Weapons from AiMe Player's Guide in TOR

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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Otaku-sempai
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Weapons from AiMe Player's Guide in TOR

Post by Otaku-sempai » Tue Oct 24, 2017 11:39 pm

Adventures in Middle-earth provides more diversity than The One Ring in terms of weapons available to Player-heroes. A Loremaster who wants to bring some of that diversity into a TOR campaign must be prepared to convert the AiMe stats to TOR. This is an attempt to help with that goal. The weapon statistics are not set in stone; they are what seems right to me (for example: I increased the range of the Sling over the range given in AiMe). Your mileage may vary.

New Weapons

Scimitar
Damage: 5
Edge: 10
Injury: 16
Encumbrance: 2
Group: Swords
Called Shot: Disarm
Notes: --

Heavy scimitar
Damage: 9
Edge: 10
Injury: 18
Encumbrance: 3
Group: Swords
Called Shot: Disarm
Notes: Two-handed weapon.

Club
Damage: 4
Edge: 10
Injury: 12
Encumbrance: 1
Group: Clubs
Called Shot: --
Notes: Usable by Dwarves and Hobbits.

Great club
Damage: 8
Edge: 10
Injury: 14
Encumbrance: 3
Group: Clubs
Called Shot: --
Notes: Two-handed weapon. A Great club may be studded with spikes or shod with iron bands.

Hammer
Damage: 3
Edge: 10
Injury: 14
Encumbrance: 1
Group: Hammers
Called Shot: Break shield
Notes: Usable by Dwarves and Hobbits; Can be thrown (20/60)

Warhammer
Damage: 5 (1h)/7 (2h)
Edge: 10
Injury: 16 (1h)/18 (2h)
Encumbrance: 3
Group: Hammers
Called Shot: Break shield
Notes: Usable by Dwarves(?). Can be used with one or two hands.

Mace
Damage: 4
Edge: 10
Injury: 14
Encumbrance: 1
Group: --
Called Shot: Break shield
Notes: Usable by Dwarves and Hobbits.

Sling
Damage: 3
Edge: 10
Injury: 12
Encumbrance: 0
Group: --
Called Shot: Piercing blow (regardless of the outcome of the Feat die).
Notes: Usable by Dwarves and Hobbits. Ranged weapon (as Bow).

Staff
Damage: 5 (1h)/7 (2h)
Edge: 10
Injury: 14 (1h)/16 (2h)
Encumbrance: 3
Group: Staves
Called Shot: Knockdown
Notes: usable with one or two-hands.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

poosticks7
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Re: Weapons from AiMe Player's Guide in TOR

Post by poosticks7 » Sun Oct 29, 2017 1:34 am

I like these.

I wonder if axes,clubs and hammers should all be in the same group. They all follow the same basic idea, heavy impact.

You could argue that axes could be their own group maybe... with the cutting aspect of the blade, although they are high impact weapons really.

Otaku-sempai
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Re: Weapons from AiMe Player's Guide in TOR

Post by Otaku-sempai » Sun Oct 29, 2017 3:09 am

Redundant post. Please, disregard.
Last edited by Otaku-sempai on Sun Oct 29, 2017 3:28 am, edited 1 time in total.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Otaku-sempai
Posts: 3397
Joined: Sun May 12, 2013 2:45 am
Location: Lackawanna, NY

Re: Weapons from AiMe Player's Guide in TOR

Post by Otaku-sempai » Sun Oct 29, 2017 3:09 am

I would at least keep axes in their own, separate group. Clubs can be it's own group. Maces could be grouped with either clubs or hammers.

If I understand correctly, spending 2 Experience points during a Fellowship phase would give a Hero one rank in a new weapon. A Loremaster might add other requirements (like finding a trainer).
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Glorelendil
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Re: Weapons from AiMe Player's Guide in TOR

Post by Glorelendil » Sun Oct 29, 2017 3:20 am

Are these meant to be player options, or Adversary options?

If they are player options, some of these don't follow the "item budget" pattern of official weapons. E.g., Heavy Scimitar would need Encumbrance of 4 or damage of 8 to balance out. (Otherwise it's basically a Longsword that does significantly more damage.) And clubs are quite a bit under budget, which raises the question of why anybody would choose one. "Roleplaying" is a great answer, but I hate to mechanically penalize people for making narrative-based choices. ("Because you lost your sword" is also a good answer, except that sort of thing hardly ever happens in TOR. And that's what Dagger is for.)

If they are meant as Adversary weapons that's a different matter entirely.
The Munchkin Formerly Known as Elfcrusher
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Otaku-sempai
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Joined: Sun May 12, 2013 2:45 am
Location: Lackawanna, NY

Re: Weapons from AiMe Player's Guide in TOR

Post by Otaku-sempai » Sun Oct 29, 2017 3:31 am

Glorelendil wrote:
Sun Oct 29, 2017 3:20 am
Are these meant to be player options, or Adversary options?
They are meant to be usable either way, though they could be tweaked a bit to conform more closely to the TOR weapons budget (I'm not sure how official that is). This was mostly an off-the-cuff conversion, though some of the weapons had been designed in a previous thread before AiMe came out.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

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