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booga |
Posted: May 26 2012, 01:01 PM
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Group: Members Posts: 8 Member No.: 2649 Joined: 4-May 12 |
Hi there,
I'm preparing a One Ring game for my group and am reading through the rules right now, which brought up a couple questions.
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ook-productions |
Posted: May 26 2012, 02:41 PM
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Group: Members Posts: 26 Member No.: 2400 Joined: 31-January 12 |
1. I wouldn't see why not. The costs for upgrading weapon skills at character creation are the same when spending XP during character advancement. The downside is that they are spending 6 of their 10 points on increasing their weapon skill. It is more efficient to just put those points into common skills as it is somewhat cheaper to increase them at character creation than it is during advancement.
Of course if you feel it is too powerful then don't let them do it. 2. The heroes can roll as many times as they like. But you need to determine how long each roll takes, so if they are against the clock and need to do a prolonged action then the less rolls made the better, or if they run out of time then they have to deal with the consequences. I think that is the idea with prolonged actions is the time factor, it is a lot more likely that they will succeed, unless they fail a lot with 'eye of Sauron' on the Feat Die, but it could take a very long time depending on the results. Hope this helps. -------------------- Morituri Nolumus Mori
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SirKicley |
Posted: May 26 2012, 02:51 PM
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Group: Members Posts: 608 Member No.: 2191 Joined: 28-November 11 |
I know there are specific rules for advancing a weapon from within a weapon grp. Its very costly. It details just such this scenario within the rules you cite for advancing rules. It may seem powerful but TOR unlike many rpgs does not focus on combat - though personal LM tastes may vary in that regard. Someone who focuses so much of their development on combat will be at a significant disadvantage through much of a game because so focuses on use of skills even just to advance. My ex D&D combat min/maxers learned that pretty quickly.
As for prolonged skill challenges, the LM sets the tolerance level for an npc encounter or if a skill challenge the LM sets the amt of failures allowed. Published adventures are typically including this info. The heroes can try as many times as they want but run the risk if reaching the tolerance of failures quickly if they do so recklessly. That ties up my previous point that if you max out on combat your skill challenges are going to suffer to some degree. Or that characters ability to influence the success positively will be more limited. -------------------- Robert
AKA - Shandralyn Shieldmaiden; Warden of Rohan LOTRO - Crickhollow Server Kinleader: Pathfinders of the Rohirrim "All we have to decide is what to do with the time that has been given to us." |
SirKicley |
Posted: May 26 2012, 02:54 PM
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Group: Members Posts: 608 Member No.: 2191 Joined: 28-November 11 |
D'oh. Ninja'd! -------------------- Robert
AKA - Shandralyn Shieldmaiden; Warden of Rohan LOTRO - Crickhollow Server Kinleader: Pathfinders of the Rohirrim "All we have to decide is what to do with the time that has been given to us." |
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booga |
Posted: May 26 2012, 04:00 PM
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Group: Members Posts: 8 Member No.: 2649 Joined: 4-May 12 |
Wonderful,
thanks for those very fast and helpful answers guys ! |
Garn |
Posted: May 26 2012, 05:17 PM
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Group: Members Posts: 938 Member No.: 2432 Joined: 10-February 12 |
Just as a stray comment in regards to your first question...
As stated, it makes more sense to spread the points around generally speaking. However, it might be advisable to consider at least bringing a primary weapon (ranged or melee) to 3rd level for one member of the Company. At TN 14, this means a +24% chance to succeed in attacking (2nd vs 3rd level), making it more likely the party will survive. -------------------- Garn!
I have yet to read the books thoroughly. |
ook-productions |
Posted: May 26 2012, 06:41 PM
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Group: Members Posts: 26 Member No.: 2400 Joined: 31-January 12 |
This is a good point, in my group that I LM for, one of my players, a Beorning has spent quite a bit on his weapon skills, put his axes up to 3 at creation and has spent XP to put it up to 4, so he is very reliable in combat, but has to rely on other characters for some of the more delicate 'skill' interactions. Although he does a lot of Awe and Hunting so he gets by fine in those areas too. -------------------- Morituri Nolumus Mori
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Beleg |
Posted: May 27 2012, 06:53 AM
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Group: Members Posts: 314 Member No.: 2548 Joined: 22-March 12 |
Just thought I'd add my thoughts to the pot..
Similar to what ook-productions said, one of the guys in my group is playing a barding, and he improved his longsword to level 3 right off the cuff, which meant that during combat he rarely missed, meaning that he was extremely effective at protecting the three ranged characters, despite being slightly less useful when it came to common skill rolls -------------------- |
SirKicley |
Posted: May 27 2012, 07:53 PM
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Group: Members Posts: 608 Member No.: 2191 Joined: 28-November 11 |
Which winds up following other games similarly. Rogues for instance are skill monkeys. Fighters - notsomuch.
-------------------- Robert
AKA - Shandralyn Shieldmaiden; Warden of Rohan LOTRO - Crickhollow Server Kinleader: Pathfinders of the Rohirrim "All we have to decide is what to do with the time that has been given to us." |
Garn |
Posted: May 27 2012, 10:50 PM
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Group: Members Posts: 938 Member No.: 2432 Joined: 10-February 12 |
I would have thought that after an initial +-2 weapon skill level difference, things would have balanced out.
That is, warrior types would have to focus on battle related skills for a time (weapon skills, hunting, travel, battle) while other characters would focus on social and research skills. Once the division of labor produced viable characters in their respective areas of expertise, then cross-training was possible. -------------------- Garn!
I have yet to read the books thoroughly. |