by AiMe

Post by Ecorce » Fri Sep 29, 2017 1:15 pm

Falenthal wrote:
Fri Sep 29, 2017 12:29 pm
...but your question raised a good point
"Ecorce, at your service." ;)

Image

I'll try these rules as soon as I can. I have a game tonight, there should be a travel (Siege of Black Tarn, they should go for help soon).
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