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> Rules Clarifications, Hope, Damage bonus and Advancement point
buddhax
Posted: Jan 12 2013, 03:49 PM
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Three questions:

1. In which moment the players recover the Hope? Fellowship phase or Session beginning or both in case they play a very long game?

2. A player with a Body attribute of 7 (10 favoured), in case, obtains an extraordinary success using a weapon that deal 5 damage points, will do 25 damage points? Auch

3. I can't understand how the advancements points works. Are they used as experience points when it's time to increase a skill? Or one advancement point is enough to increase one level of any skill inside the pertinent group?

4. A character with a treated wound is wounded again. I have to consider this second wound as lethal?
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Beleg
Posted: Jan 12 2013, 08:16 PM
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Firstly, that's 4, unless the body one wasn't a question tongue.gif

The recovery of Hope has been debated many times on here, but the general consensus seems to be that a character regains Hope is either at the end of a session if their Fellowship focus is alive, or by drawing points from the Fellowship Pool (though I personally have been allowing my players to refresh Hope during Fellowship phases)

Bonus Damage wise, I think you only add your Base Body onto the Damage. The favoured Attributes are only applied when invoking a Hope bonus to a roll in a corresponding Favoured skill

Advancement Points are used to increase Common Skills. The cost to raise a skill by each level is shown in a table on page 171 of the Adventurer's Book. Also, the cost is cumulative, ie to raise a skill from level one to level three, it costs 20 Advancement points, not just 12

And finally, I think the Wound thing came up before as well, and I believe if they are Wounded once more, it merely means they only recover one point of Endurance until the Endurance once again reaches the maximum value, or until the Wound is treated again.

This feels like the longest reply I've ever posted on here, hope it helps biggrin.gif


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Majestic
Posted: Jan 13 2013, 04:22 AM
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As regards question #2, I believe one actually could do that much damage, if the character were a Mirkwood Elf fighting at night (or in the forest).


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bluejay
Posted: Jan 13 2013, 05:26 AM
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By the rules as written, Hope isn't refreshed as such at any point. PCs get a point of Hope if their Fellowship Focus survives a session unharmed and they can also take points from the Fellowship Pool and use them to replace their own Hope.

Other than that, taking the virtue Confidence will add 2 points of maximum hope and refresh the characters hope score to maximum.

Also sometimes there are dramatic events which can give out a point of Hope during an adventure. To my mind, if you feel the PCs are burning through Hope a little quickly then this is a nice mechanism for helping to give some back.

Like many players, I felt the Hope mechanic was quite tough initially but having run five or six adventures now I feel it works exceptionally well and models the source material nicely.


Damage for special and extraordinary success results almost always use the normal Body score, not favoured Body. There is probably a reward, virtue or circumstance where favoured Body is used but this is definitely not the norm.

The Elven racial virtue only applies to Common Skills, not Combat Skills. This is ambiguous in the rules however it has been clarified here on the forums.

I hope this helps and I hope you enjoy the game. I highly recommend Tales From Wilderland. It is a phenomenal collection if adventures that truly show off the ruleset well and capture the Tolkien feel beautifully.
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Garn
Posted: Jan 13 2013, 07:39 AM
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Here is a related link regarding Damage Rating: Damage.

Here is the referenced 2nd Wound discussion: Wounded Again, What if you are Wounded after treatment?


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buddhax
Posted: Jan 13 2013, 10:54 AM
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Thanks for the answers. I'm a little concerned about the hope. Yesterday we play the Loremaster's book adventure and my group only have three players and consume a lot of hope points. I had to stop them using so much in any kind of roll to save them for future and bigger problems.

I already bought Tales of Winderland. I'm waiting for it smile.gif
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bluejay
Posted: Jan 13 2013, 11:20 AM
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No problem. The other point worth being aware of is that the characters start off generally quite weak and not overly competent so early on Hope is required a lot. As the PCs get more capable they require less Hope for most things.

Hope you enjoy the game. My group and I are really loving it right now.
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Valarian
Posted: Jan 13 2013, 12:07 PM
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QUOTE (buddhax @ Jan 13 2013, 02:54 PM)
Thanks for the answers. I'm a little concerned about the hope. Yesterday we play the Loremaster's book adventure and my group only have three players and consume a lot of hope points. I had to stop them using so much in any kind of roll to save them for future and bigger problems.

The use of hope isn't necessarily a bad thing. The character will gain flaws if he becomes miserable and undergoes a bout of madness, but doesn't become NPC material until he gains four of those. Worth reminding the players that they only get 1 or 2 points back per session, but let them make the decision to use them. They'll become more careful after a bout of madness or two.


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DracoDruid
Posted: Jan 13 2013, 02:09 PM
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If I understood the rules correct, Common Skills can ONLY be improved with ADVANCEMENT POINTS - and not with Experience points - after character generation.

Is this correct?


@ Beleg:
How on middle-earth do you get to 20 (or even 12) Advancement points for increasing a Common Skill from level 1 to level 2?!
It's 8 AP and that's it.
I guess you meant "Level 1 to Level 3", right?
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Beleg
Posted: Jan 13 2013, 04:13 PM
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Draco, yes, I meant level 3, my apologies. Typo much tongue.gif


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